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Comparing deliantra/server/common/object.C (file contents):
Revision 1.17 by root, Mon Sep 4 17:27:13 2006 UTC vs.
Revision 1.318 by root, Sat Apr 3 02:27:24 2010 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 1.17 2006/09/04 17:27:13 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 25#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 26#include <stdio.h>
35#include <sys/types.h> 27#include <sys/types.h>
36#include <sys/uio.h> 28#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 29#include <object.h>
39#include <funcpoint.h> 30#include <sproto.h>
40#include <skills.h>
41#include <loader.h>
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;
37uint32_t mapspace::smellcount = 10000;
38
39objectvec objects;
40activevec actives;
41
42//+GPL
43
47short freearr_x[SIZEOFFREE]= 44short 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, 45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 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}; 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
49};
50short freearr_y[SIZEOFFREE]= 50short 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, 51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -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}; 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 55};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
56int freedir[SIZEOFFREE]= { 56int 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, 57 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}; 58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
60 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};
59 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
70static void
71write_uuid (uval64 skip, bool sync)
72{
73 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip));
75 CALL_ARG_SV (boolSV (sync));
76 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END;
78}
79
80static void
81read_uuid ()
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
88
89 FILE *fp;
90
91 if (!(fp = fopen (filename, "r")))
92 {
93 if (errno == ENOENT)
94 {
95 LOG (llevInfo, "RESET uid to 1\n");
96 UUID::cur.seq = 0;
97 write_uuid (UUID_GAP, true);
98 return;
99 }
100
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1);
103 }
104
105 char buf [UUID::MAX_LEN];
106 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
110 {
111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
112 _exit (1);
113 }
114
115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
118 fclose (fp);
119}
120
121UUID
122UUID::gen ()
123{
124 UUID uid;
125
126 uid.seq = ++cur.seq;
127
128 if (expect_false (cur.seq >= seq_next_save))
129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
134
135 return uid;
136}
137
138void
139UUID::init ()
140{
141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
60 208
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
210static bool
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 211compare_ob_value_lists_one (const object *wants, const object *has)
63 key_value * wants_field; 212{
64
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
68 */ 216 */
69 217
70 /* For each field in wants, */ 218 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
72 key_value * has_field; 220 if (has->kv_get (kv->key) != kv->value)
73 221 return false;
74 /* Look for a field in has with the same key. */ 222
75 has_field = get_ob_key_link(has, wants_field->key);
76
77 if (has_field == NULL) {
78 /* No field with that name. */
79 return FALSE;
80 }
81
82 /* Found the matching field. */
83 if (has_field->value != wants_field->value) {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90
91 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 224 return true;
93} 225}
94 226
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
228static bool
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 229compare_ob_value_lists (const object *ob1, const object *ob2)
230{
97 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
99 */ 233 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
101} 236}
102 237
103/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 239 * they can be merged together.
105 * 240 *
106 * Note that this function appears a lot longer than the macro it 241 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 242 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 243 * reduce this to the same efficiency.
109 * 244 *
110 * Check nrof variable *before* calling CAN_MERGE() 245 * Check nrof variable *before* calling can_merge()
111 * 246 *
112 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
113 * check weight 248 * check weight
114 */ 249 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
118{ 251{
119 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 253 if (ob1 == ob2
254 || ob1->type != ob2->type
255 || ob1->value != ob2->value
256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
121 return 0; 258 return 0;
122 259
123 if (ob1->speed != ob2->speed) 260 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */
262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
124 return 0; 263 return 0;
125 264
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
135 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
136 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 269 * flags lose any meaning.
138 */ 270 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 273
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 276
145 277 if (ob1->arch->archname != ob2->arch->archname
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 278 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 279 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 280 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 281 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 282 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 283 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 284 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 285 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 286 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
167 (ob1->client_type != ob2->client_type) || 289 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 290 || ob1->material != ob2->material
169 (ob1->lore != ob2->lore) || 291 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 292 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 293 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 294 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 295 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 296 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 297 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 298 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
178 return 0; 302 return 0;
179 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
180 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
181 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
182 */ 313 */
183 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
184 { 315 {
185 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0;
188
189 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 316 if (!(ob1->inv && ob2->inv))
191 return 0; 317 return 0; /* inventories differ in length */
318
319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
322 if (!object::can_merge (ob1->inv, ob2->inv))
323 return 0; /* inventory objects differ */
192 324
193 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 326 * if it is valid.
195 */ 327 */
196 } 328 }
204 336
205 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
207 * check? 339 * check?
208 */ 340 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 342 return 0;
212 343
213 switch (ob1->type) 344 switch (ob1->type)
214 { 345 {
215 case SCROLL: 346 case SCROLL:
216 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
217 return 0; 348 return 0;
218 break; 349 break;
219 } 350 }
220 351
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
222 { 353 {
223 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
225 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
226 return 0; 357
227 else if (!compare_ob_value_lists (ob1, ob2)) 358 if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 359 return 0;
229 } 360 }
230 361
231 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
233 { 363 {
234 ob1->optimise (); 364 ob1->optimise ();
235 ob2->optimise (); 365 ob2->optimise ();
236 366
237 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
238 return 0; 368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
239 } 381 }
240 382
241 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
242 return 1; 384 return 1;
243} 385}
386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
244/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
245 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
247 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
248 */ 464 */
249signed long sum_weight(object *op) { 465void
250 signed long sum; 466object::update_weight ()
251 object *inv; 467{
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 468 sint32 sum = 0;
469
470 for (object *op = inv; op; op = op->below)
471 {
253 if (inv->inv) 472 if (op->inv)
254 sum_weight(inv); 473 op->update_weight ();
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
256 } 476 }
257 if (op->type == CONTAINER && op->stats.Str) 477
258 sum = (sum * (100 - op->stats.Str))/100; 478 sum = weight_adjust_for (this, sum);
259 if(op->carrying != sum) 479
480 if (sum != carrying)
481 {
260 op->carrying = sum; 482 carrying = sum;
261 return sum;
262}
263 483
484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
488}
489
264/** 490/*
265 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
266 */ 492 */
267 493char *
268object *object_get_env_recursive (object *op) {
269 while (op->env != NULL)
270 op = op->env;
271 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285}
286
287/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array.
291 */
292
293void dump_object2(object *op) {
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 494dump_object (object *op)
340 if(op==NULL) { 495{
341 strcpy(errmsg,"[NULL pointer]"); 496 if (!op)
342 return; 497 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 498
348void dump_all_objects(void) { 499 object_freezer freezer;
349 object *op; 500 op->write (freezer);
350 for(op=objects;op!=NULL;op=op->next) { 501 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 502}
355 503
356/* 504char *
357 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
358 * multi-object 1 which is closest to the second object. 506{
359 * If it's not a multi-object, it is returned. 507 return dump_object (this);
360 */
361
362object *get_nearest_part(object *op, const object *pl) {
363 object *tmp,*closest;
364 int last_dist,i;
365 if(op->more==NULL)
366 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
368 if((i=distance(tmp,pl))<last_dist)
369 closest=tmp,last_dist=i;
370 return closest;
371} 508}
372 509
373/* 510/*
374 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
375 */ 513 */
376 514object *
377object *find_object(tag_t i) { 515find_object (tag_t i)
378 object *op; 516{
379 for(op=objects;op!=NULL;op=op->next) 517 for_all_objects (op)
380 if(op->count==i) 518 if (op->count == i)
381 break;
382 return op; 519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
383} 537}
384 538
385/* 539/*
386 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
389 */ 543 */
390 544object *
391object *find_object_name(const char *str) { 545find_object_name (const char *str)
392 const char *name = shstr::find (str); 546{
393 object *op; 547 shstr_cmp str_ (str);
394 for(op=objects;op!=NULL;op=op->next) 548
549 if (str_)
550 for_all_objects (op)
395 if(&op->name == name) 551 if (op->name == str_)
396 break; 552 return op;
397 553
398 return op; 554 return 0;
399}
400
401void free_all_object_data ()
402{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 555}
440 556
441/* 557/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
444 */ 561 */
445void set_owner (object *op, object *owner) 562void
563object::set_owner (object *owner)
446{ 564{
447 if(owner==NULL||op==NULL) 565 // allow objects which own objects
566 if (owner)
567 while (owner->owner)
568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
448 return; 573 return;
574 }
449 575
450 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid.
456 */
457 while (owner->owner && owner!=owner->owner &&
458 owner->ownercount==owner->owner->count) owner=owner->owner;
459
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 576 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470} 577}
471 578
472/* Set the owner to clone's current owner and set the skill and experience 579int
473 * objects to clone's objects (typically those objects that where the owner's 580object::slottype () const
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{ 581{
484 object *owner = get_owner (clone); 582 if (type == SKILL)
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 } 583 {
492 set_owner(op, owner); 584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
493 585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
494} 594}
495 595
496/* Zero the key_values on op, decrementing the shared-string 596/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 597 * refcounts and freeing the links.
498 */ 598 */
599static void
499static void free_key_values(object * op) 600free_key_values (object *op)
500{ 601{
501 for (key_value *i = op->key_values; i != 0; ) 602 for (key_value *i = op->key_values; i; )
502 { 603 {
503 key_value *next = i->next; 604 key_value *next = i->next;
504 delete i; 605 delete i;
606
505 i = next; 607 i = next;
506 } 608 }
507 609
508 op->key_values = 0; 610 op->key_values = 0;
509} 611}
510 612
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 613/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 614 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 615 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 616 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 617 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 618 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 619 * will point at garbage.
580 */ 620 */
581 621void
582void copy_object (object *op2, object *op) 622object::copy_to (object *dst)
583{ 623{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 624 dst->remove ();
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 625 *(object_copy *)dst = *this;
586 626 dst->flag [FLAG_REMOVED] = true;
587 op2->clone (op);
588
589 if (is_freed) SET_FLAG (op, FLAG_FREED);
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
591
592 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
594 627
595 /* Copy over key_values, if any. */ 628 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 629 if (key_values)
597 { 630 {
598 key_value *tail = NULL; 631 key_value *tail = 0;
599 key_value *i;
600
601 op->key_values = NULL; 632 dst->key_values = 0;
602 633
603 for (i = op2->key_values; i != NULL; i = i->next) 634 for (key_value *i = key_values; i; i = i->next)
604 { 635 {
605 key_value *new_link = new key_value; 636 key_value *new_link = new key_value;
606 637
607 new_link->next = NULL; 638 new_link->next = 0;
608 new_link->key = i->key; 639 new_link->key = i->key;
609 new_link->value = i->value; 640 new_link->value = i->value;
610 641
611 /* Try and be clever here, too. */ 642 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 643 if (!dst->key_values)
613 { 644 {
614 op->key_values = new_link; 645 dst->key_values = new_link;
615 tail = new_link; 646 tail = new_link;
616 } 647 }
617 else 648 else
618 { 649 {
619 tail->next = new_link; 650 tail->next = new_link;
620 tail = new_link; 651 tail = new_link;
621 } 652 }
622 } 653 }
623 } 654 }
624 655
625 update_ob_speed (op); 656 dst->activate ();
626} 657}
627 658
628/* 659void
629 * get_object() grabs an object from the list of unused objects, makes 660object::instantiate ()
630 * sure it is initialised, and returns it. 661{
631 * If there are no free objects, expand_objects() is called to get more. 662 if (!uuid.seq) // HACK
663 uuid = UUID::gen ();
664
665 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
666 if (flag [FLAG_RANDOM_SPEED] && speed)
667 speed_left = - speed - rndm (); // TODO animation
668 else
669 speed_left = -1.;
670
671 /* copy the body_info to the body_used - this is only really
672 * need for monsters, but doesn't hurt to do it for everything.
