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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.224 by root, Fri May 2 20:16:24 2008 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 24#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 25#include <stdio.h>
35#include <sys/types.h> 26#include <sys/types.h>
36#include <sys/uio.h> 27#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 28#include <object.h>
39#include <funcpoint.h> 29#include <sproto.h>
40#include <skills.h>
41#include <loader.h> 30#include <loader.h>
42int nrofallocobjects = 0;
43 31
44object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37
38objectvec objects;
39activevec actives;
40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = {
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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}; 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46};
50short freearr_y[SIZEOFFREE]= 47short freearr_y[SIZEOFFREE] = {
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52};
53int maxfree[SIZEOFFREE]= 53int maxfree[SIZEOFFREE] = {
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
56int freedir[SIZEOFFREE]= { 59int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 60 0,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64};
59 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
60 139
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 142compare_ob_value_lists_one (const object *wants, const object *has)
143{
63 key_value * wants_field; 144 key_value *wants_field;
64 145
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
68 */ 149 */
69 150
70 /* For each field in wants, */ 151 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
153 {
72 key_value * has_field; 154 key_value *has_field;
73 155
74 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
76 158
77 if (has_field == NULL) { 159 if (!has_field)
78 /* No field with that name. */ 160 return 0; /* No field with that name. */
79 return FALSE; 161
80 }
81
82 /* Found the matching field. */ 162 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 163 if (has_field->value != wants_field->value)
84 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 165
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return 1;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 196{
117
118 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
120 204
121 if (ob1->speed != ob2->speed) return 0; 205 /* Do not merge objects if nrof would overflow. First part checks
206 * for unsigned overflow (2c), second part checks whether the result
207 * would fit into a 32 bit signed int, which is often used to hold
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if (ob1->arch->name != ob2->arch->name
226 || ob1->name != ob2->name
227 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id
236 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0;
250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
258 /* This is really a spellbook check - we should in general
259 * not merge objects with real inventories, as splitting them
260 * is hard.
261 */
262 if (ob1->inv || ob2->inv)
263 {
264 if (!(ob1->inv && ob2->inv))
265 return 0; /* inventories differ in length */
266
267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
270 if (!object::can_merge (ob1->inv, ob2->inv))
271 return 0; /* inventory objects differ */
272
273 /* inventory ok - still need to check rest of this object to see
274 * if it is valid.
275 */
276 }
277
278 /* Don't merge objects that are applied. With the new 'body' code,
279 * it is possible for most any character to have more than one of
280 * some items equipped, and we don't want those to merge.
281 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
283 return 0;
284
122 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
123 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
124 * check? 287 * check?
125 */ 288 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
290 return 0;
291
292 switch (ob1->type)
293 {
294 case SCROLL:
295 if (ob1->level != ob2->level)
296 return 0;
297 break;
298 }
299
300 if (ob1->key_values || ob2->key_values)
301 {
302 /* At least one of these has key_values. */
303 if ((!ob1->key_values) != (!ob2->key_values))
304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
127 return 0; 307 return 0;
308 }
128 309
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 310 if (ob1->self || ob2->self)
130 * value could not be stored in a sint32 (which unfortunately sometimes is
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0;
135
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see
147 * if it is valid.
148 */
149 } 311 {
312 ob1->optimise ();
313 ob2->optimise ();
150 314
151 /* If the objects have been identified, set the BEEN_APPLIED flag. 315 if (ob1->self || ob2->self)
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 ) 316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
197 return 0; 321 return 0;
198 322
199 /* Don't merge objects that are applied. With the new 'body' code, 323 if (k1 == 0)
200 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge.
202 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
204 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0; 324 return 1;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 325
326 if (!cfperl_can_merge (ob1, ob2))
218 return 0; 327 return 0;
219 } 328 }
220 } 329 }
221 330
222 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
223 return 1; 332 return 1;
224} 333}
225 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
226/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
227 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
229 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
230 */ 408 */
231signed long sum_weight(object *op) { 409void
232 signed long sum; 410object::update_weight ()
233 object *inv; 411{
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 412 sint32 sum = 0;
413
414 for (object *op = inv; op; op = op->below)
415 {
235 if (inv->inv) 416 if (op->inv)
236 sum_weight(inv); 417 op->update_weight ();
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
238 } 420 }
239 if (op->type == CONTAINER && op->stats.Str) 421
240 sum = (sum * (100 - op->stats.Str))/100; 422 sum = weight_adjust (this, sum);
241 if(op->carrying != sum) 423
424 if (sum != carrying)
425 {
242 op->carrying = sum; 426 carrying = sum;
243 return sum;
244}
245 427
428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
432}
433
246/** 434/*
247 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
248 */ 436 */
249 437char *
250object *object_get_env_recursive (object *op) {
251 while (op->env != NULL)
252 op = op->env;
253 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267}
268
269/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array.
273 */
274
275void dump_object2(object *op) {
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 438dump_object (object *op)
322 if(op==NULL) { 439{
323 strcpy(errmsg,"[NULL pointer]"); 440 if (!op)
324 return; 441 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 442
330void dump_all_objects(void) { 443 object_freezer freezer;
331 object *op; 444 op->write (freezer);
332 for(op=objects;op!=NULL;op=op->next) { 445 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 446}
337 447
338/* 448/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
342 */ 452 */
343 453object *
344object *get_nearest_part(object *op, const object *pl) { 454get_nearest_part (object *op, const object *pl)
455{
345 object *tmp,*closest; 456 object *tmp, *closest;
346 int last_dist,i; 457 int last_dist, i;
458
347 if(op->more==NULL) 459 if (!op->more)
348 return op; 460 return op;
461
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 466 closest = tmp, last_dist = i;
467
352 return closest; 468 return closest;
353} 469}
354 470
355/* 471/*
356 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
357 */ 474 */
358 475object *
359object *find_object(tag_t i) { 476find_object (tag_t i)
360 object *op; 477{
361 for(op=objects;op!=NULL;op=op->next) 478 for_all_objects (op)
362 if(op->count==i) 479 if (op->count == i)
363 break;
364 return op; 480 return op;
481
482 return 0;
365} 483}
366 484
367/* 485/*
368 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
371 */ 489 */
372 490object *
373object *find_object_name(const char *str) { 491find_object_name (const char *str)
374 const char *name = shstr::find (str); 492{
493 shstr_cmp str_ (str);
375 object *op; 494 object *op;
376 for(op=objects;op!=NULL;op=op->next) 495
496 for_all_objects (op)
377 if(&op->name == name) 497 if (op->name == str_)
378 break; 498 break;
379 499
380 return op; 500 return op;
381}
382
383void free_all_object_data ()
384{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 501}
422 502
423/* 503/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
426 */ 507 */
427void set_owner (object *op, object *owner) 508void
509object::set_owner (object *owner)
428{ 510{
429 if(owner==NULL||op==NULL) 511 // allow objects which own objects
512 if (owner)
513 while (owner->owner)
514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
430 return; 519 return;
520 }
431 521
432 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid.
438 */
439 while (owner->owner && owner!=owner->owner &&
440 owner->ownercount==owner->owner->count) owner=owner->owner;
441
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 522 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452} 523}
453 524
454/* Set the owner to clone's current owner and set the skill and experience 525int
455 * objects to clone's objects (typically those objects that where the owner's 526object::slottype () const
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{ 527{
466 object *owner = get_owner (clone); 528 if (type == SKILL)
467 if (owner == NULL) { 529 {
468 /* players don't have owners - they own themselves. Update 530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
469 * as appropriate. 531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
470 */ 565 {
471 if (clone->type == PLAYER) owner=clone; 566 current_weapon = chosen_skill = 0;
472 else return; 567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
473 } 582 {
474 set_owner(op, owner); 583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
475 587
588 return true;
476} 589}
477 590
478/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 592 * refcounts and freeing the links.
480 */ 593 */
594static void
481static void free_key_values(object * op) 595free_key_values (object *op)
482{ 596{
483 for (key_value *i = op->key_values; i != 0; ) 597 for (key_value *i = op->key_values; i; )
484 { 598 {
485 key_value *next = i->next; 599 key_value *next = i->next;
486 delete i; 600 delete i;
601
487 i = next; 602 i = next;
488 } 603 }
489 604
490 op->key_values = 0; 605 op->key_values = 0;
491} 606}
492 607
493void object::clear () 608object &
609object::operator =(const object &src)
494{ 610{
495 attachable_base::clear (); 611 remove ();
496 612
497 free_key_values (this); 613 *(object_copy *)this = src;
498 614
499 name = 0; 615 flag [FLAG_REMOVED] = true;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object
561 * will point at garbage.
562 */
563
564void copy_object (object *op2, object *op)
565{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568
569 op2->clone (op);
570
571 if (is_freed) SET_FLAG (op, FLAG_FREED);
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
573
574 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
576 616
577 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 618 if (src.key_values)
579 { 619 {
580 key_value *tail = NULL; 620 key_value *tail = 0;
581 key_value *i;
582
583 op->key_values = NULL; 621 key_values = 0;
584 622
585 for (i = op2->key_values; i != NULL; i = i->next) 623 for (key_value *i = src.key_values; i; i = i->next)
586 { 624 {
587 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
588 626
589 new_link->next = NULL; 627 new_link->next = 0;
590 new_link->key = i->key; 628 new_link->key = i->key;
591 new_link->value = i->value; 629 new_link->value = i->value;
592 630
593 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 632 if (!key_values)
595 { 633 {
596 op->key_values = new_link; 634 key_values = new_link;
597 tail = new_link; 635 tail = new_link;
598 } 636 }
599 else 637 else
600 { 638 {
601 tail->next = new_link; 639 tail->next = new_link;
602 tail = new_link; 640 tail = new_link;
603 } 641 }
604 } 642 }
605 } 643 }
606
607 update_ob_speed (op);
608} 644}
609 645
610/* 646/*
611 * get_object() grabs an object from the list of unused objects, makes 647 * copy_to first frees everything allocated by the dst object,
612 * sure it is initialised, and returns it. 648 * and then copies the contents of itself into the second
613 * If there are no free objects, expand_objects() is called to get more. 649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658
659 if (speed < 0)
660 dst->speed_left -= rndm ();
661
662 dst->set_speed (dst->speed);
663}
664
665void
666object::instantiate ()
667{
668 if (!uuid.seq) // HACK
669 uuid = UUID::gen ();
670
671 speed_left = -0.1f;
672 /* copy the body_info to the body_used - this is only really
673 * need for monsters, but doesn't hurt to do it for everything.
