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Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.253 by root, Sun Aug 17 22:46:26 2008 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.C,v 1.20 2006/09/08 18:26:22 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 24#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 25#include <stdio.h>
35#include <sys/types.h> 26#include <sys/types.h>
36#include <sys/uio.h> 27#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 28#include <object.h>
39#include <funcpoint.h> 29#include <sproto.h>
40#include <skills.h>
41#include <loader.h> 30#include <loader.h>
42int nrofallocobjects = 0;
43 31
44object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37
38objectvec objects;
39activevec actives;
40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = {
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46};
50short freearr_y[SIZEOFFREE]= 47short freearr_y[SIZEOFFREE] = {
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52};
53int maxfree[SIZEOFFREE]= 53int maxfree[SIZEOFFREE] = {
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
56int freedir[SIZEOFFREE]= { 59int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 60 0,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64};
59 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
60 139
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 142compare_ob_value_lists_one (const object *wants, const object *has)
63 key_value * wants_field; 143{
64
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
68 */ 147 */
69 148
70 /* For each field in wants, */ 149 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
72 key_value * has_field; 151 if (has->kv_get (kv->key) != kv->value)
73 152 return false;
74 /* Look for a field in has with the same key. */ 153
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. */ 154 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 155 return true;
93} 156}
94 157
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
159static bool
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 160compare_ob_value_lists (const object *ob1, const object *ob2)
161{
97 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
99 */ 164 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
101} 167}
102 168
103/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 170 * they can be merged together.
105 * 171 *
106 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
109 * 175 *
110 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
111 * 177 *
112 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
113 * check weight 179 * check weight
114 */ 180 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
118{ 182{
119 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
121 return 0; 189 return 0;
122 190
123 if (ob1->speed != ob2->speed) 191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
124 return 0; 197 return 0;
125 198
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. 199 /* 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 200 * 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 201 * 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 202 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 203 * flags lose any meaning.
138 */ 204 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 207
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 210
145 211 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) || 212 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 215 || 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) || 216 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
167 (ob1->client_type != ob2->client_type) || 223 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 224 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 225 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 226 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 227 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 228 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 229 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 230 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 231 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 232 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 233 || ob1->move_slow_penalty != ob2->move_slow_penalty
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
178 return 0; 236 return 0;
179 237
238 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
180 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
181 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
182 */ 248 */
183 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
184 { 250 {
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)) 251 if (!(ob1->inv && ob2->inv))
191 return 0; 252 return 0; /* inventories differ in length */
253
254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
257 if (!object::can_merge (ob1->inv, ob2->inv))
258 return 0; /* inventory objects differ */
192 259
193 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 261 * if it is valid.
195 */ 262 */
196 } 263 }
204 271
205 /* Note sure why the following is the case - either the object has to 272 /* 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 273 * be animated or have a very low speed. Is this an attempted monster
207 * check? 274 * check?