673 * by doing so, when a monster is created, it has good starting
674 * values for the body_used info, so when items are created
675 * for it, they can be properly equipped.
632 */ 676 */
677 for (int i = NUM_BODY_LOCATIONS; i--; )
678 slot[i].used = slot[i].info;
633 679
634object *get_object () 680 attachable::instantiate ();
635{ 681}
636 object *op = new object;
637 682
638 op->count = ++ob_count; 683object *
684object::clone ()
685{
686 object *neu = create ();
687 copy_to (neu);
639 688
640 op->active_next = 0; 689 // TODO: unclean state changes, should not be done in clone AND instantiate
641 op->active_prev = 0; 690 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
691 neu->speed_left = - neu->speed - rndm (); // TODO animation
642 692
643 op->next = objects; 693 neu->map = map; // not copied by copy_to
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 694 return neu;
658} 695}
659 696
660/* 697/*
661 * If an object with the IS_TURNABLE() flag needs to be turned due 698 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * to the closest player being on the other side, this function can 699 * to the closest player being on the other side, this function can
663 * be called to update the face variable, _and_ how it looks on the map. 700 * be called to update the face variable, _and_ how it looks on the map.
664 */ 701 */
665 702void
666void update_turn_face(object *op) { 703update_turn_face (object *op)
704{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 705 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
668 return; 706 return;
707
669 SET_ANIMATION(op, op->direction); 708 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 709 update_object (op, UP_OBJ_FACE);
671} 710}
672 711
673/* 712/*
674 * Updates the speed of an object. If the speed changes from 0 to another 713 * Updates the speed of an object. If the speed changes from 0 to another
675 * value, or vice versa, then add/remove the object from the active list. 714 * value, or vice versa, then add/remove the object from the active list.
676 * This function needs to be called whenever the speed of an object changes. 715 * This function needs to be called whenever the speed of an object changes.
677 */ 716 */
717void
718object::set_speed (float speed)
719{
720 this->speed = speed;
678 721
679void update_ob_speed(object *op) { 722 if (has_active_speed ())
680 extern int arch_init; 723 activate ();
681
682 /* No reason putting the archetypes objects on the speed list,
683 * since they never really need to be updated.
684 */
685
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
688#ifdef MANY_CORES
689 abort();
690#else
691 op->speed = 0;
692#endif
693 }
694 if (arch_init) {
695 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701
702 /* process_events() expects us to insert the object at the beginning
703 * of the list. */
704 op->active_next = active_objects;
705 if (op->active_next!=NULL)
706 op->active_next->active_prev = op;
707 active_objects = op;
708 }
709 else { 724 else
710 /* If not on the active list, nothing needs to be done */ 725 deactivate ();
711 if (!op->active_next && !op->active_prev && op!=active_objects)
712 return;
713
714 if (op->active_prev==NULL) {
715 active_objects = op->active_next;
716 if (op->active_next!=NULL)
717 op->active_next->active_prev = NULL;
718 }
719 else {
720 op->active_prev->active_next = op->active_next;
721 if (op->active_next)
722 op->active_next->active_prev = op->active_prev;
723 }
724 op->active_next = NULL;
725 op->active_prev = NULL;
726 }
727} 726}
728 727
729/* This function removes object 'op' from the list of active
730 * objects.
731 * This should only be used for style maps or other such
732 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object.
736 */
737void remove_from_active_list(object *op)
738{
739 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects)
741 return;
742
743 if (op->active_prev==NULL) {
744 active_objects = op->active_next;
745 if (op->active_next!=NULL)
746 op->active_next->active_prev = NULL;
747 }
748 else {
749 op->active_prev->active_next = op->active_next;
750 if (op->active_next)
751 op->active_next->active_prev = op->active_prev;
752 }
753 op->active_next = NULL;
754 op->active_prev = NULL;
755}
756
757/* 728/*
758 * update_object() updates the array which represents the map. 729 * update_object() updates the the map.
759 * It takes into account invisible objects (and represent squares covered 730 * It takes into account invisible objects (and represent squares covered
760 * by invisible objects by whatever is below them (unless it's another 731 * by invisible objects by whatever is below them (unless it's another
761 * invisible object, etc...) 732 * invisible object, etc...)
762 * If the object being updated is beneath a player, the look-window 733 * If the object being updated is beneath a player, the look-window
763 * of that player is updated (this might be a suboptimal way of 734 * of that player is updated (this might be a suboptimal way of
764 * updating that window, though, since update_object() is called _often_) 735 * updating that window, though, since update_object() is called _often_)
765 * 736 *
766 * action is a hint of what the caller believes need to be done. 737 * action is a hint of what the caller believes need to be done.
767 * For example, if the only thing that has changed is the face (due to
768 * an animation), we don't need to call update_position until that actually
769 * comes into view of a player. OTOH, many other things, like addition/removal
770 * of walls or living creatures may need us to update the flags now.
771 * current action are: 738 * current action are:
772 * UP_OBJ_INSERT: op was inserted 739 * UP_OBJ_INSERT: op was inserted
773 * UP_OBJ_REMOVE: op was removed 740 * UP_OBJ_REMOVE: op was removed
774 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775 * as that is easier than trying to look at what may have changed. 742 * as that is easier than trying to look at what may have changed.
776 * UP_OBJ_FACE: only the objects face has changed. 743 * UP_OBJ_FACE: only the objects face has changed.
777 */ 744 */
778 745void
779void update_object(object *op, int action) { 746update_object (object *op, int action)
780 int update_now=0, flags; 747{
781 MoveType move_on, move_off, move_block, move_slow; 748 if (!op)
782 749 {
783 if (op == NULL) {
784 /* this should never happen */ 750 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 751 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
786 return; 752 return;
787 }
788 753 }
789 if(op->env!=NULL) { 754
755 if (!op->is_on_map ())
756 {
790 /* Animation is currently handled by client, so nothing 757 /* Animation is currently handled by client, so nothing
791 * to do in this case. 758 * to do in this case.
792 */ 759 */
793 return; 760 return;
794 }
795
796 /* If the map is saving, don't do anything as everything is
797 * going to get freed anyways.
798 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return;
800 761 }
762
801 /* make sure the object is within map boundaries */ 763 /* make sure the object is within map boundaries */
802 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 764 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 765 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 767#ifdef MANY_CORES
806 abort(); 768 abort ();
807#endif 769#endif
808 return; 770 return;
809 }
810 771 }
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
817 772
773 mapspace &m = op->ms ();
774
775 if (!(m.flags_ & P_UPTODATE))
776 /* nop */;
818 if (action == UP_OBJ_INSERT) { 777 else if (action == UP_OBJ_INSERT)
778 {
779#if 0
780 // this is likely overkill, TODO: revisit (schmorp)
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
820 update_now=1;
821
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
823 update_now=1; 783 || (op->is_player () && !(m.flags_ & P_PLAYER))
824 784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
826 update_now=1; 787 || (m.move_on | op->move_on ) != m.move_on
827
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1;
830
831 if ((move_on | op->move_on) != move_on) update_now=1;
832 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
833 /* 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
834 * to have move_allow right now. 791 * have move_allow right now.
835 */ 792 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
837 update_now=1; 794 m.invalidate ();
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 795#else
796 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
797 m.invalidate ();
798#endif
839 } 799 }
840 /* if the object is being removed, we can't make intelligent 800 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 801 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 802 * that is being removed.
843 */ 803 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 804 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 805 m.invalidate ();
846 } else if (action == UP_OBJ_FACE) { 806 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 807 /* Nothing to do for that case */ ;
848 }
849 else { 808 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 809 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 810
853 if (update_now) {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y);
856 }
857
858 if(op->more!=NULL) 811 if (op->more)
859 update_object(op->more, action); 812 update_object (op->more, action);
860} 813}
861 814
862 815object::object ()
863/*
864 * free_object() frees everything allocated by an object, removes
865 * it from the list of used objects, and puts it on the list of
866 * free objects. The IS_FREED() flag is set in the object.
867 * The object must have been removed by remove_ob() first for
868 * this function to succeed.
869 *
870 * If free_inventory is set, free inventory as well. Else drop items in
871 * inventory to the ground.
872 */
873
874void
875free_object (object * ob)
876{ 816{
877 free_object2 (ob, 0); 817 SET_FLAG (this, FLAG_REMOVED);
878}
879 818
880void 819 //expmul = 1.0; declared const for the time being
881free_object2 (object * ob, int free_inventory) 820 face = blank_face;
882{ 821 material = MATERIAL_NULL;
883 object *tmp, *op; 822}
884 823
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 824object::~object ()
886 { 825{
887 LOG (llevDebug, "Free object called with non removed object\n"); 826 unlink ();
888 dump_object (ob); 827
889#ifdef MANY_CORES 828 free_key_values (this);
890 abort (); 829}
891#endif 830
831static int object_count;
832
833void object::link ()
834{
835 assert (!index);//D
836 uuid = UUID::gen ();
837 count = ++object_count;
838
839 refcnt_inc ();
840 objects.insert (this);
841}
842
843void object::unlink ()
844{
845 if (!index)
846 return;
847
848 objects.erase (this);
849 refcnt_dec ();
850}
851
852void
853object::activate ()
854{
855 /* If already on active list, don't do anything */
856 if (active)
857 return;
858
859 if (has_active_speed ())
892 } 860 {
861 if (flag [FLAG_FREED])
862 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
893 863
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 864 actives.insert (this);
895 { 865 }
896 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 866}
867
868void
869object::activate_recursive ()
870{
871 activate ();
872
873 for (object *op = inv; op; op = op->below)
874 op->activate_recursive ();
875}
876
877/* This function removes object 'op' from the list of active
878 * objects.
879 * This should only be used for style maps or other such
880 * reference maps where you don't want an object that isn't
881 * in play chewing up cpu time getting processed.
882 * The reverse of this is to call update_ob_speed, which
883 * will do the right thing based on the speed of the object.