674 * by doing so, when a monster is created, it has good starting
675 * values for the body_used info, so when items are created
676 * for it, they can be properly equipped.
614 */ 677 */
678 for (int i = NUM_BODY_LOCATIONS; i--; )
679 slot[i].used = slot[i].info;
615 680
616object *get_object () 681 attachable::instantiate ();
617{ 682}
618 object *op = new object;
619 683
620 op->count = ++ob_count; 684object *
621 685object::clone ()
622 op->active_next = 0; 686{
623 op->active_prev = 0; 687 object *neu = create ();
624 688 copy_to (neu);
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op; 689 return neu;
636} 690}
637 691
638/* 692/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 693 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 694 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 695 * be called to update the face variable, _and_ how it looks on the map.
642 */ 696 */
643 697void
644void update_turn_face(object *op) { 698update_turn_face (object *op)
699{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 700 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
646 return; 701 return;
702
647 SET_ANIMATION(op, op->direction); 703 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 704 update_object (op, UP_OBJ_FACE);
649} 705}
650 706
651/* 707/*
652 * Updates the speed of an object. If the speed changes from 0 to another 708 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 709 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 710 * This function needs to be called whenever the speed of an object changes.
655 */ 711 */
656 712void
657void update_ob_speed(object *op) { 713object::set_speed (float speed)
658 extern int arch_init; 714{
659 715 if (flag [FLAG_FREED] && speed)
660 /* No reason putting the archetypes objects on the speed list, 716 {
661 * since they never really need to be updated.
662 */
663
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 717 LOG (llevError, "Object %s is freed but has speed.\n", &name);
666#ifdef MANY_CORES
667 abort();
668#else
669 op->speed = 0; 718 speed = 0;
670#endif
671 } 719 }
672 if (arch_init) {
673 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 720
680 /* process_events() expects us to insert the object at the beginning 721 this->speed = speed;
681 * of the list. */ 722
682 op->active_next = active_objects; 723 if (has_active_speed ())
683 if (op->active_next!=NULL) 724 activate ();
684 op->active_next->active_prev = op;
685 active_objects = op;
686 }
687 else { 725 else
688 /* If not on the active list, nothing needs to be done */ 726 deactivate ();
689 if (!op->active_next && !op->active_prev && op!=active_objects)
690 return;
691
692 if (op->active_prev==NULL) {
693 active_objects = op->active_next;
694 if (op->active_next!=NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else {
698 op->active_prev->active_next = op->active_next;
699 if (op->active_next)
700 op->active_next->active_prev = op->active_prev;
701 }
702 op->active_next = NULL;
703 op->active_prev = NULL;
704 }
705} 727}
706 728
707/* This function removes object 'op' from the list of active
708 * objects.
709 * This should only be used for style maps or other such
710 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object.
714 */
715void remove_from_active_list(object *op)
716{
717 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects)
719 return;
720
721 if (op->active_prev==NULL) {
722 active_objects = op->active_next;
723 if (op->active_next!=NULL)
724 op->active_next->active_prev = NULL;
725 }
726 else {
727 op->active_prev->active_next = op->active_next;
728 if (op->active_next)
729 op->active_next->active_prev = op->active_prev;
730 }
731 op->active_next = NULL;
732 op->active_prev = NULL;
733}
734
735/* 729/*
736 * update_object() updates the array which represents the map. 730 * update_object() updates the the map.
737 * It takes into account invisible objects (and represent squares covered 731 * It takes into account invisible objects (and represent squares covered
738 * by invisible objects by whatever is below them (unless it's another 732 * by invisible objects by whatever is below them (unless it's another
739 * invisible object, etc...) 733 * invisible object, etc...)
740 * If the object being updated is beneath a player, the look-window 734 * If the object being updated is beneath a player, the look-window
741 * of that player is updated (this might be a suboptimal way of 735 * of that player is updated (this might be a suboptimal way of
742 * updating that window, though, since update_object() is called _often_) 736 * updating that window, though, since update_object() is called _often_)
743 * 737 *
744 * action is a hint of what the caller believes need to be done. 738 * action is a hint of what the caller believes need to be done.
745 * For example, if the only thing that has changed is the face (due to
746 * an animation), we don't need to call update_position until that actually
747 * comes into view of a player. OTOH, many other things, like addition/removal
748 * of walls or living creatures may need us to update the flags now.
749 * current action are: 739 * current action are:
750 * UP_OBJ_INSERT: op was inserted 740 * UP_OBJ_INSERT: op was inserted
751 * UP_OBJ_REMOVE: op was removed 741 * UP_OBJ_REMOVE: op was removed
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 742 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 743 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 744 * UP_OBJ_FACE: only the objects face has changed.
755 */ 745 */
756 746void
757void update_object(object *op, int action) { 747update_object (object *op, int action)
758 int update_now=0, flags; 748{
759 MoveType move_on, move_off, move_block, move_slow; 749 if (!op)
760 750 {
761 if (op == NULL) {
762 /* this should never happen */ 751 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 752 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
764 return; 753 return;
765 }
766 754 }
767 if(op->env!=NULL) { 755
756 if (!op->is_on_map ())
757 {
768 /* Animation is currently handled by client, so nothing 758 /* Animation is currently handled by client, so nothing
769 * to do in this case. 759 * to do in this case.
770 */ 760 */
771 return; 761 return;
772 }
773
774 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways.
776 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return;
778 762 }
763
779 /* make sure the object is within map boundaries */ 764 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 765 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 766 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 767 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 768#ifdef MANY_CORES
784 abort(); 769 abort ();
785#endif 770#endif
786 return; 771 return;
787 }
788 772 }
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
795 773
774 mapspace &m = op->ms ();
775
776 if (!(m.flags_ & P_UPTODATE))
777 /* nop */;
796 if (action == UP_OBJ_INSERT) { 778 else if (action == UP_OBJ_INSERT)
779 {
780 // this is likely overkill, TODO: revisit (schmorp)
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
798 update_now=1;
799
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
801 update_now=1; 783 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
802 784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
804 update_now=1; 787 || (m.move_on | op->move_on ) != m.move_on
805
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1;
808
809 if ((move_on | op->move_on) != move_on) update_now=1;
810 if ((move_off | op->move_off) != move_off) update_now=1; 788 || (m.move_off | op->move_off ) != m.move_off
789 || (m.move_slow | op->move_slow) != m.move_slow
811 /* This isn't perfect, but I don't expect a lot of objects to 790 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 791 * to have move_allow right now.
813 */ 792 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now=1; 794 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 795 m.flags_ = 0;
817 } 796 }
818 /* if the object is being removed, we can't make intelligent 797 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 798 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 799 * that is being removed.
821 */ 800 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 802 m.flags_ = 0;
824 } else if (action == UP_OBJ_FACE) { 803 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 804 /* Nothing to do for that case */ ;
826 }
827 else { 805 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 806 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 807
831 if (update_now) {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y);
834 }
835
836 if(op->more!=NULL) 808 if (op->more)
837 update_object(op->more, action); 809 update_object (op->more, action);
838} 810}
839 811
812object::object ()
813{
814 SET_FLAG (this, FLAG_REMOVED);
840 815
841/* 816 expmul = 1.0;
842 * free_object() frees everything allocated by an object, removes 817 face = blank_face;
843 * it from the list of used objects, and puts it on the list of 818}
844 * free objects. The IS_FREED() flag is set in the object. 819
845 * The object must have been removed by remove_ob() first for 820object::~object ()
846 * this function to succeed. 821{
847 * 822 unlink ();
848 * If free_inventory is set, free inventory as well. Else drop items in 823
849 * inventory to the ground. 824 free_key_values (this);
850 */ 825}
826
827static int object_count;
828
829void object::link ()
830{
831 assert (!index);//D
832 uuid = UUID::gen ();
833 count = ++object_count;
834
835 refcnt_inc ();
836 objects.insert (this);
837}
838
839void object::unlink ()
840{
841 if (!index)
842 return;
843
844 objects.erase (this);
845 refcnt_dec ();
846}
851 847
852void 848void
853free_object (object * ob) 849object::activate ()
854{ 850{
855 free_object2 (ob, 0); 851 /* If already on active list, don't do anything */
852 if (active)
853 return;
854
855 if (has_active_speed ())
856 actives.insert (this);
856} 857}
857 858
858void 859void
859free_object2 (object * ob, int free_inventory) 860object::activate_recursive ()
860{ 861{
861 object *tmp, *op; 862 activate ();
862 863
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 864 for (object *op = inv; op; op = op->below)
864 { 865 op->activate_recursive ();
865 LOG (llevDebug, "Free object called with non removed object\n"); 866}
866 dump_object (ob); 867
867#ifdef MANY_CORES 868/* This function removes object 'op' from the list of active
868 abort (); 869 * objects.
869#endif 870 * This should only be used for style maps or other such
871 * reference maps where you don't want an object that isn't
872 * in play chewing up cpu time getting processed.
873 * The reverse of this is to call update_ob_speed, which
874 * will do the right thing based on the speed of the object.
875 */
876void
877object::deactivate ()
878{
879 /* If not on the active list, nothing needs to be done */
880 if (!active)
881 return;
882
883 actives.erase (this);
884}
885
886void
887object::deactivate_recursive ()
888{
889 for (object *op = inv; op; op = op->below)
890 op->deactivate_recursive ();
891
892 deactivate ();
893}
894
895void
896object::set_flag_inv (int flag, int value)
897{
898 for (object *op = inv; op; op = op->below)
870 } 899 {
871 900 op->flag [flag] = value;
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 901 op->set_flag_inv (flag, value);
873 { 902 }
874 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 903}
904
905/*
906 * Remove and free all objects in the inventory of the given object.
907 * object.c ?
908 */
909void
910object::destroy_inv (bool drop_to_ground)
911{
912 // need to check first, because the checks below might segfault
913 // as we might be on an invalid mapspace and crossfire code
914 // is too buggy to ensure that the inventory is empty.