208 */ 275 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 277 return 0;
212 278
213 switch (ob1->type) 279 switch (ob1->type)
214 { 280 {
215 case SCROLL: 281 case SCROLL:
216 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
217 return 0; 283 return 0;
218 break; 284 break;
219 } 285 }
220 286
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
222 { 288 {
223 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
225 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
226 return 0; 292
227 else if (!compare_ob_value_lists (ob1, ob2)) 293 if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 294 return 0;
229 } 295 }
230 296
231 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
233 { 298 {
234 ob1->optimise (); 299 ob1->optimise ();
235 ob2->optimise (); 300 ob2->optimise ();
236 301
237 if (ob1->self || ob2->self) 302 if (ob1->self || ob2->self)
238 return 0; 303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
313 if (!cfperl_can_merge (ob1, ob2))
314 return 0;
315 }
239 } 316 }
240 317
241 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
242 return 1; 319 return 1;
243} 320}
321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
351 || this == pl->container)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
359// adjust weight per container type ("of holding")
360static sint32
361weight_adjust_for (object *op, sint32 weight)
362{
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366}
367
244/* 368/*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372static void
373adjust_weight (object *op, sint32 weight)
374{
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393}
394
395/*
245 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 397 * an object is carrying. It goes through op and figures out how much
247 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
248 */ 399 */
249signed long sum_weight(object *op) { 400void
250 signed long sum; 401object::update_weight ()
251 object *inv; 402{
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 403 sint32 sum = 0;
404
405 for (object *op = inv; op; op = op->below)
406 {
253 if (inv->inv) 407 if (op->inv)
254 sum_weight(inv); 408 op->update_weight ();
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 409
410 sum += op->total_weight ();
256 } 411 }
257 if (op->type == CONTAINER && op->stats.Str) 412
258 sum = (sum * (100 - op->stats.Str))/100; 413 sum = weight_adjust_for (this, sum);
259 if(op->carrying != sum) 414
415 if (sum != carrying)
416 {
260 op->carrying = sum; 417 carrying = sum;
261 return sum;
262}
263 418
419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this);
422 }
423}
424
264/** 425/*
265 * Return the outermost environment object for a given object. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
266 */ 427 */
267 428char *
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) { 429dump_object (object *op)
340 if(op==NULL) { 430{
341 strcpy(errmsg,"[NULL pointer]"); 431 if (!op)
342 return; 432 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 433
348void dump_all_objects(void) { 434 object_freezer freezer;
349 object *op; 435 op->write (freezer);
350 for(op=objects;op!=NULL;op=op->next) { 436 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 437}
355 438
356/* 439/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 440 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 441 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 442 * If it's not a multi-object, it is returned.
360 */ 443 */
361 444object *
362object *get_nearest_part(object *op, const object *pl) { 445get_nearest_part (object *op, const object *pl)
446{
363 object *tmp,*closest; 447 object *tmp, *closest;
364 int last_dist,i; 448 int last_dist, i;
449
365 if(op->more==NULL) 450 if (!op->more)
366 return op; 451 return op;
452
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 456 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 457 closest = tmp, last_dist = i;
458
370 return closest; 459 return closest;
371} 460}
372 461
373/* 462/*
374 * Returns the object which has the count-variable equal to the argument. 463 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow.
375 */ 465 */
376 466object *
377object *find_object(tag_t i) { 467find_object (tag_t i)
378 object *op; 468{
379 for(op=objects;op!=NULL;op=op->next) 469 for_all_objects (op)
380 if(op->count==i) 470 if (op->count == i)
381 break;
382 return op; 471 return op;
472
473 return 0;
383} 474}
384 475
385/* 476/*
386 * Returns the first object which has a name equal to the argument. 477 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 478 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 479 * Enables features like "patch <name-of-other-player> food 999"
389 */ 480 */
390 481object *
391object *find_object_name(const char *str) { 482find_object_name (const char *str)
392 const char *name = shstr::find (str); 483{
393 object *op; 484 shstr_cmp str_ (str);
394 for(op=objects;op!=NULL;op=op->next) 485
486 if (str_)
487 for_all_objects (op)
395 if(&op->name == name) 488 if (op->name == str_)
396 break; 489 return op;
397 490
398 return op; 491 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} 492}
440 493
441/* 494/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 495 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 496 * skill and experience objects.
497 * ACTUALLY NO! investigate! TODO
444 */ 498 */
445void set_owner (object *op, object *owner) 499void
500object::set_owner (object *owner)
446{ 501{
447 if(owner==NULL||op==NULL) 502 // allow objects which own objects
503 if (owner)
504 while (owner->owner)
505 owner = owner->owner;
506
507 if (flag [FLAG_FREED])
508 {
509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
448 return; 510 return;
511 }
449 512
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; 513 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470} 514}
471 515
472/* Set the owner to clone's current owner and set the skill and experience 516int
473 * objects to clone's objects (typically those objects that where the owner's 517object::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{ 518{
484 object *owner = get_owner (clone); 519 if (type == SKILL)
485 if (owner == NULL) { 520 {
486 /* players don't have owners - they own themselves. Update 521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
487 * as appropriate. 522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
488 */ 556 {
489 if (clone->type == PLAYER) owner=clone; 557 current_weapon = chosen_skill = 0;
490 else return; 558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
491 } 573 {
492 set_owner(op, owner); 574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
493 578
579 return true;
494} 580}
495 581
496/* Zero the key_values on op, decrementing the shared-string 582/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 583 * refcounts and freeing the links.