884 */
885void
886object::deactivate ()
887{
888 /* If not on the active list, nothing needs to be done */
889 if (!active)
890 return;
891
892 actives.erase (this);
893}
894
895void
896object::deactivate_recursive ()
897{
898 for (object *op = inv; op; op = op->below)
899 op->deactivate_recursive ();
900
901 deactivate ();
902}
903
904void
905object::set_flag_inv (int flag, int value)
906{
907 for (object *op = inv; op; op = op->below)
908 {
909 op->flag [flag] = value;
910 op->set_flag_inv (flag, value);
911 }
912}
913
914/*
915 * Remove and free all objects in the inventory of the given object.
916 * object.c ?
917 */
918void
919object::destroy_inv (bool drop_to_ground)
920{
921 // need to check first, because the checks below might segfault
922 // as we might be on an invalid mapspace and crossfire code
923 // is too buggy to ensure that the inventory is empty.
924 // corollary: if you create arrows etc. with stuff in its inventory,
925 // cf will crash below with off-map x and y
926 if (!inv)
927 return;
928
929 /* Only if the space blocks everything do we not process -
930 * if some form of movement is allowed, let objects
931 * drop on that space.
932 */
933 if (!drop_to_ground
934 || !map
935 || map->in_memory != MAP_ACTIVE
936 || map->no_drop
937 || ms ().move_block == MOVE_ALL)
938 {
939 while (inv)
940 inv->destroy ();
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 while (inv)
945 {
946 object *op = inv;
947
948 if (op->flag [FLAG_STARTEQUIP]
949 || op->flag [FLAG_NO_DROP]
950 || op->type == RUNE
951 || op->type == TRAP
952 || op->flag [FLAG_IS_A_TEMPLATE]
953 || op->flag [FLAG_DESTROY_ON_DEATH])
954 op->destroy ();
955 else
956 map->insert (op, x, y);
957 }
958 }
959}
960
961object *object::create ()
962{
963 object *op = new object;
964 op->link ();
965 return op;
966}
967
968static struct freed_map : maptile
969{
970 freed_map ()
971 {
972 path = "<freed objects map>";
973 name = "/internal/freed_objects_map";
974 width = 3;
975 height = 3;
976 no_drop = 1;
977 no_reset = 1;
978
979 alloc ();
980 in_memory = MAP_ACTIVE;
981 }
982
983 ~freed_map ()
984 {
985 destroy ();
986 }
987} freed_map; // freed objects are moved here to avoid crashes
988
989void
990object::do_destroy ()
991{
992 if (flag [FLAG_IS_LINKED])
993 remove_link ();
994
995 if (flag [FLAG_FRIENDLY])
897 remove_friendly_object (ob); 996 remove_friendly_object (this);
997
998 remove ();
999
1000 attachable::do_destroy ();
1001
1002 deactivate ();
1003 unlink ();
1004
1005 flag [FLAG_FREED] = 1;
1006
1007 // hack to ensure that freed objects still have a valid map
1008 map = &freed_map;
1009 x = 1;
1010 y = 1;
1011
1012 if (more)
898 } 1013 {
899 1014 more->destroy ();
900 if (QUERY_FLAG (ob, FLAG_FREED)) 1015 more = 0;
901 { 1016 }
902 dump_object (ob); 1017
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1018 head = 0;
1019
1020 // clear those pointers that likely might cause circular references
1021 owner = 0;
1022 enemy = 0;
1023 attacked_by = 0;
1024 current_weapon = 0;
1025}
1026
1027void
1028object::destroy ()
1029{
1030 if (destroyed ())
1031 return;
1032
1033 if (!is_head () && !head->destroyed ())
1034 {
1035 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1036 head->destroy ();
904 return; 1037 return;
905 } 1038 }
906 1039
907 if (ob->more != NULL) 1040 destroy_inv (false);
908 {
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912 1041
913 if (ob->inv) 1042 if (is_head ())
914 { 1043 if (sound_destroy)
915 /* Only if the space blocks everything do we not process - 1044 play_sound (sound_destroy);
916 * if some form of movement is allowed, let objects 1045 else if (flag [FLAG_MONSTER])
917 * drop on that space. 1046 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
918 */
919 if (free_inventory || ob->map == NULL
920 || ob->map->in_memory != MAP_IN_MEMORY
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
922 {
923 op = ob->inv;
924 1047
925 while (op != NULL) 1048 attachable::destroy ();
926 {
927 tmp = op->below;
928 remove_ob (op);
929 free_object2 (op, free_inventory);
930 op = tmp;
931 }
932 }
933 else
934 { /* Put objects in inventory onto this space */
935 op = ob->inv;
936
937 while (op != NULL)
938 {
939 tmp = op->below;
940 remove_ob (op);
941
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
945 free_object (op);
946 else
947 {
948 op->x = ob->x;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
951 }
952
953 op = tmp;
954 }
955 }
956 }
957
958 /* Remove object from the active list */
959 ob->speed = 0;
960 update_ob_speed (ob);
961
962 SET_FLAG (ob, FLAG_FREED);
963 ob->count = 0;
964
965 /* Remove this object from the list of used objects */
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 }
973 else
974 {
975 ob->prev->next = ob->next;
976
977 if (ob->next != NULL)
978 ob->next->prev = ob->prev;
979 }
980
981 free_key_values (ob);
982
983 /* Now link it with the free_objects list: */
984 ob->prev = 0;
985 ob->next = 0;
986
987 delete ob;
988} 1049}
989 1050
990/* 1051/* op->remove ():
991 * sub_weight() recursively (outwards) subtracts a number from the
992 * weight of an object (and what is carried by it's environment(s)).
993 */
994
995void sub_weight (object *op, signed long weight) {
996 while (op != NULL) {
997 if (op->type == CONTAINER) {
998 weight=(signed long)(weight*(100-op->stats.Str)/100);
999 }
1000 op->carrying-=weight;
1001 op = op->env;
1002 }
1003}
1004
1005/* remove_ob(op):
1006 * This function removes the object op from the linked list of objects 1052 * This function removes the object op from the linked list of objects
1007 * which it is currently tied to. When this function is done, the 1053 * which it is currently tied to. When this function is done, the
1008 * object will have no environment. If the object previously had an 1054 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 1055 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 1056 * the previous environment.
1011 * Beware: This function is called from the editor as well!
1012 */ 1057 */
1058void
1059object::do_remove ()
1060{
1061 if (flag [FLAG_REMOVED])
1062 return;
1013 1063
1014void remove_ob(object *op) { 1064 INVOKE_OBJECT (REMOVE, this);
1015 object *tmp,*last=NULL;
1016 object *otmp;
1017 tag_t tag;
1018 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 1065
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1066 flag [FLAG_REMOVED] = true;
1024 dump_object(op);
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 1067
1027 /* Changed it to always dump core in this case. As has been learned 1068 if (more)
1028 * in the past, trying to recover from errors almost always 1069 more->remove ();
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041 1070
1042 SET_FLAG(op, FLAG_REMOVED);
1043
1044 /* 1071 /*
1045 * In this case, the object to be removed is in someones 1072 * In this case, the object to be removed is in someones
1046 * inventory. 1073 * inventory.
1047 */ 1074 */
1048 if(op->env!=NULL) { 1075 if (env)
1049 if(op->nrof) 1076 {
1050 sub_weight(op->env, op->weight*op->nrof); 1077 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1051 else 1078 if (object *pl = visible_to ())
1052 sub_weight(op->env, op->weight+op->carrying); 1079 esrv_del_item (pl->contr, count);
1080 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1053 1081
1054 /* NO_FIX_PLAYER is set when a great many changes are being 1082 adjust_weight (env, -total_weight ());
1055 * made to players inventory. If set, avoiding the call
1056 * to save cpu time.
1057 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1060 fix_player(otmp);
1061 1083
1062 if(op->above!=NULL) 1084 object *pl = in_player ();
1063 op->above->below=op->below;
1064 else
1065 op->env->inv=op->below;
1066 1085
1067 if(op->below!=NULL)
1068 op->below->above=op->above;
1069
1070 /* we set up values so that it could be inserted into 1086 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1087 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1088 * to the caller to decide what we want to do.
1073 */ 1089 */
1074 op->x=op->env->x,op->y=op->env->y; 1090 map = env->map;
1075 op->map=op->env->map; 1091 x = env->x;
1076 op->above=NULL,op->below=NULL; 1092 y = env->y;
1077 op->env=NULL; 1093
1094 // make sure cmov optimisation is applicable
1095 *(above ? &above->below : &env->inv) = below;
1096 *(below ? &below->above : &above ) = above; // &above is just a dummy
1097
1098 above = 0;
1099 below = 0;
1100 env = 0;
1101
1102 if (pl && pl->is_player ())
1103 {
1104 if (expect_false (pl->contr->combat_ob == this))
1105 {
1106 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1107 pl->contr->combat_ob = 0;
1108 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1109 }
1110
1111 if (expect_false (pl->contr->ranged_ob == this))
1112 {
1113 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1114 pl->contr->ranged_ob = 0;
1115 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1116 }
1117
1118 pl->contr->queue_stats_update ();
1119
1120 if (expect_false (glow_radius) && pl->is_on_map ())
1121 update_all_los (pl->map, pl->x, pl->y);
1122 }
1123 }
1124 else if (map)
1125 {
1126 map->dirty = true;
1127 mapspace &ms = this->ms ();
1128
1129 if (object *pl = ms.player ())
1130 {
1131 if (is_player ())
1132 {
1133 if (!flag [FLAG_WIZPASS])
1134 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1135
1136 // leaving a spot always closes any open container on the ground
1137 if (container && !container->env)
1138 // this causes spurious floorbox updates, but it ensures
1139 // that the CLOSE event is being sent.
1140 close_container ();
1141
1142 --map->players;
1143 map->touch ();
1144 }
1145 else if (pl->container_ () == this)
1146 {
1147 // removing a container should close it
1148 close_container ();
1149 }
1150
1151 esrv_del_item (pl->contr, count);
1152 }
1153
1154 /* link the object above us */
1155 // re-link, make sure compiler can easily use cmove
1156 *(above ? &above->below : &ms.top) = below;
1157 *(below ? &below->above : &ms.bot) = above;
1158
1159 above = 0;
1160 below = 0;
1161
1162 ms.invalidate ();
1163
1164 if (map->in_memory == MAP_SAVING)
1078 return; 1165 return;
1079 }
1080 1166
1081 /* If we get here, we are removing it from a map */ 1167 int check_walk_off = !flag [FLAG_NO_APPLY];
1082 if (op->map == NULL) return;
1083 1168
1084 x = op->x; 1169 if (object *pl = ms.player ())
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 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);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 } 1170 {
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1171 if (pl->container_ () == this)
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1137 /* No point updating the players look faces if he is the object
1138 * being removed.