915 // corollary: if you create arrows etc. with stuff in its inventory,
916 // cf will crash below with off-map x and y
917 if (!inv)
918 return;
919
920 /* Only if the space blocks everything do we not process -
921 * if some form of movement is allowed, let objects
922 * drop on that space.
923 */
924 if (!drop_to_ground
925 || !map
926 || map->in_memory != MAP_ACTIVE
927 || map->nodrop
928 || ms ().move_block == MOVE_ALL)
929 {
930 while (inv)
931 {
932 inv->destroy_inv (false);
933 inv->destroy ();
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 while (inv)
939 {
940 object *op = inv;
941
942 if (op->flag [FLAG_STARTEQUIP]
943 || op->flag [FLAG_NO_DROP]
944 || op->type == RUNE
945 || op->type == TRAP
946 || op->flag [FLAG_IS_A_TEMPLATE]
947 || op->flag [FLAG_DESTROY_ON_DEATH])
948 op->destroy (true);
949 else
950 map->insert (op, x, y);
951 }
952 }
953}
954
955object *object::create ()
956{
957 object *op = new object;
958 op->link ();
959 return op;
960}
961
962static struct freed_map : maptile
963{
964 freed_map ()
965 {
966 path = "<freed objects map>";
967 name = "/internal/freed_objects_map";
968 width = 3;
969 height = 3;
970 nodrop = 1;
971
972 alloc ();
973 in_memory = MAP_ACTIVE;
974 }
975} freed_map; // freed objects are moved here to avoid crashes
976
977void
978object::do_destroy ()
979{
980 if (flag [FLAG_IS_LINKED])
981 remove_button_link (this);
982
983 if (flag [FLAG_FRIENDLY])
875 remove_friendly_object (ob); 984 remove_friendly_object (this);
985
986 remove ();
987
988 attachable::do_destroy ();
989
990 deactivate ();
991 unlink ();
992
993 flag [FLAG_FREED] = 1;
994
995 // hack to ensure that freed objects still have a valid map
996 map = &freed_map;
997 x = 1;
998 y = 1;
999
1000 if (more)
876 } 1001 {
877 1002 more->destroy ();
878 if (QUERY_FLAG (ob, FLAG_FREED)) 1003 more = 0;
879 { 1004 }
880 dump_object (ob); 1005
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1006 head = 0;
1007
1008 // clear those pointers that likely might cause circular references
1009 owner = 0;
1010 enemy = 0;
1011 attacked_by = 0;
1012 current_weapon = 0;
1013}
1014
1015void
1016object::destroy (bool destroy_inventory)
1017{
1018 if (destroyed ())
1019 return;
1020
1021 if (!is_head () && !head->destroyed ())
1022 {
1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1024 head->destroy (destroy_inventory);
882 return; 1025 return;
883 } 1026 }
884 1027
885 if (ob->more != NULL) 1028 destroy_inv (!destroy_inventory);
886 {
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890 1029
891 if (ob->inv) 1030 if (is_head ())
892 { 1031 if (sound_destroy)
893 /* Only if the space blocks everything do we not process - 1032 play_sound (sound_destroy);
894 * if some form of movemnt is allowed, let objects 1033 else if (flag [FLAG_MONSTER])
895 * drop on that space. 1034 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
896 */
897 if (free_inventory || ob->map == NULL
898 || ob->map->in_memory != MAP_IN_MEMORY
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
900 {
901 op = ob->inv;
902 1035
903 while (op != NULL) 1036 attachable::destroy ();
904 {
905 tmp = op->below;
906 remove_ob (op);
907 free_object2 (op, free_inventory);
908 op = tmp;
909 }
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 op = ob->inv;
914
915 while (op != NULL)
916 {
917 tmp = op->below;
918 remove_ob (op);
919
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
923 free_object (op);
924 else
925 {
926 op->x = ob->x;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
929 }
930
931 op = tmp;
932 }
933 }
934 }
935
936 /* Remove object from the active list */
937 ob->speed = 0;
938 update_ob_speed (ob);
939
940 SET_FLAG (ob, FLAG_FREED);
941 ob->count = 0;
942
943 /* Remove this object from the list of used objects */
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 }
951 else
952 {
953 ob->prev->next = ob->next;
954
955 if (ob->next != NULL)
956 ob->next->prev = ob->prev;
957 }
958
959 free_key_values (ob);
960
961 /* Now link it with the free_objects list: */
962 ob->prev = 0;
963 ob->next = 0;
964
965 delete ob;
966} 1037}
967 1038
968/* 1039/* op->remove ():
969 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)).
971 */
972
973void sub_weight (object *op, signed long weight) {
974 while (op != NULL) {
975 if (op->type == CONTAINER) {
976 weight=(signed long)(weight*(100-op->stats.Str)/100);
977 }
978 op->carrying-=weight;
979 op = op->env;
980 }
981}
982
983/* remove_ob(op):
984 * This function removes the object op from the linked list of objects 1040 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 1041 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 1042 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 1043 * environment, the x and y coordinates will be updated to
988 * the previous environment. 1044 * the previous environment.
989 * Beware: This function is called from the editor as well!
990 */ 1045 */
991 1046void
992void remove_ob(object *op) { 1047object::do_remove ()
1048{
993 object *tmp,*last=NULL; 1049 object *tmp, *last = 0;
994 object *otmp; 1050 object *otmp;
995 tag_t tag;
996 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 1051
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1052 if (flag [FLAG_REMOVED])
1002 dump_object(op); 1053 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 1054
1005 /* Changed it to always dump core in this case. As has been learned 1055 INVOKE_OBJECT (REMOVE, this);
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019 1056
1020 SET_FLAG(op, FLAG_REMOVED); 1057 flag [FLAG_REMOVED] = true;
1021 1058
1059 if (more)
1060 more->remove ();
1061
1022 /* 1062 /*
1023 * In this case, the object to be removed is in someones 1063 * In this case, the object to be removed is in someones
1024 * inventory. 1064 * inventory.
1065 */
1066 if (env)
1067 {
1068 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1069 if (object *pl = visible_to ())
1070 esrv_del_item (pl->contr, count);
1071 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1072
1073 adjust_weight (env, -total_weight ());
1074
1075 *(above ? &above->below : &env->inv) = below;
1076
1077 if (below)
1078 below->above = above;
1079
1080 /* we set up values so that it could be inserted into
1081 * the map, but we don't actually do that - it is up
1082 * to the caller to decide what we want to do.
1025 */ 1083 */
1026 if(op->env!=NULL) { 1084 map = env->map;
1027 if(op->nrof) 1085 x = env->x;
1028 sub_weight(op->env, op->weight*op->nrof); 1086 y = env->y;
1029 else 1087 above = 0;
1030 sub_weight(op->env, op->weight+op->carrying); 1088 below = 0;
1089 env = 0;
1031 1090
1032 /* NO_FIX_PLAYER is set when a great many changes are being 1091 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 1092 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 1093 * to save cpu time.
1094 */
1095 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1096 otmp->update_stats ();
1097 }
1098 else if (map)
1099 {
1100 map->dirty = true;
1101 mapspace &ms = this->ms ();
1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (type == PLAYER) // this == pl(!)
1106 {
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
1113 --map->players;
1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
1123 }
1124
1125 /* link the object above us */
1126 if (above)
1127 above->below = below;
1128 else
1129 ms.top = below; /* we were top, set new top */
1130
1131 /* Relink the object below us, if there is one */
1132 if (below)
1133 below->above = above;
1134 else
1135 {
1136 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is
1138 * evident
1035 */ 1139 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1140 if (GET_MAP_OB (map, x, y) != this)
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1141 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1038 fix_player(otmp);
1039 1142
1040 if(op->above!=NULL) 1143 ms.bot = above; /* goes on above it. */
1041 op->above->below=op->below;
1042 else
1043 op->env->inv=op->below;
1044
1045 if(op->below!=NULL)
1046 op->below->above=op->above;
1047
1048 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do.
1051 */ 1144 }
1052 op->x=op->env->x,op->y=op->env->y; 1145
1053 op->map=op->env->map; 1146 above = 0;
1054 op->above=NULL,op->below=NULL; 1147 below = 0;
1055 op->env=NULL; 1148
1149 if (map->in_memory == MAP_SAVING)
1056 return; 1150 return;
1057 }
1058 1151
1059 /* If we get here, we are removing it from a map */ 1152 int check_walk_off = !flag [FLAG_NO_APPLY];
1060 if (op->map == NULL) return;
1061 1153
1062 x = op->x; 1154 if (object *pl = ms.player ())
1063 y = op->y;
1064 m = get_map_from_coord(op->map, &x, &y);
1065
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079
1080 /* Re did the following section of code - it looks like it had
1081 * lots of logic for things we no longer care about
1082 */
1083
1084 /* link the object above us */
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */
1098 if(GET_MAP_OB(m,x,y)!=op) {
1099 dump_object(op);
1100 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);
1101 dump_object(GET_MAP_OB(m,x,y));
1102 LOG(llevError,"%s\n",errmsg);
1103 } 1155 {
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1156 if (pl->container == this)
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1115 /* No point updating the players look faces if he is the object
1116 * being removed.
1117 */
1118
1119 if(tmp->type==PLAYER && tmp!=op) {
1120 /* If a container that the player is currently using somehow gets 1157 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1158 * removed (most likely destroyed), update the player view
1122 * appropriately. 1159 * appropriately.
1123 */ 1160 */
1124 if (tmp->container==op) { 1161 pl->close_container ();
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1162
1126 tmp->container=NULL; 1163 //TODO: the floorbox prev/next might need updating
1164 esrv_del_item (pl->contr, count);
1165 }
1166
1167 for (tmp = ms.bot; tmp; tmp = tmp->above)
1168 {
1169 /* No point updating the players look faces if he is the object
1170 * being removed.