498 */ 584 */
585static void
499static void free_key_values(object * op) 586free_key_values (object *op)
500{ 587{
501 for (key_value *i = op->key_values; i != 0; ) 588 for (key_value *i = op->key_values; i; )
502 { 589 {
503 key_value *next = i->next; 590 key_value *next = i->next;
504 delete i; 591 delete i;
592
505 i = next; 593 i = next;
506 } 594 }
507 595
508 op->key_values = 0; 596 op->key_values = 0;
509} 597}
510 598
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/* 599/*
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, 600 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 601 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 602 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 603 * 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 604 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 605 * will point at garbage.
580 */ 606 */
581 607void
582void copy_object (object *op2, object *op) 608object::copy_to (object *dst)
583{ 609{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 610 dst->remove ();
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 611 *(object_copy *)dst = *this;
586 612 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;
594 613
595 /* Copy over key_values, if any. */ 614 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 615 if (key_values)
597 { 616 {
598 key_value *tail = NULL; 617 key_value *tail = 0;
599 key_value *i;
600
601 op->key_values = NULL; 618 dst->key_values = 0;
602 619
603 for (i = op2->key_values; i != NULL; i = i->next) 620 for (key_value *i = key_values; i; i = i->next)
604 { 621 {
605 key_value *new_link = new key_value; 622 key_value *new_link = new key_value;
606 623
607 new_link->next = NULL; 624 new_link->next = 0;
608 new_link->key = i->key; 625 new_link->key = i->key;
609 new_link->value = i->value; 626 new_link->value = i->value;
610 627
611 /* Try and be clever here, too. */ 628 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 629 if (!dst->key_values)
613 { 630 {
614 op->key_values = new_link; 631 dst->key_values = new_link;
615 tail = new_link; 632 tail = new_link;
616 } 633 }
617 else 634 else
618 { 635 {
619 tail->next = new_link; 636 tail->next = new_link;
620 tail = new_link; 637 tail = new_link;
621 } 638 }
622 } 639 }
623 } 640 }
624 641
625 update_ob_speed (op); 642 if (speed < 0)
626} 643 dst->speed_left -= rndm ();
627 644
645 dst->set_speed (dst->speed);
646}
647
648void
649object::instantiate ()
650{
651 if (!uuid.seq) // HACK
652 uuid = UUID::gen ();
653
654 speed_left = -0.1f;
655 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped.
660 */
661 for (int i = NUM_BODY_LOCATIONS; i--; )
662 slot[i].used = slot[i].info;
663
664 attachable::instantiate ();
665}
666
667object *
628object::object () 668object::clone ()
629{ 669{
630 count = ++ob_count; 670 object *neu = create ();
631 671 copy_to (neu);
632 next = objects; 672 neu->map = map; // not copied by copy_to
633 673 return neu;
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 674}
649 675
650/* 676/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
654 */ 680 */
655 681void
656void update_turn_face(object *op) { 682update_turn_face (object *op)
683{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
658 return; 685 return;
686
659 SET_ANIMATION(op, op->direction); 687 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 688 update_object (op, UP_OBJ_FACE);
661} 689}
662 690
663/* 691/*
664 * Updates the speed of an object. If the speed changes from 0 to another 692 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 693 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 694 * This function needs to be called whenever the speed of an object changes.
667 */ 695 */
668 696void
669void update_ob_speed(object *op) { 697object::set_speed (float speed)
670 extern int arch_init; 698{
671 699 if (flag [FLAG_FREED] && speed)
672 /* No reason putting the archetypes objects on the speed list, 700 {
673 * since they never really need to be updated.