1139 */
1140
1141 if(tmp->type==PLAYER && tmp!=op) {
1142 /* If a container that the player is currently using somehow gets 1172 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1173 * removed (most likely destroyed), update the player view
1144 * appropriately. 1174 * appropriately.
1145 */ 1175 */
1146 if (tmp->container==op) { 1176 pl->close_container ();
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1177
1148 tmp->container=NULL; 1178 //TODO: the floorbox prev/next might need updating
1149 } 1179 //esrv_del_item (pl->contr, count);
1150 tmp->contr->socket.update_look=1; 1180 //TODO: update floorbox to preserve ordering
1181 if (pl->contr->ns)
1182 pl->contr->ns->floorbox_update ();
1151 } 1183 }
1184
1185 if (check_walk_off)
1186 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1187 {
1188 above = tmp->above;
1189
1190 /* No point updating the players look faces if he is the object
1191 * being removed.
1192 */
1193
1152 /* See if player moving off should effect something */ 1194 /* See if object moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1195 if ((move_type & tmp->move_off)
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1196 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1155
1156 move_apply(tmp, op, NULL); 1197 move_apply (tmp, this, 0);
1157 if (was_destroyed (op, tag)) {
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 } 1198 }
1161 }
1162 1199
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1200 if (affects_los ())
1164
1165 if(tmp->above == tmp)
1166 tmp->above = NULL;
1167 last=tmp;
1168 }
1169 /* last == NULL of there are no objects on this space */
1170 if (last==NULL) {
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1173 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways.
1175 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y);
1178 }
1179 else
1180 update_object(last, UP_OBJ_REMOVE);
1181
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1183 update_all_los(op->map, op->x, op->y); 1201 update_all_los (map, x, y);
1184 1202 }
1185} 1203}
1186 1204
1187/* 1205/*
1188 * merge_ob(op,top): 1206 * merge_ob(op,top):
1189 * 1207 *
1190 * This function goes through all objects below and including top, and 1208 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1209 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1210 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1211 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1212 */
1195 1213object *
1196object *merge_ob(object *op, object *top) { 1214merge_ob (object *op, object *top)
1215{
1197 if(!op->nrof) 1216 if (!op->nrof)
1198 return 0; 1217 return 0;
1199 if(top==NULL) 1218
1219 if (!top)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1220 for (top = op; top && top->above; top = top->above)
1221 ;
1222
1201 for(;top!=NULL;top=top->below) { 1223 for (; top; top = top->below)
1202 if(top==op) 1224 if (object::can_merge (op, top))
1203 continue;
1204 if (CAN_MERGE(op,top))
1205 { 1225 {
1206 top->nrof+=op->nrof; 1226 top->nrof += op->nrof;
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1227
1208 op->weight = 0; /* Don't want any adjustements now */ 1228 if (object *pl = top->visible_to ())
1209 remove_ob(op); 1229 esrv_update_item (UPD_NROF, pl, top);
1210 free_object(op); 1230
1231 op->weight = 0; // cancel the addition above
1232 op->carrying = 0; // must be 0 already
1233
1234 op->destroy ();
1235
1211 return top; 1236 return top;
1212 } 1237 }
1213 } 1238
1214 return NULL; 1239 return 0;
1215} 1240}
1216 1241
1242void
1243object::expand_tail ()
1244{
1245 if (more)
1246 return;
1247
1248 object *prev = this;
1249
1250 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1251 {
1252 object *op = at->instance ();
1253
1254 op->name = name;
1255 op->name_pl = name_pl;
1256 op->title = title;
1257
1258 op->head = this;
1259 prev->more = op;
1260
1261 prev = op;
1262 }
1263}
1264
1217/* 1265/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1266 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1219 * job preparing multi-part monsters 1267 * job preparing multi-part monsters.
1220 */ 1268 */
1269object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1270insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1222 object* tmp; 1271{
1223 if (op->head) 1272 op->remove ();
1224 op=op->head; 1273
1225 for (tmp=op;tmp;tmp=tmp->more){ 1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1275 {
1226 tmp->x=x+tmp->arch->clone.x; 1276 tmp->x = x + tmp->arch->x;
1227 tmp->y=y+tmp->arch->clone.y; 1277 tmp->y = y + tmp->arch->y;
1228 } 1278 }
1279
1229 return insert_ob_in_map (op, m, originator, flag); 1280 return insert_ob_in_map (op, m, originator, flag);
1230} 1281}
1231 1282
1232/* 1283/*
1233 * insert_ob_in_map (op, map, originator, flag): 1284 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1285 * This function inserts the object in the two-way linked list
1244 * Passing 0 for flag gives proper default values, so flag really only needs 1295 * Passing 0 for flag gives proper default values, so flag really only needs
1245 * to be set if special handling is needed. 1296 * to be set if special handling is needed.
1246 * 1297 *
1247 * Return value: 1298 * Return value:
1248 * new object if 'op' was merged with other object 1299 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1300 * NULL if there was an error (destroyed, blocked etc.)
1250 * just 'op' otherwise 1301 * just 'op' otherwise
1251 */ 1302 */
1252 1303object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1305{
1255 object *tmp, *top, *floor=NULL; 1306 op->remove ();
1256 sint16 x,y;
1257 1307
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1308 if (m == &freed_map)//D TODO: remove soon
1259 LOG (llevError, "Trying to insert freed object!\n"); 1309 {//D
1260 return NULL; 1310 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1311 }//D
1312
1313 /* Ideally, the caller figures this out. However, it complicates a lot
1314 * of areas of callers (eg, anything that uses find_free_spot would now
1315 * need extra work
1316 */
1317 maptile *newmap = m;
1318 if (!xy_normalise (newmap, op->x, op->y))
1261 } 1319 {
1262 if(m==NULL) { 1320 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1263 dump_object(op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265 return op; 1321 return 0;
1266 } 1322 }
1267 if(out_of_map(m,op->x,op->y)) { 1323
1268 dump_object(op); 1324 if (object *more = op->more)
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1325 if (!insert_ob_in_map (more, m, originator, flag))
1270#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted.
1274 */
1275 abort();
1276#endif
1277 return op; 1326 return 0;
1278 }
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 dump_object(op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282 return op;
1283 }
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */
1286 1327
1287 object *more = op->more; 1328 op->flag [FLAG_REMOVED] = false;
1329 op->env = 0;
1330 op->map = newmap;
1288 1331
1289 /* We really need the caller to normalize coordinates - if 1332 mapspace &ms = op->ms ();
1290 * we set the map, that doesn't work if the location is within 1333
1291 * a map and this is straddling an edge. So only if coordinate 1334 /* this has to be done after we translate the coordinates.
1292 * is clear wrong do we normalize it. 1335 */
1336 if (op->nrof && !(flag & INS_NO_MERGE))
1337 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1338 if (object::can_merge (op, tmp))
1293 */ 1339 {
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1340 // TODO: we actually want to update tmp, not op,
1295 more->map = get_map_from_coord(m, &more->x, &more->y); 1341 // but some caller surely breaks when we return tmp
1296 } else if (!more->map) { 1342 // from here :/
1297 /* For backwards compatibility - when not dealing with tiled maps, 1343 op->nrof += tmp->nrof;
1298 * more->map should always point to the parent. 1344 tmp->destroy ();
1299 */
1300 more->map = m;
1301 } 1345 }
1302 1346
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1347 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1304 if ( ! op->head) 1348 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1349
1306 return NULL; 1350 if (!QUERY_FLAG (op, FLAG_ALIVE))
1351 CLEAR_FLAG (op, FLAG_NO_STEAL);
1352
1353 if (flag & INS_BELOW_ORIGINATOR)
1354 {
1355 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1356 {
1357 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1358 abort ();
1307 } 1359 }
1360
1361 if (!originator->is_on_map ())
1362 {
1363 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1364 op->debug_desc (), originator->debug_desc ());
1365 abort ();
1366 }
1367
1368 op->above = originator;
1369 op->below = originator->below;
1370 originator->below = op;
1371
1372 *(op->below ? &op->below->above : &ms.bot) = op;
1373 }
1374 else
1308 } 1375 {
1309 CLEAR_FLAG(op,FLAG_REMOVED); 1376 object *floor = 0;
1377 object *top = ms.top;
1310 1378
1311 /* Ideally, the caller figures this out. However, it complicates a lot 1379 /* If there are other objects, then */
1312 * of areas of callers (eg, anything that uses find_free_spot would now 1380 if (top)
1313 * need extra work 1381 {
1314 */ 1382 /*
1315 op->map=get_map_from_coord(m, &op->x, &op->y); 1383 * If there are multiple objects on this space, we do some trickier handling.
1316 x = op->x; 1384 * We've already dealt with merging if appropriate.
1317 y = op->y; 1385 * Generally, we want to put the new object on top. But if
1386 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1387 * floor, we want to insert above that and no further.
1388 * Also, if there are spell objects on this space, we stop processing
1389 * once we get to them. This reduces the need to traverse over all of
1390 * them when adding another one - this saves quite a bit of cpu time
1391 * when lots of spells are cast in one area. Currently, it is presumed
1392 * that flying non pickable objects are spell objects.
1393 */
1394 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1395 {
1396 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1397 floor = tmp;
1318 1398
1319 /* this has to be done after we translate the coordinates. 1399 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1320 */ 1400 {
1321 if(op->nrof && !(flag & INS_NO_MERGE)) { 1401 /* We insert above top, so we want this object below this */
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1402 top = tmp->below;
1323 if (CAN_MERGE(op,tmp)) { 1403 break;
1324 op->nrof+=tmp->nrof; 1404 }
1325 remove_ob(tmp); 1405
1326 free_object(tmp); 1406 top = tmp;
1327 } 1407 }
1328 }
1329 1408
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1409 /* We let update_position deal with figuring out what the space
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1410 * looks like instead of lots of conditions here.
1332 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1411 * makes things faster, and effectively the same result.
1333 CLEAR_FLAG(op, FLAG_NO_STEAL); 1412 */
1334 1413
1335 if (flag & INS_BELOW_ORIGINATOR) { 1414 /* Have object 'fall below' other objects that block view.
1336 if (originator->map != op->map || originator->x != op->x || 1415 * Unless those objects are exits.
1337 originator->y != op->y) { 1416 * If INS_ON_TOP is used, don't do this processing
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1417 * Need to find the object that in fact blocks view, otherwise
1339 abort(); 1418 * stacking is a bit odd.
1419 */
1420 if (!(flag & INS_ON_TOP)
1421 && ms.flags () & P_BLOCKSVIEW
1422 && (op->face && !faces [op->face].visibility))
1423 {
1424 object *last;
1425
1426 for (last = top; last != floor; last = last->below)
1427 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1428 break;
1429
1430 /* Check to see if we found the object that blocks view,
1431 * and make sure we have a below pointer for it so that
1432 * we can get inserted below this one, which requires we
1433 * set top to the object below us.