1171 */
1172
1173 /* See if object moving off should effect something */
1174 if (check_walk_off
1175 && ((move_type & tmp->move_off)
1176 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1177 {
1178 move_apply (tmp, this, 0);
1179
1180 if (destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1127 } 1182 }
1128 tmp->contr->socket.update_look=1; 1183
1184 last = tmp;
1129 } 1185 }
1130 /* See if player moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1133 1186
1134 move_apply(tmp, op, NULL);
1135 if (was_destroyed (op, tag)) {
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 }
1139 }
1140
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142
1143 if(tmp->above == tmp)
1144 tmp->above = NULL;
1145 last=tmp;
1146 }
1147 /* last == NULL of there are no objects on this space */ 1187 /* last == NULL if there are no objects on this space */
1148 if (last==NULL) { 1188 //TODO: this makes little sense, why only update the topmost object?
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1189 if (!last)
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1190 map->at (x, y).flags_ = 0;
1151 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways.
1153 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y);
1156 }
1157 else 1191 else
1158 update_object(last, UP_OBJ_REMOVE); 1192 update_object (last, UP_OBJ_REMOVE);
1159 1193
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1194 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1195 update_all_los (map, x, y);
1162 1196 }
1163} 1197}
1164 1198
1165/* 1199/*
1166 * merge_ob(op,top): 1200 * merge_ob(op,top):
1167 * 1201 *
1168 * This function goes through all objects below and including top, and 1202 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1203 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1204 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1205 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1206 */
1173 1207object *
1174object *merge_ob(object *op, object *top) { 1208merge_ob (object *op, object *top)
1209{
1175 if(!op->nrof) 1210 if (!op->nrof)
1176 return 0; 1211 return 0;
1177 if(top==NULL) 1212
1213 if (!top)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1214 for (top = op; top && top->above; top = top->above)
1215 ;
1216
1179 for(;top!=NULL;top=top->below) { 1217 for (; top; top = top->below)
1180 if(top==op) 1218 if (object::can_merge (op, top))
1181 continue;
1182 if (CAN_MERGE(op,top))
1183 { 1219 {
1184 top->nrof+=op->nrof; 1220 top->nrof += op->nrof;
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1221
1186 op->weight = 0; /* Don't want any adjustements now */ 1222 if (object *pl = top->visible_to ())
1187 remove_ob(op); 1223 esrv_update_item (UPD_NROF, pl, top);
1188 free_object(op); 1224
1225 op->weight = 0; // cancel the addition above
1226 op->carrying = 0; // must be 0 already
1227
1228 op->destroy (1);
1229
1189 return top; 1230 return top;
1190 } 1231 }
1191 } 1232
1192 return NULL; 1233 return 0;
1193} 1234}
1194 1235
1236void
1237object::expand_tail ()
1238{
1239 if (more)
1240 return;
1241
1242 object *prev = this;
1243
1244 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1245 {
1246 object *op = arch_to_object (at);
1247
1248 op->name = name;
1249 op->name_pl = name_pl;
1250 op->title = title;
1251
1252 op->head = this;
1253 prev->more = op;
1254
1255 prev = op;
1256 }
1257}
1258
1195/* 1259/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1260 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1197 * job preparing multi-part monsters 1261 * job preparing multi-part monsters.
1198 */ 1262 */
1263object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1264insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1200 object* tmp; 1265{
1201 if (op->head) 1266 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1202 op=op->head; 1267 {
1203 for (tmp=op;tmp;tmp=tmp->more){
1204 tmp->x=x+tmp->arch->clone.x; 1268 tmp->x = x + tmp->arch->x;
1205 tmp->y=y+tmp->arch->clone.y; 1269 tmp->y = y + tmp->arch->y;
1206 } 1270 }
1271
1207 return insert_ob_in_map (op, m, originator, flag); 1272 return insert_ob_in_map (op, m, originator, flag);
1208} 1273}
1209 1274
1210/* 1275/*
1211 * insert_ob_in_map (op, map, originator, flag): 1276 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1277 * This function inserts the object in the two-way linked list
1225 * Return value: 1290 * Return value:
1226 * new object if 'op' was merged with other object 1291 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1292 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1293 * just 'op' otherwise
1229 */ 1294 */
1230 1295object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1296insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1297{
1233 object *tmp, *top, *floor=NULL; 1298 assert (!op->flag [FLAG_FREED]);
1234 sint16 x,y;
1235 1299
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1300 op->remove ();
1237 LOG (llevError, "Trying to insert freed object!\n"); 1301
1238 return NULL; 1302 /* Ideally, the caller figures this out. However, it complicates a lot
1303 * of areas of callers (eg, anything that uses find_free_spot would now
1304 * need extra work
1305 */
1306 if (!xy_normalise (m, op->x, op->y))
1239 } 1307 {
1240 if(m==NULL) { 1308 op->destroy (1);
1241 dump_object(op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1243 return op; 1309 return 0;
1244 } 1310 }
1245 if(out_of_map(m,op->x,op->y)) { 1311
1246 dump_object(op); 1312 if (object *more = op->more)
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1313 if (!insert_ob_in_map (more, m, originator, flag))
1248#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted.
1252 */
1253 abort();
1254#endif
1255 return op; 1314 return 0;
1256 }
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1260 return op;
1261 }
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */
1264 1315
1265 object *more = op->more; 1316 CLEAR_FLAG (op, FLAG_REMOVED);
1266 1317
1267 /* We really need the caller to normalize coordinates - if 1318 op->map = m;
1268 * we set the map, that doesn't work if the location is within 1319 mapspace &ms = op->ms ();
1269 * a map and this is straddling an edge. So only if coordinate 1320
1270 * is clear wrong do we normalize it. 1321 /* this has to be done after we translate the coordinates.
1322 */
1323 if (op->nrof && !(flag & INS_NO_MERGE))
1324 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 if (object::can_merge (op, tmp))
1271 */ 1326 {
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1327 // TODO: we atcually want to update tmp, not op,
1273 more->map = get_map_from_coord(m, &more->x, &more->y); 1328 // but some caller surely breaks when we return tmp
1274 } else if (!more->map) { 1329 // from here :/
1275 /* For backwards compatibility - when not dealing with tiled maps, 1330 op->nrof += tmp->nrof;
1276 * more->map should always point to the parent. 1331 tmp->destroy (1);
1277 */
1278 more->map = m;
1279 } 1332 }
1280 1333
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1334 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1282 if ( ! op->head) 1335 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1336
1284 return NULL; 1337 if (!QUERY_FLAG (op, FLAG_ALIVE))
1338 CLEAR_FLAG (op, FLAG_NO_STEAL);
1339
1340 if (flag & INS_BELOW_ORIGINATOR)
1341 {
1342 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1343 {
1344 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1345 abort ();
1285 } 1346 }
1347
1348 op->above = originator;
1349 op->below = originator->below;
1350
1351 if (op->below)
1352 op->below->above = op;
1353 else
1354 ms.bot = op;
1355
1356 /* since *below* originator, no need to update top */
1357 originator->below = op;
1358 }
1359 else
1286 } 1360 {
1287 CLEAR_FLAG(op,FLAG_REMOVED); 1361 object *top, *floor = NULL;
1288 1362
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1363 top = ms.bot;
1290 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work
1292 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y);
1294 x = op->x;
1295 y = op->y;
1296 1364
1297 /* this has to be done after we translate the coordinates. 1365 /* If there are other objects, then */
1298 */ 1366 if (top)
1299 if(op->nrof && !(flag & INS_NO_MERGE)) { 1367 {
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1368 object *last = 0;
1301 if (CAN_MERGE(op,tmp)) { 1369
1302 op->nrof+=tmp->nrof; 1370 /*
1303 remove_ob(tmp); 1371 * If there are multiple objects on this space, we do some trickier handling.
1304 free_object(tmp); 1372 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if
1374 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1375 * floor, we want to insert above that and no further.
1376 * Also, if there are spell objects on this space, we stop processing
1377 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects.
1381 */
1382 for (top = ms.bot; top; top = top->above)
1383 {
1384 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1385 floor = top;
1386
1387 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1388 {
1389 /* We insert above top, so we want this object below this */
1390 top = top->below;
1391 break;
1392 }
1393
1394 last = top;
1305 } 1395 }
1306 }
1307 1396
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1397 /* Don't want top to be NULL, so set it to the last valid object */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1398 top = last;
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312 1399
1313 if (flag & INS_BELOW_ORIGINATOR) { 1400 /* We let update_position deal with figuring out what the space
1314 if (originator->map != op->map || originator->x != op->x || 1401 * looks like instead of lots of conditions here.
1315 originator->y != op->y) { 1402 * makes things faster, and effectively the same result.
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1403 */
1317 abort(); 1404
1405 /* Have object 'fall below' other objects that block view.
1406 * Unless those objects are exits.
1407 * If INS_ON_TOP is used, don't do this processing
1408 * Need to find the object that in fact blocks view, otherwise
1409 * stacking is a bit odd.
1410 */
1411 if (!(flag & INS_ON_TOP)
1412 && ms.flags () & P_BLOCKSVIEW
1413 && (op->face && !faces [op->face].visibility))
1414 {
1415 for (last = top; last != floor; last = last->below)
1416 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1417 break;
1418
1419 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we
1422 * set top to the object below us.
1423 */
1424 if (last && last->below && last != floor)
1425 top = last->below;
1426 }
1427 } /* If objects on this space */
1428
1429 if (flag & INS_ABOVE_FLOOR_ONLY)
1430 top = floor;
1431
1432 /* Top is the object that our object (op) is going to get inserted above.
1433 */
1434
1435 /* First object on this space */
1436 if (!top)
1437 {
1438 op->above = ms.bot;
1439
1440 if (op->above)
1441 op->above->below = op;
1442
1443 op->below = 0;
1444 ms.bot = op;
1318 } 1445 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else { 1446 else
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /*
1330 * If there are multiple objects on this space, we do some trickier handling.
1331 * We've already dealt with merging if appropriate.
1332 * Generally, we want to put the new object on top. But if
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * floor, we want to insert above that and no further.
1335 * Also, if there are spell objects on this space, we stop processing
1336 * once we get to them. This reduces the need to traverse over all of
1337 * them when adding another one - this saves quite a bit of cpu time
1338 * when lots of spells are cast in one area. Currently, it is presumed
1339 * that flying non pickable objects are spell objects.