1434 */
1435 if (last && last->below && last != floor)
1436 top = last->below;
1437 }
1438 } /* If objects on this space */
1439
1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1441 top = floor;
1442
1443 // insert object above top, or bottom-most if top = 0
1444 if (!top)
1445 {
1446 op->below = 0;
1447 op->above = ms.bot;
1448 ms.bot = op;
1449
1450 *(op->above ? &op->above->below : &ms.top) = op;
1340 } 1451 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else { 1452 else
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */ 1453 {
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */
1419 op->above = top->above; 1454 op->above = top->above;
1420 if (op->above) op->above->below = op;
1421 op->below = top;
1422 top->above = op; 1455 top->above = op;
1456
1457 op->below = top;
1458 *(op->above ? &op->above->below : &ms.top) = op;
1423 } 1459 }
1424 if (op->above==NULL) 1460 }
1425 SET_MAP_TOP(op->map,op->x, op->y, op);
1426 } /* else not INS_BELOW_ORIGINATOR */
1427 1461
1428 if(op->type==PLAYER) 1462 if (op->is_player ())
1463 {
1429 op->contr->do_los=1; 1464 op->contr->do_los = 1;
1465 ++op->map->players;
1466 op->map->touch ();
1467 }
1430 1468
1431 /* If we have a floor, we know the player, if any, will be above 1469 op->map->dirty = true;
1432 * it, so save a few ticks and start from there.
1433 */
1434 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1436 if (tmp->type == PLAYER)
1437 tmp->contr->socket.update_look=1;
1438 }
1439 1470
1471 if (object *pl = ms.player ())
1472 //TODO: the floorbox prev/next might need updating
1473 //esrv_send_item (pl, op);
1474 //TODO: update floorbox to preserve ordering
1475 if (pl->contr->ns)
1476 pl->contr->ns->floorbox_update ();
1477
1440 /* If this object glows, it may affect lighting conditions that are 1478 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really 1479 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players 1480 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well 1481 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way - 1482 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range, 1483 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area 1484 * or just updating the P_UPTODATE for spaces within this area
1447 * of effect may be sufficient. 1485 * of effect may be sufficient.
1448 */ 1486 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1487 if (op->affects_los ())
1488 {
1489 op->ms ().invalidate ();
1450 update_all_los(op->map, op->x, op->y); 1490 update_all_los (op->map, op->x, op->y);
1491 }
1451 1492
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT); 1494 update_object (op, UP_OBJ_INSERT);
1455 1495
1496 INVOKE_OBJECT (INSERT, op);
1456 1497
1457 /* Don't know if moving this to the end will break anything. However, 1498 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this. 1499 * we want to have floorbox_update called before calling this.
1459 * 1500 *
1460 * check_move_on() must be after this because code called from 1501 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like 1502 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object(). 1504 * update_object().
1464 */ 1505 */
1465 1506
1466 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1508 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1509 {
1469 if (check_move_on(op, originator)) 1510 if (check_move_on (op, originator))
1470 return NULL; 1511 return 0;
1471 1512
1472 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1473 * walk on's. 1514 * walk on's.
1474 */ 1515 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1477 return NULL; 1518 return 0;
1478 } 1519 }
1520
1479 return op; 1521 return op;
1480} 1522}
1481 1523
1482/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1485 */ 1527 */
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1528void
1487 object *tmp; 1529replace_insert_ob_in_map (shstr_tmp archname, object *op)
1488 object *tmp1; 1530{
1489
1490 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1491 1532
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1534 if (tmp->arch->archname == archname) /* same archetype */
1494 remove_ob(tmp); 1535 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1536
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1537 object *tmp = archetype::find (archname)->instance ();
1500 1538
1501 1539 tmp->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1503 insert_ob_in_map(tmp1,op->map,op,0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1504} 1543}
1505 1544
1506/* 1545object *
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1546object::insert_at (object *where, object *originator, int flags)
1508 * is returned contains nr objects, and the remaining parts contains 1547{
1509 * the rest (or is removed and freed if that number is 0). 1548 if (where->env)
1510 * On failure, NULL is returned, and the reason put into the 1549 return where->env->insert (this);
1511 * global static errmsg array. 1550 else
1512 */ 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1552}
1513 1553
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1554// check whether we can put this into the map, respect max_volume, max_items
1515 object *newob; 1555bool
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1556object::can_drop_at (maptile *m, int x, int y, object *originator)
1557{
1558 mapspace &ms = m->at (x, y);
1517 1559
1518 if(orig_ob->nrof<nr) { 1560 int items = ms.items ();
1519 sprintf(errmsg,"There are only %d %ss.",
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1521 return NULL;
1522 }
1523 newob = object_create_clone(orig_ob);
1524 if((orig_ob->nrof-=nr)<1) {
1525 if ( ! is_removed)
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) {
1530 if(orig_ob->env!=NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL;
1537 }
1538 }
1539 newob->nrof=nr;
1540 1561
1562 if (!items // testing !items ensures we can drop at least one item
1563 || (items < m->max_items
1564 && ms.volume () < m->max_volume))
1541 return newob; 1565 return true;
1542}
1543 1566
1567 if (originator && originator->is_player ())
1568 originator->contr->failmsg (format (
1569 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1570 query_name ()
1571 ));
1572
1573 return false;
1574}
1575
1544/* 1576/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1577 * decrease(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1578 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1579 * is subsequently removed and freed.
1548 * 1580 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1581 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1582 */
1551 1583bool
1552object *decrease_ob_nr (object *op, uint32 i) 1584object::decrease (sint32 nr)
1553{ 1585{
1554 object *tmp; 1586 if (!nr)
1555 player *pl; 1587 return true;
1556 1588
1557 if (i == 0) /* objects with op->nrof require this check */ 1589 nr = min (nr, nrof);
1590
1591 if (nrof > nr)
1592 {
1593 nrof -= nr;
1594 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1595
1596 if (object *pl = visible_to ())
1597 esrv_update_item (UPD_NROF, pl, this);
1598
1599 return true;
1600 }
1601 else
1602 {
1603 destroy ();
1604 return false;
1605 }
1606}
1607
1608/*
1609 * split(ob,nr) splits up ob into two parts. The part which
1610 * is returned contains nr objects, and the remaining parts contains
1611 * the rest (or is removed and returned if that number is 0).
1612 * On failure, NULL is returned.
1613 */
1614object *
1615object::split (sint32 nr)
1616{
1617 int have = number_of ();
1618
1619 if (have < nr)
1620 return 0;
1621 else if (have == nr)
1622 {
1623 remove ();
1624 return this;
1625 }
1626 else
1627 {
1628 decrease (nr);
1629
1630 object *op = deep_clone ();
1631 op->nrof = nr;
1558 return op; 1632 return op;
1559
1560 if (i > op->nrof)
1561 i = op->nrof;
1562
1563 if (QUERY_FLAG (op, FLAG_REMOVED))
1564 { 1633 }
1565 op->nrof -= i; 1634}
1635
1636object *
1637insert_ob_in_ob (object *op, object *where)
1638{
1639 if (!where)
1566 } 1640 {
1567 else if (op->env != NULL) 1641 char *dump = dump_object (op);
1568 { 1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1569 /* is this object in the players inventory, or sub container 1643 free (dump);
1570 * therein?
1571 */
1572 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 }
1585
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op);
1594 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above)
1612 if (tmp->type == PLAYER) {
1613 if (op->nrof)
1614 esrv_send_item(tmp, op);
1615 else
1616 esrv_del_item(tmp->contr, op->count);
1617 }
1618 }
1619
1620 if (op->nrof) {
1621 return op; 1644 return op;
1622 } else { 1645 }
1623 free_object (op); 1646
1624 return NULL; 1647 if (where->head_ () != where)
1625 } 1648 {
1626} 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1627 1650 where = where->head;
1628/*
1629 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying.
1631 */
1632
1633void add_weight (object *op, signed long weight) {
1634 while (op!=NULL) {
1635 if (op->type == CONTAINER) {
1636 weight=(signed long)(weight*(100-op->stats.Str)/100);
1637 }
1638 op->carrying+=weight;
1639 op=op->env;
1640 } 1651 }
1641}
1642 1652
1653 return where->insert (op);
1654}
1655
1643/* 1656/*
1644 * insert_ob_in_ob(op,environment): 1657 * env->insert (op)
1645 * This function inserts the object op in the linked list 1658 * This function inserts the object op in the linked list
1646 * inside the object environment. 1659 * inside the object environment.
1647 * 1660 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * The function returns now pointer to inserted item, and return value can 1661 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1655 */ 1663 */
1656 1664object *
1657object *insert_ob_in_ob(object *op,object *where) { 1665object::insert (object *op)
1658 object *tmp, *otmp; 1666{
1659
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1661 dump_object(op);
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1667 if (op->more)
1668 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1670 return op;
1679 } 1671 }
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1672
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1673 op->remove ();
1674
1675 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676
1682 if(op->nrof) { 1677 if (op->nrof)
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1679 if (object::can_merge (tmp, op))
1680 {
1685 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1682 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1684
1689 * tmp->nrof, we need to increase the weight. 1685 if (object *pl = tmp->visible_to ())
1690 */ 1686 esrv_update_item (UPD_NROF, pl, tmp);
1691 add_weight (where, op->weight*op->nrof); 1687
1692 SET_FLAG(op, FLAG_REMOVED); 1688 adjust_weight (this, op->total_weight ());
1693 free_object(op); /* free the inserted object */ 1689
1690 op->destroy ();
1694 op = tmp; 1691 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1692 goto inserted;
1696 CLEAR_FLAG(op, FLAG_REMOVED);
1697 break;
1698 } 1693 }
1699 1694
1700 /* I assume combined objects have no inventory 1695 op->owner = 0; // it's his/hers now. period.