1340 */
1341
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above;
1355 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */
1383 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y);
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */
1389
1390 /* First object on this space */
1391 if (!top) {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y);
1393 if (op->above) op->above->below = op;
1394 op->below = NULL;
1395 SET_MAP_OB(op->map, op->x, op->y, op);
1396 } else { /* get inserted into the stack above top */ 1447 { /* get inserted into the stack above top */
1397 op->above = top->above; 1448 op->above = top->above;
1449
1450 if (op->above)
1398 if (op->above) op->above->below = op; 1451 op->above->below = op;
1452
1399 op->below = top; 1453 op->below = top;
1400 top->above = op; 1454 top->above = op;
1401 } 1455 }
1456
1402 if (op->above==NULL) 1457 if (!op->above)
1403 SET_MAP_TOP(op->map,op->x, op->y, op); 1458 ms.top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */ 1459 } /* else not INS_BELOW_ORIGINATOR */
1405 1460
1406 if(op->type==PLAYER) 1461 if (op->type == PLAYER)
1462 {
1407 op->contr->do_los=1; 1463 op->contr->do_los = 1;
1464 ++op->map->players;
1465 op->map->touch ();
1466 }
1408 1467
1409 /* If we have a floor, we know the player, if any, will be above 1468 op->map->dirty = true;
1410 * it, so save a few ticks and start from there.
1411 */
1412 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1414 if (tmp->type == PLAYER)
1415 tmp->contr->socket.update_look=1;
1416 }
1417 1469
1470 if (object *pl = ms.player ())
1471 //TODO: the floorbox prev/next might need updating
1472 esrv_send_item (pl, op);
1473
1418 /* If this object glows, it may affect lighting conditions that are 1474 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really 1475 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players 1476 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well 1477 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way - 1478 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range, 1479 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area 1480 * or just updating the P_UPTODATE for spaces within this area
1425 * of effect may be sufficient. 1481 * of effect may be sufficient.
1426 */ 1482 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1483 if (op->map->darkness && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y); 1484 update_all_los (op->map, op->x, op->y);
1429 1485
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1486 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT); 1487 update_object (op, UP_OBJ_INSERT);
1433 1488
1489 INVOKE_OBJECT (INSERT, op);
1434 1490
1435 /* Don't know if moving this to the end will break anything. However, 1491 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this. 1492 * we want to have floorbox_update called before calling this.
1437 * 1493 *
1438 * check_move_on() must be after this because code called from 1494 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like 1495 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by 1496 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object(). 1497 * update_object().
1442 */ 1498 */
1443 1499
1444 /* if this is not the head or flag has been passed, don't check walk on status */ 1500 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1501 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1502 {
1447 if (check_move_on(op, originator)) 1503 if (check_move_on (op, originator))
1448 return NULL; 1504 return 0;
1449 1505
1450 /* If we are a multi part object, lets work our way through the check 1506 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1507 * walk on's.
1452 */ 1508 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1509 for (object *tmp = op->more; tmp; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1510 if (check_move_on (tmp, originator))
1455 return NULL; 1511 return 0;
1456 } 1512 }
1513
1457 return op; 1514 return op;
1458} 1515}
1459 1516
1460/* this function inserts an object in the map, but if it 1517/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1518 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1519 * op is the object to insert it under: supplies x and the map.
1463 */ 1520 */
1521void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1522replace_insert_ob_in_map (const char *arch_string, object *op)
1465 object *tmp; 1523{
1466 object *tmp1;
1467
1468 /* first search for itself and remove any old instances */ 1524 /* first search for itself and remove any old instances */
1469 1525
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1526 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1527 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1528 tmp->destroy (1);
1473 free_object(tmp);
1474 }
1475 }
1476 1529
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1530 object *tmp = arch_to_object (archetype::find (arch_string));
1478 1531
1479 1532 tmp->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1533 tmp->y = op->y;
1534
1481 insert_ob_in_map(tmp1,op->map,op,0); 1535 insert_ob_in_map (tmp, op->map, op, 0);
1482}
1483
1484/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array.
1490 */
1491
1492object *get_split_ob(object *orig_ob, uint32 nr) {
1493 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495
1496 if(orig_ob->nrof<nr) {
1497 sprintf(errmsg,"There are only %d %ss.",
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1499 return NULL;
1500 }
1501 newob = object_create_clone(orig_ob);
1502 if((orig_ob->nrof-=nr)<1) {
1503 if ( ! is_removed)
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) {
1508 if(orig_ob->env!=NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL;
1515 }
1516 }
1517 newob->nrof=nr;
1518
1519 return newob;
1520} 1536}
1521 1537
1538object *
1539object::insert_at (object *where, object *originator, int flags)
1540{
1541 if (where->env)
1542 return where->env->insert (this);
1543 else
1544 return where->map->insert (this, where->x, where->y, originator, flags);
1545}
1546
1522/* 1547/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1548 * decrease(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1549 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1550 * is subsequently removed and freed.
1526 * 1551 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1552 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1553 */
1529 1554bool
1530object *decrease_ob_nr (object *op, uint32 i) 1555object::decrease (sint32 nr)
1531{ 1556{
1532 object *tmp; 1557 if (!nr)
1533 player *pl; 1558 return true;
1534 1559
1535 if (i == 0) /* objects with op->nrof require this check */ 1560 nr = min (nr, nrof);
1561
1562 nrof -= nr;
1563
1564 if (nrof)
1565 {
1566 adjust_weight (env, -weight * nr); // carrying == 0
1567
1568 if (object *pl = visible_to ())
1569 esrv_update_item (UPD_NROF, pl, this);
1570
1571 return true;
1572 }
1573 else
1574 {
1575 destroy (1);
1576 return false;
1577 }
1578}
1579
1580/*
1581 * split(ob,nr) splits up ob into two parts. The part which
1582 * is returned contains nr objects, and the remaining parts contains
1583 * the rest (or is removed and returned if that number is 0).
1584 * On failure, NULL is returned.
1585 */
1586object *
1587object::split (sint32 nr)
1588{
1589 int have = number_of ();
1590
1591 if (have < nr)
1592 return 0;
1593 else if (have == nr)
1594 {
1595 remove ();
1596 return this;
1597 }
1598 else
1599 {
1600 decrease (nr);
1601
1602 object *op = object_create_clone (this);
1603 op->nrof = nr;
1536 return op; 1604 return op;
1537
1538 if (i > op->nrof)
1539 i = op->nrof;
1540
1541 if (QUERY_FLAG (op, FLAG_REMOVED))
1542 { 1605 }
1543 op->nrof -= i; 1606}
1607
1608object *
1609insert_ob_in_ob (object *op, object *where)
1610{
1611 if (!where)
1544 } 1612 {
1545 else if (op->env != NULL) 1613 char *dump = dump_object (op);
1546 { 1614 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1547 /* is this object in the players inventory, or sub container 1615 free (dump);
1548 * therein?
1549 */
1550 tmp = is_player_inv (op->env);
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 }
1563
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op);
1572 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above)
1590 if (tmp->type == PLAYER) {
1591 if (op->nrof)
1592 esrv_send_item(tmp, op);
1593 else
1594 esrv_del_item(tmp->contr, op->count);
1595 }
1596 }
1597
1598 if (op->nrof) {
1599 return op; 1616 return op;
1600 } else { 1617 }
1601 free_object (op); 1618
1602 return NULL; 1619 if (where->head_ () != where)
1603 } 1620 {
1604} 1621 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 1622 where = where->head;
1606/*
1607 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying.
1609 */
1610
1611void add_weight (object *op, signed long weight) {
1612 while (op!=NULL) {
1613 if (op->type == CONTAINER) {
1614 weight=(signed long)(weight*(100-op->stats.Str)/100);
1615 }
1616 op->carrying+=weight;
1617 op=op->env;
1618 } 1623 }
1619}
1620 1624
1625 return where->insert (op);
1626}
1627
1621/* 1628/*
1622 * insert_ob_in_ob(op,environment): 1629 * env->insert (op)
1623 * This function inserts the object op in the linked list 1630 * This function inserts the object op in the linked list
1624 * inside the object environment. 1631 * inside the object environment.
1625 * 1632 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * The function returns now pointer to inserted item, and return value can 1633 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1634 * be != op, if items are merged. -Tero
1633 */ 1635 */
1634 1636object *
1635object *insert_ob_in_ob(object *op,object *where) { 1637object::insert (object *op)
1636 object *tmp, *otmp; 1638{
1637
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1639 dump_object(op);
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) { 1639 if (op->more)
1640 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1641 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1642 return op;
1657 } 1643 }
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1644
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1645 op->remove ();
1646
1647 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1648
1660 if(op->nrof) { 1649 if (op->nrof)
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1650 for (object *tmp = inv; tmp; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1651 if (object::can_merge (tmp, op))
1652 {
1663 /* return the original object and remove inserted object 1653 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1654 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1655 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1656
1667 * tmp->nrof, we need to increase the weight. 1657 if (object *pl = tmp->visible_to ())
1668 */ 1658 esrv_update_item (UPD_NROF, pl, tmp);
1669 add_weight (where, op->weight*op->nrof); 1659
1670 SET_FLAG(op, FLAG_REMOVED); 1660 adjust_weight (this, op->total_weight ());
1671 free_object(op); /* free the inserted object */ 1661
1662 op->destroy (1);
1672 op = tmp; 1663 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1664 goto inserted;
1674 CLEAR_FLAG(op, FLAG_REMOVED);
1675 break;
1676 } 1665 }
1677 1666
1678 /* I assume combined objects have no inventory 1667 op->owner = 0; // it's his/hers now. period.