1701 * We add the weight - this object could have just been removed 1696 op->map = 0;
1702 * (if it was possible to merge). calling remove_ob will subtract 1697 op->x = 0;
1703 * the weight, so we need to add it in again, since we actually do 1698 op->y = 0;
1704 * the linking below
1705 */
1706 add_weight (where, op->weight*op->nrof);
1707 } else
1708 add_weight (where, (op->weight+op->carrying));
1709 1699
1710 otmp=is_player_inv(where);
1711 if (otmp&&otmp->contr!=NULL) {
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp);
1714 }
1715
1716 op->map=NULL;
1717 op->env=where;
1718 op->above=NULL; 1700 op->above = 0;
1719 op->below=NULL; 1701 op->below = inv;
1720 op->x=0,op->y=0; 1702 op->env = this;
1721 1703
1704 if (inv)
1705 inv->above = op;
1706
1707 inv = op;
1708
1709 op->flag [FLAG_REMOVED] = 0;
1710
1711 if (object *pl = op->visible_to ())
1712 esrv_send_item (pl, op);
1713
1714 adjust_weight (this, op->total_weight ());
1715
1716inserted:
1722 /* reset the light list and los of the players on the map */ 1717 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1718 if (op->glow_radius && is_on_map ())
1724 { 1719 {
1725#ifdef DEBUG_LIGHTS 1720 update_stats ();
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1721 update_all_los (map, x, y);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1730 } 1722 }
1723 else if (is_player ())
1724 // if this is a player's inventory, update stats
1725 contr->queue_stats_update ();
1731 1726
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1727 INVOKE_OBJECT (INSERT, this);
1733 * It sure simplifies this function... 1728
1734 */
1735 if (where->inv==NULL)
1736 where->inv=op;
1737 else {
1738 op->below = where->inv;
1739 op->below->above = op;
1740 where->inv = op;
1741 }
1742 return op; 1729 return op;
1743} 1730}
1744 1731
1745/* 1732/*
1746 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1760 * 1747 *
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1750 * on top.
1764 */ 1751 */
1765 1752int
1766int check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1767{ 1754{
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1756 return 0;
1757
1768 object *tmp; 1758 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1759 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1760 int x = op->x, y = op->y;
1772 MoveType move_on, move_slow, move_block;
1773 1761
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1762 mapspace &ms = m->at (x, y);
1775 return 0;
1776 1763
1777 tag = op->count; 1764 ms.update ();
1778 1765
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1766 MoveType move_on = ms.move_on;
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1767 MoveType move_slow = ms.move_slow;
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1768 MoveType move_block = ms.move_block;
1782 1769
1783 /* if nothing on this space will slow op down or be applied, 1770 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1771 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1772 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1773 * as walking.
1787 */ 1774 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1775 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1776 return 0;
1790 1777
1791 /* This is basically inverse logic of that below - basically, 1778 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1779 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1780 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1781 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1782 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1783 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1784 return 0;
1798 1785
1799 /* The objects have to be checked from top to bottom. 1786 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1787 * Hence, we first go to the top:
1801 */ 1788 */
1802 1789 for (object *next, *tmp = ms.top; tmp; tmp = next)
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1804 tmp->above!=NULL; tmp=tmp->above) {
1805 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them.
1808 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1810 } 1790 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1791 next = tmp->below;
1792
1793 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1813 1795
1814 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1798 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 1799 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 1800 * swim on that space, can't use it to avoid the penalty.
1819 */ 1801 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1824 1806 {
1825 float diff;
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1807 float diff = tmp->move_slow_penalty * fabs (op->speed);
1828 if (op->type == PLAYER) { 1808
1809 if (op->is_player ())
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1810 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1811 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 1812 diff /= 4.0;
1832 } 1813
1833 }
1834 op->speed_left -= diff; 1814 op->speed_left -= diff;
1835 } 1815 }
1836 } 1816 }
1837 1817
1838 /* Basically same logic as above, except now for actual apply. */ 1818 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1819 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1820 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 1821 {
1843 move_apply(tmp, op, originator); 1822 move_apply (tmp, op, originator);
1823
1844 if (was_destroyed (op, tag)) 1824 if (op->destroyed ())
1845 return 1; 1825 return 1;
1846 1826
1847 /* what the person/creature stepped onto has moved the object 1827 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1828 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1829 * have a feeling strange problems would result.
1850 */ 1830 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 1831 if (op->map != m || op->x != x || op->y != y)
1832 return 0;
1852 } 1833 }
1853 } 1834 }
1835
1854 return 0; 1836 return 0;
1855} 1837}
1856 1838
1857/* 1839/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1840 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1841 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
1861 */ 1843 */
1862 1844object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1845present_arch (const archetype *at, maptile *m, int x, int y)
1864 object *tmp; 1846{
1865 if(m==NULL || out_of_map(m,x,y)) { 1847 if (!m || out_of_map (m, x, y))
1848 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1849 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1850 return NULL;
1868 } 1851 }
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1852
1870 if(tmp->arch == at) 1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch->archname == at->archname)
1871 return tmp; 1855 return tmp;
1856
1872 return NULL; 1857 return NULL;
1873} 1858}
1874 1859
1875/* 1860/*
1876 * present(type, map, x, y) searches for any objects with 1861 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1862 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
1879 */ 1864 */
1880 1865object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1866present (unsigned char type, maptile *m, int x, int y)
1882 object *tmp; 1867{
1883 if(out_of_map(m,x,y)) { 1868 if (out_of_map (m, x, y))
1869 {
1884 LOG(llevError,"Present called outside map.\n"); 1870 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1871 return NULL;
1886 } 1872 }
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1873
1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1888 if(tmp->type==type) 1875 if (tmp->type == type)
1889 return tmp; 1876 return tmp;
1877
1890 return NULL; 1878 return NULL;
1891} 1879}
1892 1880
1893/* 1881/*
1894 * present_in_ob(type, object) searches for any objects with 1882 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1883 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1897 */ 1885 */
1898 1886object *
1899object *present_in_ob(unsigned char type, const object *op) { 1887present_in_ob (unsigned char type, const object *op)
1900 object *tmp; 1888{
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 1890 if (tmp->type == type)
1903 return tmp; 1891 return tmp;
1892
1904 return NULL; 1893 return NULL;
1905} 1894}
1906 1895
1907/* 1896/*
1908 * present_in_ob (type, str, object) searches for any objects with 1897 * present_in_ob (type, str, object) searches for any objects with
1916 * str is the string to match against. Note that we match against 1905 * str is the string to match against. Note that we match against
1917 * the object name, not the archetype name. this is so that the 1906 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 1907 * spell code can use one object type (force), but change it's name
1919 * to be unique. 1908 * to be unique.
1920 */ 1909 */
1921 1910object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 1911present_in_ob_by_name (int type, const char *str, const object *op)
1923 object *tmp; 1912{
1924
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1914 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 1915 return tmp;
1928 } 1916
1929 return NULL; 1917 return 0;
1930} 1918}
1931 1919
1932/* 1920/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 1921 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 1922 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
1936 */ 1924 */
1937 1925object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 1926present_arch_in_ob (const archetype *at, const object *op)
1939 object *tmp; 1927{
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 if( tmp->arch == at) 1929 if (tmp->arch->archname == at->archname)
1942 return tmp; 1930 return tmp;
1931
1943 return NULL; 1932 return NULL;
1944} 1933}
1945 1934
1946/* 1935/*
1947 * activate recursively a flag on an object inventory 1936 * activate recursively a flag on an object inventory
1948 */ 1937 */
1938void
1949void flag_inv(object*op, int flag){ 1939flag_inv (object *op, int flag)
1950 object *tmp; 1940{
1951 if(op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1942 {
1953 SET_FLAG(tmp, flag); 1943 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 1944 flag_inv (tmp, flag);
1955 } 1945 }
1946}
1947
1956}/* 1948/*
1957 * desactivate recursively a flag on an object inventory 1949 * deactivate recursively a flag on an object inventory
1958 */ 1950 */
1951void
1959void unflag_inv(object*op, int flag){ 1952unflag_inv (object *op, int flag)
1960 object *tmp; 1953{
1961 if(op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1954 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1955 {
1963 CLEAR_FLAG(tmp, flag); 1956 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 1957 unflag_inv (tmp, flag);
1965 } 1958 }
1966}
1967
1968/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function.
1973 */
1974
1975void set_cheat(object *op) {
1976 SET_FLAG(op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ);
1978} 1959}
1979 1960
1980/* 1961/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 1962 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 1963 * a spot at the given map and coordinates which will be able to contain
1984 * to search (see the freearr_x/y[] definition). 1965 * to search (see the freearr_x/y[] definition).
1985 * It returns a random choice among the alternatives found. 1966 * It returns a random choice among the alternatives found.
1986 * start and stop are where to start relative to the free_arr array (1,9 1967 * start and stop are where to start relative to the free_arr array (1,9
1987 * does all 4 immediate directions). This returns the index into the 1968 * does all 4 immediate directions). This returns the index into the
1988 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1969 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1989 * Note - this only checks to see if there is space for the head of the
1990 * object - if it is a multispace object, this should be called for all
1991 * pieces.
1992 * Note2: This function does correctly handle tiled maps, but does not 1970 * Note: This function does correctly handle tiled maps, but does not
1993 * inform the caller. However, insert_ob_in_map will update as 1971 * inform the caller. However, insert_ob_in_map will update as
1994 * necessary, so the caller shouldn't need to do any special work. 1972 * necessary, so the caller shouldn't need to do any special work.
1995 * Note - updated to take an object instead of archetype - this is necessary 1973 * Note - updated to take an object instead of archetype - this is necessary
1996 * because arch_blocked (now ob_blocked) needs to know the movement type 1974 * because arch_blocked (now ob_blocked) needs to know the movement type
1997 * to know if the space in question will block the object. We can't use 1975 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 1976 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 1977 * customized, changed states, etc.
2000 */ 1978 */
2001 1979int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1980find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1981{
1982 int altern[SIZEOFFREE];
2003 int i,index=0, flag; 1983 int index = 0, flag;
2004 static int altern[SIZEOFFREE];
2005 1984
2006 for(i=start;i<stop;i++) { 1985 for (int i = start; i < stop; i++)
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1986 {
2008 if(!flag) 1987 mapxy pos (m, x, y); pos.move (i);
1988
1989 if (!pos.normalise ())
1990 continue;
1991
1992 mapspace &ms = *pos;
1993
1994 if (ms.flags () & P_IS_ALIVE)
1995 continue;
1996
1997 /* However, often
1998 * ob doesn't have any move type (when used to place exits)
1999 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2000 */
2001 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2002 {
2009 altern[index++]=i; 2003 altern [index++] = i;
2004 continue;
2005 }
2010 2006
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2007 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2008 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2009 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2010 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2011 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2012 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2013 * won't look 2 spaces south of the target space.
2018 */ 2014 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2015 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2016 {
2020 stop=maxfree[i]; 2017 stop = maxfree[i];
2021 } 2018 continue;
2022 if(!index) return -1; 2019 }
2023 return altern[RANDOM()%index];
2024}
2025 2020
2021 /* Note it is intentional that we check ob - the movement type of the
2022 * head of the object should correspond for the entire object.
2023 */
2024 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2025 continue;
2026
2027 if (ob->blocked (pos.m, pos.x, pos.y))
2028 continue;
2029
2030 altern [index++] = i;
2031 }
2032
2033 if (!index)
2034 return -1;
2035
2036 return altern [rndm (index)];
2037}
2038
2026/* 2039/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2040 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2041 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2042 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2043 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2044 */
2032 2045int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2046find_first_free_spot (const object *ob, maptile *m, int x, int y)
2034 int i; 2047{
2035 for(i=0;i<SIZEOFFREE;i++) { 2048 for (int i = 0; i < SIZEOFFREE; i++)
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2049 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2050 return i;
2038 } 2051
2039 return -1; 2052 return -1;
2040} 2053}
2041 2054
2042/* 2055/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2056 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2057 * arr[begin..end-1].