1679 * We add the weight - this object could have just been removed 1668 op->map = 0;
1680 * (if it was possible to merge). calling remove_ob will subtract 1669 op->x = 0;
1681 * the weight, so we need to add it in again, since we actually do 1670 op->y = 0;
1682 * the linking below
1683 */
1684 add_weight (where, op->weight*op->nrof);
1685 } else
1686 add_weight (where, (op->weight+op->carrying));
1687 1671
1688 otmp=is_player_inv(where);
1689 if (otmp&&otmp->contr!=NULL) {
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp);
1692 }
1693
1694 op->map=NULL;
1695 op->env=where;
1696 op->above=NULL; 1672 op->above = 0;
1697 op->below=NULL; 1673 op->below = inv;
1698 op->x=0,op->y=0; 1674 op->env = this;
1699 1675
1676 if (inv)
1677 inv->above = op;
1678
1679 inv = op;
1680
1681 op->flag [FLAG_REMOVED] = 0;
1682
1683 if (object *pl = op->visible_to ())
1684 esrv_send_item (pl, op);
1685
1686 adjust_weight (this, op->total_weight ());
1687
1688inserted:
1700 /* reset the light list and los of the players on the map */ 1689 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1690 if (op->glow_radius && map && map->darkness)
1702 { 1691 update_all_los (map, x, y);
1703#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1705 op->name);
1706#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1708 }
1709 1692
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1693 // if this is a player's inventory, update stats
1711 * It sure simplifies this function... 1694 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1712 */ 1695 update_stats ();
1713 if (where->inv==NULL) 1696
1714 where->inv=op; 1697 INVOKE_OBJECT (INSERT, this);
1715 else { 1698
1716 op->below = where->inv;
1717 op->below->above = op;
1718 where->inv = op;
1719 }
1720 return op; 1699 return op;
1721} 1700}
1722 1701
1723/* 1702/*
1724 * Checks if any objects has a move_type that matches objects 1703 * Checks if any objects has a move_type that matches objects
1738 * 1717 *
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1718 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1719 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1720 * on top.
1742 */ 1721 */
1743 1722int
1744int check_move_on (object *op, object *originator) 1723check_move_on (object *op, object *originator)
1745{ 1724{
1746 object *tmp; 1725 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1726 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1727 int x = op->x, y = op->y;
1728
1750 MoveType move_on, move_slow, move_block; 1729 MoveType move_on, move_slow, move_block;
1751 1730
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1731 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1732 return 0;
1754 1733
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1734 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1735 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1736 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1737
1761 /* if nothing on this space will slow op down or be applied, 1738 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1739 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1740 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1741 * as walking.
1765 */ 1742 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1743 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1744 return 0;
1768 1745
1769 /* This is basically inverse logic of that below - basically, 1746 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1747 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1748 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1749 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1750 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1751 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1752 return 0;
1776 1753
1777 /* The objects have to be checked from top to bottom. 1754 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1755 * Hence, we first go to the top:
1779 */ 1756 */
1780 1757
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1758 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1759 {
1783 /* Trim the search when we find the first other spell effect 1760 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1761 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1762 * we don't need to check all of them.
1786 */ 1763 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1764 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1765 break;
1766 }
1767
1768 for (; tmp; tmp = tmp->below)
1788 } 1769 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1770 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1771 continue; /* Can't apply yourself */
1791 1772
1792 /* Check to see if one of the movement types should be slowed down. 1773 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1774 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1775 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1776 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1777 * swim on that space, can't use it to avoid the penalty.
1797 */ 1778 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1779 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1780 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1783 {
1802 1784
1803 float diff; 1785 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1787
1806 if (op->type == PLAYER) { 1788 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1789 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1791 diff /= 4.0;
1810 } 1792
1811 }
1812 op->speed_left -= diff; 1793 op->speed_left -= diff;
1813 } 1794 }
1814 } 1795 }
1815 1796
1816 /* Basically same logic as above, except now for actual apply. */ 1797 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1798 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1799 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1800 {
1821 move_apply(tmp, op, originator); 1801 move_apply (tmp, op, originator);
1802
1822 if (was_destroyed (op, tag)) 1803 if (op->destroyed ())
1823 return 1; 1804 return 1;
1824 1805
1825 /* what the person/creature stepped onto has moved the object 1806 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1807 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1808 * have a feeling strange problems would result.
1828 */ 1809 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1810 if (op->map != m || op->x != x || op->y != y)
1811 return 0;
1830 } 1812 }
1831 } 1813 }
1814
1832 return 0; 1815 return 0;
1833} 1816}
1834 1817
1835/* 1818/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1819 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1820 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1821 * The first matching object is returned, or NULL if none.
1839 */ 1822 */
1840 1823object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1824present_arch (const archetype *at, maptile *m, int x, int y)
1842 object *tmp; 1825{
1843 if(m==NULL || out_of_map(m,x,y)) { 1826 if (!m || out_of_map (m, x, y))
1827 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1828 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1829 return NULL;
1846 } 1830 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1831
1832 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1848 if(tmp->arch == at) 1833 if (tmp->arch == at)
1849 return tmp; 1834 return tmp;
1835
1850 return NULL; 1836 return NULL;
1851} 1837}
1852 1838
1853/* 1839/*
1854 * present(type, map, x, y) searches for any objects with 1840 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1841 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
1857 */ 1843 */
1858 1844object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1845present (unsigned char type, maptile *m, int x, int y)
1860 object *tmp; 1846{
1861 if(out_of_map(m,x,y)) { 1847 if (out_of_map (m, x, y))
1848 {
1862 LOG(llevError,"Present called outside map.\n"); 1849 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1850 return NULL;
1864 } 1851 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1852
1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1866 if(tmp->type==type) 1854 if (tmp->type == type)
1867 return tmp; 1855 return tmp;
1856
1868 return NULL; 1857 return NULL;
1869} 1858}
1870 1859
1871/* 1860/*
1872 * present_in_ob(type, object) searches for any objects with 1861 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1862 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
1875 */ 1864 */
1876 1865object *
1877object *present_in_ob(unsigned char type, const object *op) { 1866present_in_ob (unsigned char type, const object *op)
1878 object *tmp; 1867{
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1868 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1869 if (tmp->type == type)
1881 return tmp; 1870 return tmp;
1871
1882 return NULL; 1872 return NULL;
1883} 1873}
1884 1874
1885/* 1875/*
1886 * present_in_ob (type, str, object) searches for any objects with 1876 * present_in_ob (type, str, object) searches for any objects with
1894 * str is the string to match against. Note that we match against 1884 * str is the string to match against. Note that we match against
1895 * the object name, not the archetype name. this is so that the 1885 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 1886 * spell code can use one object type (force), but change it's name
1897 * to be unique. 1887 * to be unique.
1898 */ 1888 */
1899 1889object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 1890present_in_ob_by_name (int type, const char *str, const object *op)
1901 object *tmp; 1891{
1902
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1893 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 1894 return tmp;
1906 } 1895
1907 return NULL; 1896 return 0;
1908} 1897}
1909 1898
1910/* 1899/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 1900 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 1901 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
1914 */ 1903 */
1915 1904object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 1905present_arch_in_ob (const archetype *at, const object *op)
1917 object *tmp; 1906{
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 1908 if (tmp->arch == at)
1920 return tmp; 1909 return tmp;
1910
1921 return NULL; 1911 return NULL;
1922} 1912}
1923 1913
1924/* 1914/*
1925 * activate recursively a flag on an object inventory 1915 * activate recursively a flag on an object inventory
1926 */ 1916 */
1917void
1927void flag_inv(object*op, int flag){ 1918flag_inv (object *op, int flag)
1928 object *tmp; 1919{
1929 if(op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 {
1931 SET_FLAG(tmp, flag); 1922 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 1923 flag_inv (tmp, flag);
1933 } 1924 }
1925}
1926
1934}/* 1927/*
1935 * desactivate recursively a flag on an object inventory 1928 * deactivate recursively a flag on an object inventory
1936 */ 1929 */
1930void
1937void unflag_inv(object*op, int flag){ 1931unflag_inv (object *op, int flag)
1938 object *tmp; 1932{
1939 if(op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1933 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 {
1941 CLEAR_FLAG(tmp, flag); 1935 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 1936 unflag_inv (tmp, flag);
1943 } 1937 }
1944}
1945
1946/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function.
1951 */
1952
1953void set_cheat(object *op) {
1954 SET_FLAG(op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ);
1956} 1938}
1957 1939
1958/* 1940/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 1941 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 1942 * a spot at the given map and coordinates which will be able to contain
1962 * to search (see the freearr_x/y[] definition). 1944 * to search (see the freearr_x/y[] definition).
1963 * It returns a random choice among the alternatives found. 1945 * It returns a random choice among the alternatives found.
1964 * start and stop are where to start relative to the free_arr array (1,9 1946 * start and stop are where to start relative to the free_arr array (1,9
1965 * does all 4 immediate directions). This returns the index into the 1947 * does all 4 immediate directions). This returns the index into the
1966 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1948 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1967 * Note - this only checks to see if there is space for the head of the
1968 * object - if it is a multispace object, this should be called for all
1969 * pieces.
1970 * Note2: This function does correctly handle tiled maps, but does not 1949 * Note: This function does correctly handle tiled maps, but does not
1971 * inform the caller. However, insert_ob_in_map will update as 1950 * inform the caller. However, insert_ob_in_map will update as
1972 * necessary, so the caller shouldn't need to do any special work. 1951 * necessary, so the caller shouldn't need to do any special work.
1973 * Note - updated to take an object instead of archetype - this is necessary 1952 * Note - updated to take an object instead of archetype - this is necessary
1974 * because arch_blocked (now ob_blocked) needs to know the movement type 1953 * because arch_blocked (now ob_blocked) needs to know the movement type
1975 * to know if the space in question will block the object. We can't use 1954 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 1955 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 1956 * customized, changed states, etc.
1978 */ 1957 */
1979 1958int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1959find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1960{
1961 int altern[SIZEOFFREE];
1981 int i,index=0, flag; 1962 int index = 0, flag;
1982 static int altern[SIZEOFFREE];
1983 1963
1984 for(i=start;i<stop;i++) { 1964 for (int i = start; i < stop; i++)
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1965 {
1986 if(!flag) 1966 mapxy pos (m, x, y); pos.move (i);
1967
1968 if (!pos.normalise ())
1969 continue;
1970
1971 mapspace &ms = *pos;
1972
1973 if (ms.flags () & P_IS_ALIVE)
1974 continue;
1975
1976 /* However, often
1977 * ob doesn't have any move type (when used to place exits)
1978 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1979 */
1980 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1981 {
1987 altern[index++]=i; 1982 altern [index++] = i;
1983 continue;
1984 }
1988 1985
1989 /* Basically, if we find a wall on a space, we cut down the search size. 1986 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 1987 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 1988 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 1989 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 1990 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 1991 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 1992 * won't look 2 spaces south of the target space.