2058 * now uses a fisher-yates shuffle, old permute was broken
2045 */ 2059 */
2060static void
2046static void permute(int *arr, int begin, int end) 2061permute (int *arr, int begin, int end)
2047{ 2062{
2048 int i, j, tmp, len; 2063 arr += begin;
2064 end -= begin;
2049 2065
2050 len = end-begin; 2066 while (--end)
2051 for(i = begin; i < end; i++) 2067 swap (arr [end], arr [rndm (end + 1)]);
2052 {
2053 j = begin+RANDOM()%len;
2054
2055 tmp = arr[i];
2056 arr[i] = arr[j];
2057 arr[j] = tmp;
2058 }
2059} 2068}
2060 2069
2061/* new function to make monster searching more efficient, and effective! 2070/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2071 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2072 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2073 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2074 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2075 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2076 */
2077void
2068void get_search_arr(int *search_arr) 2078get_search_arr (int *search_arr)
2069{ 2079{
2070 int i; 2080 int i;
2071 2081
2072 for(i = 0; i < SIZEOFFREE; i++) 2082 for (i = 0; i < SIZEOFFREE; i++)
2073 {
2074 search_arr[i] = i; 2083 search_arr[i] = i;
2075 }
2076 2084
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2085 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2086 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2087 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2088}
2081 2089
2082/* 2090/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2091 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2092 * given map at the given coordinates for live objects.
2089 * Perhaps incorrectly, but I'm making the assumption that exclude 2097 * Perhaps incorrectly, but I'm making the assumption that exclude
2090 * is actually want is going to try and move there. We need this info 2098 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2099 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2100 * there is capable of.
2093 */ 2101 */
2094 2102int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2103find_dir (maptile *m, int x, int y, object *exclude)
2104{
2096 int i,max=SIZEOFFREE, mflags; 2105 int max = SIZEOFFREE, mflags;
2097 sint16 nx, ny;
2098 object *tmp;
2099 mapstruct *mp;
2100 MoveType blocked, move_type; 2106 MoveType move_type;
2101 2107
2102 if (exclude && exclude->head) { 2108 if (exclude && exclude->head_ () != exclude)
2109 {
2103 exclude = exclude->head; 2110 exclude = exclude->head;
2104 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2105 } else { 2112 }
2113 else
2114 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2115 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2116 move_type = MOVE_ALL;
2117 }
2118
2119 for (int i = 1; i < max; i++)
2108 } 2120 {
2121 mapxy pos (m, x, y);
2122 pos.move (i);
2109 2123
2110 for(i=1;i<max;i++) { 2124 if (!pos.normalise ())
2111 mp = m;
2112 nx = x + freearr_x[i]; 2125 max = maxfree[i];
2113 ny = y + freearr_y[i]; 2126 else
2127 {
2128 mapspace &ms = *pos;
2114 2129
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2130 if ((move_type & ms.move_block) == move_type)
2116 if (mflags & P_OUT_OF_MAP) {
2117 max = maxfree[i]; 2131 max = maxfree [i];
2118 } else {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2120
2121 if ((move_type & blocked) == move_type) {
2122 max=maxfree[i];
2123 } else if (mflags & P_IS_ALIVE) { 2132 else if (ms.flags () & P_IS_ALIVE)
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2133 {
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2134 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2136 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2127 break;
2128 }
2129 }
2130 if(tmp) {
2131 return freedir[i]; 2137 return freedir [i];
2132 }
2133 } 2138 }
2134 } 2139 }
2135 } 2140 }
2141
2136 return 0; 2142 return 0;
2137} 2143}
2138 2144
2139/* 2145/*
2140 * distance(object 1, object 2) will return the square of the 2146 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2147 * distance between the two given objects.
2142 */ 2148 */
2143 2149int
2144int distance(const object *ob1, const object *ob2) { 2150distance (const object *ob1, const object *ob2)
2145 int i; 2151{
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2152 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2148 return i;
2149} 2153}
2150 2154
2151/* 2155/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2156 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another 2157 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it. 2158 * object, needs to travel toward it.
2155 */ 2159 */
2156 2160int
2157int find_dir_2(int x, int y) { 2161find_dir_2 (int x, int y)
2162{
2158 int q; 2163 int q;
2159 2164
2160 if(y) 2165 if (y)
2161 q=x*100/y; 2166 q = x * 100 / y;
2162 else if (x) 2167 else if (x)
2163 q= -300*x; 2168 q = -300 * x;
2164 else 2169 else
2165 return 0; 2170 return 0;
2166 2171
2167 if(y>0) { 2172 if (y > 0)
2173 {
2168 if(q < -242) 2174 if (q < -242)
2169 return 3 ; 2175 return 3;
2170 if (q < -41) 2176 if (q < -41)
2171 return 2 ; 2177 return 2;
2172 if (q < 41) 2178 if (q < 41)
2173 return 1 ; 2179 return 1;
2174 if (q < 242) 2180 if (q < 242)
2175 return 8 ; 2181 return 8;
2176 return 7 ; 2182 return 7;
2177 } 2183 }
2178 2184
2179 if (q < -242) 2185 if (q < -242)
2180 return 7 ; 2186 return 7;
2181 if (q < -41) 2187 if (q < -41)
2182 return 6 ; 2188 return 6;
2183 if (q < 41) 2189 if (q < 41)
2184 return 5 ; 2190 return 5;
2185 if (q < 242) 2191 if (q < 242)
2186 return 4 ; 2192 return 4;
2187 2193
2188 return 3 ; 2194 return 3;
2189}
2190
2191/*
2192 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction).
2195 */
2196
2197int absdir(int d) {
2198 while(d<1) d+=8;
2199 while(d>8) d-=8;
2200 return d;
2201} 2195}
2202 2196
2203/* 2197/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2199 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2200 */
2207 2201int
2208int dirdiff(int dir1, int dir2) { 2202dirdiff (int dir1, int dir2)
2203{
2209 int d; 2204 int d;
2205
2210 d = abs(dir1 - dir2); 2206 d = abs (dir1 - dir2);
2211 if(d>4) 2207 if (d > 4)
2212 d = 8 - d; 2208 d = 8 - d;
2209
2213 return d; 2210 return d;
2214} 2211}
2215 2212
2216/* peterm: 2213/* peterm:
2217 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2214 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2220 * This basically means that if direction is 15, then it could either go 2217 * This basically means that if direction is 15, then it could either go
2221 * direction 4, 14, or 16 to get back to where we are. 2218 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2219 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2220 * functions.
2224 */ 2221 */
2225
2226int reduction_dir[SIZEOFFREE][3] = { 2222static const int reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2223 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2224 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2225 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2226 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2227 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2228 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2229 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2230 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2231 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2232 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2233 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2234 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2235 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2236 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2237 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2238 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2239 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2240 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2241 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2242 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2243 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2244 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2245 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2246 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2247 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2248 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2249 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2250 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2251 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2252 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2253 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2254 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2255 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2256 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2257 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2258 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2259 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2260 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2261 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2262 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2263 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2264 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2265 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2266 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2267 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2268 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2269 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2270 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2271 {24, 9, -1}
2272}; /* 48 */
2276 2273
2277/* Recursive routine to step back and see if we can 2274/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2275 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2276 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2277 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2278 * Modified to be map tile aware -.MSW
2282 */ 2279 */
2283 2280int
2284
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2281can_see_monsterP (maptile *m, int x, int y, int dir)
2282{
2286 sint16 dx, dy; 2283 sint16 dx, dy;
2287 int mflags; 2284 int mflags;
2288 2285
2286 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2287 return 0; /* exit condition: invalid direction */
2290 2288
2291 dx = x + freearr_x[dir]; 2289 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2290 dy = y + freearr_y[dir];
2293 2291
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2292 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2293
2296 /* This functional arguably was incorrect before - it was 2294 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2295 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2296 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2297 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2298 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2299 * at least its move type.
2302 */ 2300 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2301 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2302 return 0;
2304 2303
2305 /* yes, can see. */ 2304 /* yes, can see. */
2306 if(dir < 9) return 1; 2305 if (dir < 9)
2306 return 1;
2307
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2308 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2309 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2310 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2310} 2311}
2311 2312
2312
2313
2314/* 2313/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2314 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2315 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2316 * picked up, otherwise 0.
2318 * 2317 *
2319 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2320 * core dumps if they do. 2319 * core dumps if they do.
2321 * 2320 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2321 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2322 */
2324 2323int
2325int can_pick(const object *who, const object *item) { 2324can_pick (const object *who, const object *item)
2325{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2328 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2329}
2331
2332 2330
2333/* 2331/*
2334 * create clone from object to another 2332 * create clone from object to another
2335 */ 2333 */
2336object *object_create_clone (object *asrc) { 2334object *
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2335object::deep_clone ()
2336{
2337 assert (("deep_clone called on non-head object", is_head ()));
2338 2338
2339 if(!asrc) return NULL; 2339 object *dst = clone ();
2340 src = asrc;
2341 if(src->head)
2342 src = src->head;
2343 2340
2344 prev = NULL; 2341 object *prev = dst;
2345 for(part = src; part; part = part->more) { 2342 for (object *part = this->more; part; part = part->more)
2346 tmp = get_object(); 2343 {
2347 copy_object(part,tmp); 2344 object *tmp = part->clone ();
2348 tmp->x -= src->x;
2349 tmp->y -= src->y;
2350 if(!part->head) {
2351 dst = tmp;
2352 tmp->head = NULL;
2353 } else {
2354 tmp->head = dst; 2345 tmp->head = dst;
2355 }
2356 tmp->more = NULL;
2357 if(prev)
2358 prev->more = tmp; 2346 prev->more = tmp;
2359 prev = tmp; 2347 prev = tmp;
2360 } 2348 }
2361 /*** copy inventory ***/ 2349
2362 for(item = src->inv; item; item = item->below) { 2350 for (object *item = inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2351 insert_ob_in_ob (item->deep_clone (), dst);
2364 }
2365 2352
2366 return dst; 2353 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375}
2376
2377/* GROS - Creates an object using a string representing its content. */
2378/* Basically, we save the content of the string to a temp file, then call */
2379/* load_object on it. I admit it is a highly inefficient way to make things, */
2380/* but it was simple to make and allows reusing the load_object function. */
2381/* Remember not to use load_object_str in a time-critical situation. */
2382/* Also remember that multiparts objects are not supported for now. */
2383
2384object* load_object_str(const char *obstr)
2385{
2386 object *op;
2387 char filename[MAX_BUF];
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2389
2390 FILE *tempfile=fopen(filename,"w");
2391 if (tempfile == NULL)
2392 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n");
2394 return NULL;
2395 };
2396 fprintf(tempfile,obstr);
2397 fclose(tempfile);
2398
2399 op=get_object();
2400
2401 object_thawer thawer (filename);
2402
2403 if (thawer)
2404 load_object(thawer,op,0);
2405
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED);
2408
2409 return op;
2410} 2354}
2411 2355
2412/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2357 * has the same type and subtype match.