1996 */ 1993 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1994 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1995 {
1998 stop=maxfree[i]; 1996 stop = maxfree[i];
1999 } 1997 continue;
2000 if(!index) return -1; 1998 }
2001 return altern[RANDOM()%index];
2002}
2003 1999
2000 /* Note it is intentional that we check ob - the movement type of the
2001 * head of the object should correspond for the entire object.
2002 */
2003 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2004 continue;
2005
2006 if (ob->blocked (m, pos.x, pos.y))
2007 continue;
2008
2009 altern [index++] = i;
2010 }
2011
2012 if (!index)
2013 return -1;
2014
2015 return altern [rndm (index)];
2016}
2017
2004/* 2018/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2019 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2020 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2021 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2022 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2023 */
2010 2024int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2025find_first_free_spot (const object *ob, maptile *m, int x, int y)
2012 int i; 2026{
2013 for(i=0;i<SIZEOFFREE;i++) { 2027 for (int i = 0; i < SIZEOFFREE; i++)
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2028 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2029 return i;
2016 } 2030
2017 return -1; 2031 return -1;
2018} 2032}
2019 2033
2020/* 2034/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2035 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2036 * arr[begin..end-1].
2037 * now uses a fisher-yates shuffle, old permute was broken
2023 */ 2038 */
2039static void
2024static void permute(int *arr, int begin, int end) 2040permute (int *arr, int begin, int end)
2025{ 2041{
2026 int i, j, tmp, len; 2042 arr += begin;
2043 end -= begin;
2027 2044
2028 len = end-begin; 2045 while (--end)
2029 for(i = begin; i < end; i++) 2046 swap (arr [end], arr [rndm (end + 1)]);
2030 {
2031 j = begin+RANDOM()%len;
2032
2033 tmp = arr[i];
2034 arr[i] = arr[j];
2035 arr[j] = tmp;
2036 }
2037} 2047}
2038 2048
2039/* new function to make monster searching more efficient, and effective! 2049/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2050 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2051 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2052 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2053 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2054 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2055 */
2056void
2046void get_search_arr(int *search_arr) 2057get_search_arr (int *search_arr)
2047{ 2058{
2048 int i; 2059 int i;
2049 2060
2050 for(i = 0; i < SIZEOFFREE; i++) 2061 for (i = 0; i < SIZEOFFREE; i++)
2051 {
2052 search_arr[i] = i; 2062 search_arr[i] = i;
2053 }
2054 2063
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2064 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2065 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2066 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2067}
2059 2068
2060/* 2069/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2070 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2071 * given map at the given coordinates for live objects.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude 2076 * Perhaps incorrectly, but I'm making the assumption that exclude
2068 * is actually want is going to try and move there. We need this info 2077 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2078 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2079 * there is capable of.
2071 */ 2080 */
2072 2081int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2082find_dir (maptile *m, int x, int y, object *exclude)
2083{
2074 int i,max=SIZEOFFREE, mflags; 2084 int i, max = SIZEOFFREE, mflags;
2085
2075 sint16 nx, ny; 2086 sint16 nx, ny;
2076 object *tmp; 2087 object *tmp;
2077 mapstruct *mp; 2088 maptile *mp;
2089
2078 MoveType blocked, move_type; 2090 MoveType blocked, move_type;
2079 2091
2080 if (exclude && exclude->head) { 2092 if (exclude && exclude->head_ () != exclude)
2093 {
2081 exclude = exclude->head; 2094 exclude = exclude->head;
2082 move_type = exclude->move_type; 2095 move_type = exclude->move_type;
2083 } else { 2096 }
2097 else
2098 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2099 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2100 move_type = MOVE_ALL;
2101 }
2102
2103 for (i = 1; i < max; i++)
2086 } 2104 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2105 mp = m;
2090 nx = x + freearr_x[i]; 2106 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2107 ny = y + freearr_y[i];
2092 2108
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2109 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2110
2094 if (mflags & P_OUT_OF_MAP) { 2111 if (mflags & P_OUT_OF_MAP)
2112 max = maxfree[i];
2113 else
2114 {
2115 mapspace &ms = mp->at (nx, ny);
2116
2117 blocked = ms.move_block;
2118
2119 if ((move_type & blocked) == move_type)
2095 max = maxfree[i]; 2120 max = maxfree[i];
2096 } else {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2098
2099 if ((move_type & blocked) == move_type) {
2100 max=maxfree[i];
2101 } else if (mflags & P_IS_ALIVE) { 2121 else if (mflags & P_IS_ALIVE)
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2122 {
2123 for (tmp = ms.bot; tmp; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2124 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2125 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2105 break; 2126 break;
2106 } 2127
2107 }
2108 if(tmp) { 2128 if (tmp)
2109 return freedir[i]; 2129 return freedir[i];
2110 }
2111 } 2130 }
2112 } 2131 }
2113 } 2132 }
2133
2114 return 0; 2134 return 0;
2115} 2135}
2116 2136
2117/* 2137/*
2118 * distance(object 1, object 2) will return the square of the 2138 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2139 * distance between the two given objects.
2120 */ 2140 */
2121 2141int
2122int distance(const object *ob1, const object *ob2) { 2142distance (const object *ob1, const object *ob2)
2123 int i; 2143{
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2144 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2126 return i;
2127} 2145}
2128 2146
2129/* 2147/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2148 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2149 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2150 * object, needs to travel toward it.
2133 */ 2151 */
2134 2152int
2135int find_dir_2(int x, int y) { 2153find_dir_2 (int x, int y)
2154{
2136 int q; 2155 int q;
2137 2156
2138 if(y) 2157 if (y)
2139 q=x*100/y; 2158 q = x * 100 / y;
2140 else if (x) 2159 else if (x)
2141 q= -300*x; 2160 q = -300 * x;
2142 else 2161 else
2143 return 0; 2162 return 0;
2144 2163
2145 if(y>0) { 2164 if (y > 0)
2165 {
2146 if(q < -242) 2166 if (q < -242)
2147 return 3 ; 2167 return 3;
2148 if (q < -41) 2168 if (q < -41)
2149 return 2 ; 2169 return 2;
2150 if (q < 41) 2170 if (q < 41)
2151 return 1 ; 2171 return 1;
2152 if (q < 242) 2172 if (q < 242)
2153 return 8 ; 2173 return 8;
2154 return 7 ; 2174 return 7;
2155 } 2175 }
2156 2176
2157 if (q < -242) 2177 if (q < -242)
2158 return 7 ; 2178 return 7;
2159 if (q < -41) 2179 if (q < -41)
2160 return 6 ; 2180 return 6;
2161 if (q < 41) 2181 if (q < 41)
2162 return 5 ; 2182 return 5;
2163 if (q < 242) 2183 if (q < 242)
2164 return 4 ; 2184 return 4;
2165 2185
2166 return 3 ; 2186 return 3;
2167}
2168
2169/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int absdir(int d) {
2176 while(d<1) d+=8;
2177 while(d>8) d-=8;
2178 return d;
2179} 2187}
2180 2188
2181/* 2189/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2190 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2191 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2192 */
2185 2193int
2186int dirdiff(int dir1, int dir2) { 2194dirdiff (int dir1, int dir2)
2195{
2187 int d; 2196 int d;
2197
2188 d = abs(dir1 - dir2); 2198 d = abs (dir1 - dir2);
2189 if(d>4) 2199 if (d > 4)
2190 d = 8 - d; 2200 d = 8 - d;
2201
2191 return d; 2202 return d;
2192} 2203}
2193 2204
2194/* peterm: 2205/* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2206 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2198 * This basically means that if direction is 15, then it could either go 2209 * This basically means that if direction is 15, then it could either go
2199 * direction 4, 14, or 16 to get back to where we are. 2210 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2211 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2212 * functions.
2202 */ 2213 */
2203
2204int reduction_dir[SIZEOFFREE][3] = { 2214int reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2215 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2216 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2217 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2218 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2219 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2220 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2221 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2222 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2223 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2224 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2225 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2226 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2227 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2228 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2229 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2230 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2231 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2232 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2233 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2234 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2235 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2236 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2237 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2238 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2239 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2240 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2241 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2242 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2243 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2244 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2245 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2246 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2247 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2248 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2249 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2250 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2251 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2252 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2253 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2254 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2255 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2256 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2257 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2258 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2259 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2260 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2261 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2262 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2263 {24, 9, -1}
2264}; /* 48 */
2254 2265
2255/* Recursive routine to step back and see if we can 2266/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2267 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2268 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2269 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2270 * Modified to be map tile aware -.MSW
2260 */ 2271 */
2261 2272int
2262
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2273can_see_monsterP (maptile *m, int x, int y, int dir)
2274{
2264 sint16 dx, dy; 2275 sint16 dx, dy;
2265 int mflags; 2276 int mflags;
2266 2277
2278 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2279 return 0; /* exit condition: invalid direction */
2268 2280
2269 dx = x + freearr_x[dir]; 2281 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2282 dy = y + freearr_y[dir];
2271 2283
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2284 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2285
2274 /* This functional arguably was incorrect before - it was 2286 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2287 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2288 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2289 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2290 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2291 * at least its move type.
2280 */ 2292 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2294 return 0;
2282 2295
2283 /* yes, can see. */ 2296 /* yes, can see. */
2284 if(dir < 9) return 1; 2297 if (dir < 9)
2298 return 1;
2299
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2300 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2301 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2302 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288} 2303}
2289 2304
2290
2291
2292/* 2305/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2306 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2307 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2308 * picked up, otherwise 0.
2296 * 2309 *
2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2310 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298 * core dumps if they do. 2311 * core dumps if they do.