2414 * returns NULL if no match. 2358 * returns NULL if no match.
2415 */ 2359 */
2360object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2362{
2418 object *tmp;
2419
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2364 if (tmp->type == type && tmp->subtype == subtype)
2365 return tmp;
2422 2366
2423 return NULL; 2367 return 0;
2424} 2368}
2425 2369
2426/* If ob has a field named key, return the link from the list, 2370shstr_tmp
2427 * otherwise return NULL. 2371object::kv_get (shstr_tmp key) const
2428 * 2372{
2429 * key must be a passed in shared string - otherwise, this won't 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2430 * do the desired thing. 2374 if (kv->key == key)
2431 */ 2375 return kv->value;
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2376
2433 key_value * link; 2377 return shstr ();
2378}
2379
2380void
2381object::kv_set (shstr_tmp key, shstr_tmp value)
2382{
2383 for (key_value *kv = key_values; kv; kv = kv->next)
2384 if (kv->key == key)
2385 {
2386 kv->value = value;
2387 return;
2388 }
2389
2390 key_value *kv = new key_value;
2391
2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (shstr_tmp key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2404 {
2405 key_value *kv = *kvp;
2406 *kvp = (*kvp)->next;
2407 delete kv;
2408 return;
2409 }
2410}
2411
2412object::depth_iterator::depth_iterator (object *container)
2413: iterator_base (container)
2414{
2415 while (item->inv)
2416 item = item->inv;
2417}
2418
2419void
2420object::depth_iterator::next ()
2421{
2422 if (item->below)
2434 2423 {
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2424 item = item->below;
2436 if (link->key == key) { 2425
2437 return link; 2426 while (item->inv)
2427 item = item->inv;
2428 }
2429 else
2430 item = item->env;
2431}
2432
2433const char *
2434object::flag_desc (char *desc, int len) const
2435{
2436 char *p = desc;
2437 bool first = true;
2438
2439 *p = 0;
2440
2441 for (int i = 0; i < NUM_FLAGS; i++)
2442 {
2443 if (len <= 10) // magic constant!
2444 {
2445 snprintf (p, len, ",...");
2446 break;
2438 } 2447 }
2439 }
2440
2441 return NULL;
2442}
2443 2448
2444/* 2449 if (flag [i])
2445 * Returns the value of op has an extra_field for key, or NULL.
2446 *
2447 * The argument doesn't need to be a shared string.
2448 *
2449 * The returned string is shared.
2450 */
2451const char * get_ob_key_value(const object * op, const char * const key) {
2452 key_value * link;
2453 const char * canonical_key;
2454
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2450 {
2463 return NULL; 2451 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2464 } 2452 len -= cnt;
2465 2453 p += cnt;
2466 /* This is copied from get_ob_key_link() above - 2454 first = false;
2467 * only 4 lines, and saves the function call overhead.
2468 */
2469 for (link = op->key_values; link != NULL; link = link->next) {
2470 if (link->key == canonical_key) {
2471 return link->value;
2472 } 2455 }
2473 } 2456 }
2457
2458 return desc;
2459}
2460
2461// return a suitable string describing an object in enough detail to find it
2462const char *
2463object::debug_desc (char *info) const
2464{
2465 char flagdesc[512];
2466 char info2[256 * 4];
2467 char *p = info;
2468
2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2470 count,
2471 uuid.c_str (),
2472 &name,
2473 title ? ",title:\"" : "",
2474 title ? (const char *)title : "",
2475 title ? "\"" : "",
2476 flag_desc (flagdesc, 512), type);
2477
2478 if (!flag[FLAG_REMOVED] && env)
2479 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2480
2481 if (map)
2482 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2483
2484 return info;
2485}
2486
2487const char *
2488object::debug_desc () const
2489{
2490 static char info[3][256 * 4];
2491 static int info_idx;
2492
2493 return debug_desc (info [++info_idx % 3]);
2494}
2495
2496struct region *
2497object::region () const
2498{
2499 return map ? map->region (x, y)
2500 : region::default_region ();
2501}
2502
2503void
2504object::open_container (object *new_container)
2505{
2506 if (container == new_container)
2474 return NULL; 2507 return;
2475}
2476 2508
2509 object *old_container = container;
2477 2510
2478/* 2511 if (old_container)
2479 * Updates the canonical_key in op to value.
2480 *
2481 * canonical_key is a shared string (value doesn't have to be).
2482 *
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys.
2485 *
2486 * Returns TRUE on success.
2487 */
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2489 key_value * field = NULL, *last=NULL;
2490 2512 {
2491 for (field=op->key_values; field != NULL; field=field->next) { 2513 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2492 if (field->key != canonical_key) { 2514 return;
2493 last = field; 2515
2494 continue; 2516#if 0
2517 // remove the "Close old_container" object.
2518 if (object *closer = old_container->inv)
2519 if (closer->type == CLOSE_CON)
2520 closer->destroy ();
2521#endif
2522
2523 // make sure the container is available
2524 esrv_send_item (this, old_container);
2525
2526 old_container->flag [FLAG_APPLIED] = false;
2527 container = 0;
2528
2529 // client needs item update to make it work, client bug requires this to be separate
2530 esrv_update_item (UPD_FLAGS, this, old_container);
2531
2532 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2533 play_sound (sound_find ("chest_close"));
2534 }
2535
2536 if (new_container)
2537 {
2538 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2539 return;
2540
2541 // TODO: this does not seem to serve any purpose anymore?
2542#if 0
2543 // insert the "Close Container" object.
2544 if (archetype *closer = new_container->other_arch)
2545 {
2546 object *closer = new_container->other_arch->instance ();
2547 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2548 new_container->insert (closer);
2495 } 2549 }
2550#endif
2551
2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2553
2554 // make sure the container is available, client bug requires this to be separate
2555 esrv_send_item (this, new_container);
2556
2557 new_container->flag [FLAG_APPLIED] = true;
2558 container = new_container;
2559
2560 // client needs flag change
2561 esrv_update_item (UPD_FLAGS, this, new_container);
2562 esrv_send_inventory (this, new_container);
2563 play_sound (sound_find ("chest_open"));
2496 2564 }
2497 if (value) 2565// else if (!old_container->env && contr && contr->ns)
2498 field->value = value; 2566// contr->ns->floorbox_reset ();
2499 else { 2567}
2500 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load,
2503 * we get this value back again.
2504 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0;
2507 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next;
2511 2568
2512 delete field; 2569object *
2513 } 2570object::force_find (shstr_tmp name)
2514 } 2571{
2515 return TRUE; 2572 /* cycle through his inventory to look for the MARK we want to
2516 } 2573 * place
2517 /* IF we get here, key doesn't exist */ 2574 */
2575 for (object *tmp = inv; tmp; tmp = tmp->below)
2576 if (tmp->type == FORCE && tmp->slaying == name)
2577 return splay (tmp);
2518 2578
2519 /* No field, we'll have to add it. */ 2579 return 0;
2580}
2581
2582//-GPL
2583
2584void
2585object::force_set_timer (int duration)
2586{
2587 this->duration = 1;
2588 this->speed_left = -1.f;
2589
2590 this->set_speed (duration ? 1.f / duration : 0.f);
2591}
2592
2593object *
2594object::force_add (shstr_tmp name, int duration)
2595{
2596 if (object *force = force_find (name))
2597 force->destroy ();
2598
2599 object *force = get_archetype (FORCE_NAME);
2600
2601 force->slaying = name;
2602 force->force_set_timer (duration);
2603 force->flag [FLAG_APPLIED] = true;
2604
2605 return insert (force);
2606}
2607
2608void
2609object::play_sound (faceidx sound) const
2610{
2611 if (!sound)
2612 return;
2613
2614 if (is_on_map ())
2615 map->play_sound (sound, x, y);
2616 else if (object *pl = in_player ())
2617 pl->contr->play_sound (sound);
2618}
2619
2620void
2621object::say_msg (const char *msg) const
2622{
2623 if (is_on_map ())
2624 map->say_msg (msg, x, y);
2625 else if (object *pl = in_player ())
2626 pl->contr->play_sound (sound);
2627}
2628
2629void
2630object::make_noise ()
2631{
2632 // we do not model noise in the map, so instead put
2633 // a temporary light into the noise source
2634 // could use the map instead, but that's less reliable for our
2635 // goal, which is to make invisibility a bit harder to exploit
2636
2637 // currently only works sensibly for players
2638 if (!is_player ())
2639 return;
2640
2641 // find old force, or create new one
2642 object *force = force_find (shstr_noise_force);
2643
2644 if (force)
2645 force->speed_left = -1.f; // patch old speed up
2646 else
2520 2647 {
2521 if (!add_key) { 2648 force = archetype::get (shstr_noise_force);
2522 return FALSE; 2649
2523 } 2650 force->slaying = shstr_noise_force;
2524 /* There isn't any good reason to store a null 2651 force->stats.food = 1;
2525 * value in the key/value list. If the archetype has 2652 force->speed_left = -1.f;
2526 * this key, then we should also have it, so shouldn't 2653
2527 * be here. If user wants to store empty strings, 2654 force->set_speed (1.f / 4.f);
2528 * should pass in "" 2655 force->flag [FLAG_IS_USED_UP] = true;
2529 */ 2656 force->flag [FLAG_APPLIED] = true;
2530 if (value == NULL) return TRUE; 2657
2658 insert (force);
2531 2659 }
2532 field = new key_value; 2660}
2661
2662void object::change_move_type (MoveType mt)
2663{
2664 if (move_type == mt)
2665 return;
2666
2667 if (is_on_map ())
2533 2668 {
2534 field->key = canonical_key; 2669 // we are on the map, so handle move_on/off effects
2535 field->value = value; 2670 remove ();
2536 /* Usual prepend-addition. */ 2671 move_type = mt;
2537 field->next = op->key_values; 2672 map->insert (this, x, y, this);
2538 op->key_values = field;
2539 2673 }
2540 return TRUE; 2674 else
2675 move_type = mt;
2541} 2676}
2542 2677
2543/*
2544 * Updates the key in op to value.
2545 *
2546 * If add_key is FALSE, this will only update existing keys,
2547 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key
2549 *
2550 * Returns TRUE on success.
2551 */
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2553{
2554 shstr key_ (key);
2555 return set_ob_key_value_s (op, key_, value, add_key);
2556}

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