2299 * 2312 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2313 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2314 */
2302 2315int
2303int can_pick(const object *who, const object *item) { 2316can_pick (const object *who, const object *item)
2317{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2321}
2309
2310 2322
2311/* 2323/*
2312 * create clone from object to another 2324 * create clone from object to another
2313 */ 2325 */
2326object *
2314object *object_create_clone (object *asrc) { 2327object_create_clone (object *asrc)
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2328{
2329 object *dst = 0;
2316 2330
2317 if(!asrc) return NULL; 2331 if (!asrc)
2318 src = asrc; 2332 return 0;
2319 if(src->head)
2320 src = src->head;
2321 2333
2322 prev = NULL; 2334 object *src = asrc->head_ ();
2335
2336 object *prev = 0;
2323 for(part = src; part; part = part->more) { 2337 for (object *part = src; part; part = part->more)
2324 tmp = get_object(); 2338 {
2325 copy_object(part,tmp); 2339 object *tmp = part->clone ();
2340
2326 tmp->x -= src->x; 2341 tmp->x -= src->x;
2327 tmp->y -= src->y; 2342 tmp->y -= src->y;
2343
2328 if(!part->head) { 2344 if (!part->head)
2345 {
2329 dst = tmp; 2346 dst = tmp;
2330 tmp->head = NULL;
2331 } else {
2332 tmp->head = dst; 2347 tmp->head = 0;
2333 } 2348 }
2349 else
2350 tmp->head = dst;
2351
2334 tmp->more = NULL; 2352 tmp->more = 0;
2353
2335 if(prev) 2354 if (prev)
2336 prev->more = tmp; 2355 prev->more = tmp;
2356
2337 prev = tmp; 2357 prev = tmp;
2338 } 2358 }
2339 /*** copy inventory ***/ 2359
2340 for(item = src->inv; item; item = item->below) { 2360 for (object *item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2361 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2362
2344 return dst; 2363 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353}
2354
2355/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */
2361
2362object* load_object_str(const char *obstr)
2363{
2364 object *op;
2365 char filename[MAX_BUF];
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2367
2368 FILE *tempfile=fopen(filename,"w");
2369 if (tempfile == NULL)
2370 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n");
2372 return NULL;
2373 };
2374 fprintf(tempfile,obstr);
2375 fclose(tempfile);
2376
2377 op=get_object();
2378
2379 object_thawer thawer (filename);
2380
2381 if (thawer)
2382 load_object(thawer,op,0);
2383
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED);
2386
2387 return op;
2388} 2364}
2389 2365
2390/* This returns the first object in who's inventory that 2366/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2367 * has the same type and subtype match.
2392 * returns NULL if no match. 2368 * returns NULL if no match.
2393 */ 2369 */
2370object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2371find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2372{
2396 object *tmp;
2397
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2373 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2374 if (tmp->type == type && tmp->subtype == subtype)
2375 return tmp;
2400 2376
2401 return NULL; 2377 return 0;
2402} 2378}
2403 2379
2404/* If ob has a field named key, return the link from the list, 2380/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2381 * otherwise return NULL.
2406 * 2382 *
2407 * key must be a passed in shared string - otherwise, this won't 2383 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2384 * do the desired thing.
2409 */ 2385 */
2386key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2387get_ob_key_link (const object *ob, const char *key)
2411 key_value * link; 2388{
2412
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2389 for (key_value *link = ob->key_values; link; link = link->next)
2414 if (link->key == key) { 2390 if (link->key == key)
2415 return link; 2391 return link;
2416 } 2392
2417 } 2393 return 0;
2418 2394}
2419 return NULL;
2420}
2421 2395
2422/* 2396/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2397 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2398 *
2425 * The argument doesn't need to be a shared string. 2399 * The argument doesn't need to be a shared string.
2426 * 2400 *
2427 * The returned string is shared. 2401 * The returned string is shared.
2428 */ 2402 */
2403const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2404get_ob_key_value (const object *op, const char *const key)
2405{
2430 key_value * link; 2406 key_value *link;
2431 const char * canonical_key; 2407 shstr_cmp canonical_key (key);
2408
2409 if (!canonical_key)
2432 2410 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2411 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2412 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2413 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2414 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2415 */
2441 return NULL; 2416 return 0;
2442 } 2417 }
2443 2418
2444 /* This is copied from get_ob_key_link() above - 2419 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2420 * only 4 lines, and saves the function call overhead.
2446 */ 2421 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2422 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2423 if (link->key == canonical_key)
2449 return link->value; 2424 return link->value;
2450 }
2451 }
2452 return NULL;
2453}
2454 2425
2426 return 0;
2427}
2455 2428
2456/* 2429/*
2457 * Updates the canonical_key in op to value. 2430 * Updates the canonical_key in op to value.
2458 * 2431 *
2459 * canonical_key is a shared string (value doesn't have to be). 2432 * canonical_key is a shared string (value doesn't have to be).
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2434 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2435 * keys.
2463 * 2436 *
2464 * Returns TRUE on success. 2437 * Returns TRUE on success.
2465 */ 2438 */
2439int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2440set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2441{
2467 key_value * field = NULL, *last=NULL; 2442 key_value *field = NULL, *last = NULL;
2468 2443
2469 for (field=op->key_values; field != NULL; field=field->next) { 2444 for (field = op->key_values; field != NULL; field = field->next)
2445 {
2470 if (field->key != canonical_key) { 2446 if (field->key != canonical_key)
2447 {
2471 last = field; 2448 last = field;
2472 continue; 2449 continue;
2473 } 2450 }
2474 2451
2475 if (value) 2452 if (value)
2476 field->value = value; 2453 field->value = value;
2477 else { 2454 else
2455 {
2478 /* Basically, if the archetype has this key set, 2456 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2457 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2458 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2459 * we get this value back again.
2482 */ 2460 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2461 if (get_ob_key_link (op->arch, canonical_key))
2484 field->value = 0; 2462 field->value = 0;
2463 else
2464 {
2465 if (last)
2466 last->next = field->next;
2485 else 2467 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2468 op->key_values = field->next;
2489 2469
2490 delete field; 2470 delete field;
2491 } 2471 }
2492 } 2472 }
2493 return TRUE; 2473 return TRUE;
2494 } 2474 }
2495 /* IF we get here, key doesn't exist */ 2475 /* IF we get here, key doesn't exist */
2496 2476
2497 /* No field, we'll have to add it. */ 2477 /* No field, we'll have to add it. */
2498 2478
2499 if (!add_key) { 2479 if (!add_key)
2500 return FALSE; 2480 return FALSE;
2501 } 2481
2502 /* There isn't any good reason to store a null 2482 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2483 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2484 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2485 * be here. If user wants to store empty strings,
2506 * should pass in "" 2486 * should pass in ""
2507 */ 2487 */
2508 if (value == NULL) return TRUE; 2488 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2489 return TRUE;
2490
2491 field = new key_value;
2492
2493 field->key = canonical_key;
2494 field->value = value;
2495 /* Usual prepend-addition. */
2496 field->next = op->key_values;
2497 op->key_values = field;
2498
2499 return TRUE;
2519} 2500}
2520 2501
2521/* 2502/*
2522 * Updates the key in op to value. 2503 * Updates the key in op to value.
2523 * 2504 *
2525 * and not add new ones. 2506 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2507 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2508 *
2528 * Returns TRUE on success. 2509 * Returns TRUE on success.
2529 */ 2510 */
2511int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2512set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2513{
2532 shstr key_ (key); 2514 shstr key_ (key);
2515
2533 return set_ob_key_value_s (op, key_, value, add_key); 2516 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2517}
2518
2519object::depth_iterator::depth_iterator (object *container)
2520: iterator_base (container)
2521{
2522 while (item->inv)
2523 item = item->inv;
2524}
2525
2526void
2527object::depth_iterator::next ()
2528{
2529 if (item->below)
2530 {
2531 item = item->below;
2532
2533 while (item->inv)
2534 item = item->inv;
2535 }
2536 else
2537 item = item->env;
2538}
2539
2540const char *
2541object::flag_desc (char *desc, int len) const
2542{
2543 char *p = desc;
2544 bool first = true;
2545
2546 *p = 0;
2547
2548 for (int i = 0; i < NUM_FLAGS; i++)
2549 {
2550 if (len <= 10) // magic constant!
2551 {
2552 snprintf (p, len, ",...");
2553 break;
2554 }
2555
2556 if (flag [i])
2557 {
2558 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2559 len -= cnt;
2560 p += cnt;
2561 first = false;
2562 }
2563 }
2564
2565 return desc;
2566}
2567
2568// return a suitable string describing an object in enough detail to find it
2569const char *
2570object::debug_desc (char *info) const
2571{
2572 char flagdesc[512];
2573 char info2[256 * 4];
2574 char *p = info;
2575
2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2577 count,
2578 uuid.c_str (),
2579 &name,
2580 title ? "\",title:\"" : "",
2581 title ? (const char *)title : "",
2582 flag_desc (flagdesc, 512), type);
2583
2584 if (!flag[FLAG_REMOVED] && env)
2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2586
2587 if (map)
2588 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2589
2590 return info;
2591}
2592
2593const char *
2594object::debug_desc () const
2595{
2596 static char info[3][256 * 4];
2597 static int info_idx;
2598
2599 return debug_desc (info [++info_idx % 3]);
2600}
2601
2602struct region *
2603object::region () const
2604{
2605 return map ? map->region (x, y)
2606 : region::default_region ();
2607}
2608
2609const materialtype_t *
2610object::dominant_material () const
2611{
2612 if (materialtype_t *mt = name_to_material (materialname))
2613 return mt;
2614
2615 return name_to_material (shstr_unknown);
2616}
2617
2618void
2619object::open_container (object *new_container)
2620{
2621 if (container == new_container)
2622 return;
2623
2624 object *old_container = container;
2625
2626 if (old_container)
2627 {
2628 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2629 return;
2630
2631#if 0
2632 // remove the "Close old_container" object.
2633 if (object *closer = old_container->inv)
2634 if (closer->type == CLOSE_CON)
2635 closer->destroy ();
2636#endif
2637
2638 // make sure the container is available
2639 esrv_send_item (this, old_container);
2640
2641 old_container->flag [FLAG_APPLIED] = false;
2642 container = 0;
2643
2644 // client needs item update to make it work, client bug requires this to be separate
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 play_sound (sound_find ("chest_close"));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657#if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665#endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 // make sure the container is available, client bug requires this to be separate
2670 esrv_send_item (this, new_container);
2671
2672 new_container->flag [FLAG_APPLIED] = true;
2673 container = new_container;
2674
2675 // client needs flag change
2676 esrv_update_item (UPD_FLAGS, this, new_container);
2677 esrv_send_inventory (this, new_container);
2678 play_sound (sound_find ("chest_open"));
2679 }
2680// else if (!old_container->env && contr && contr->ns)
2681// contr->ns->floorbox_reset ();
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound)
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732}
2733

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