674 */
675
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
678#ifdef MANY_CORES
679 abort();
680#else
681 op->speed = 0; 702 speed = 0;
682#endif
683 } 703 }
684 if (arch_init) {
685 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 704
692 /* process_events() expects us to insert the object at the beginning 705 this->speed = speed;
693 * of the list. */ 706
694 op->active_next = active_objects; 707 if (has_active_speed ())
695 if (op->active_next!=NULL) 708 activate ();
696 op->active_next->active_prev = op;
697 active_objects = op;
698 }
699 else { 709 else
700 /* If not on the active list, nothing needs to be done */ 710 deactivate ();
701 if (!op->active_next && !op->active_prev && op!=active_objects)
702 return;
703
704 if (op->active_prev==NULL) {
705 active_objects = op->active_next;
706 if (op->active_next!=NULL)
707 op->active_next->active_prev = NULL;
708 }
709 else {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716 }
717} 711}
718 712
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void remove_from_active_list(object *op)
728{
729 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects)
731 return;
732
733 if (op->active_prev==NULL) {
734 active_objects = op->active_next;
735 if (op->active_next!=NULL)
736 op->active_next->active_prev = NULL;
737 }
738 else {
739 op->active_prev->active_next = op->active_next;
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743 op->active_next = NULL;
744 op->active_prev = NULL;
745}
746
747/* 713/*
748 * update_object() updates the array which represents the map. 714 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 716 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 717 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 718 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 719 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 720 * updating that window, though, since update_object() is called _often_)
755 * 721 *
756 * action is a hint of what the caller believes need to be done. 722 * action is a hint of what the caller believes need to be done.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 723 * current action are:
762 * UP_OBJ_INSERT: op was inserted 724 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 725 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 726 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 727 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 728 * UP_OBJ_FACE: only the objects face has changed.
767 */ 729 */
768 730void
769void update_object(object *op, int action) { 731update_object (object *op, int action)
770 int update_now=0, flags; 732{
771 MoveType move_on, move_off, move_block, move_slow; 733 if (!op)
772 734 {
773 if (op == NULL) {
774 /* this should never happen */ 735 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 736 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
776 return; 737 return;
777 }
778 738 }
779 if(op->env!=NULL) { 739
740 if (!op->is_on_map ())
741 {
780 /* Animation is currently handled by client, so nothing 742 /* Animation is currently handled by client, so nothing
781 * to do in this case. 743 * to do in this case.
782 */ 744 */
783 return; 745 return;
784 }
785
786 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways.
788 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return;
790 746 }
747
791 /* make sure the object is within map boundaries */ 748 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 749 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 750 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 751 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 752#ifdef MANY_CORES
796 abort(); 753 abort ();
797#endif 754#endif
798 return; 755 return;
799 }
800 756 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 757
758 mapspace &m = op->ms ();
759
760 if (!(m.flags_ & P_UPTODATE))
761 /* nop */;
808 if (action == UP_OBJ_INSERT) { 762 else if (action == UP_OBJ_INSERT)
763 {
764 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 771 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1;
823
824 if ((move_on | op->move_on) != move_on) update_now=1;
825
826 if ((move_off | op->move_off) != move_off) update_now=1; 772 || (m.move_off | op->move_off ) != m.move_off
827 773 || (m.move_slow | op->move_slow) != m.move_slow
828 /* This isn't perfect, but I don't expect a lot of objects to 774 /* This isn't perfect, but I don't expect a lot of objects to
829 * to have move_allow right now. 775 * have move_allow right now.
830 */ 776 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
832 update_now=1; 778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
833 779 m.flags_ = 0;
834 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1;
836 } 780 }
837 /* if the object is being removed, we can't make intelligent 781 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 782 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 783 * that is being removed.
840 */ 784 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 786 m.flags_ = 0;
843 } else if (action == UP_OBJ_FACE) { 787 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 788 /* Nothing to do for that case */ ;
845 }
846 else { 789 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 790 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 791
850 if (update_now) {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y);
853 }
854
855 if(op->more!=NULL) 792 if (op->more)
856 update_object(op->more, action); 793 update_object (op->more, action);
857} 794}
858 795
796object::object ()
797{
798 SET_FLAG (this, FLAG_REMOVED);
859 799
860/* 800 expmul = 1.0;
861 * free_object() frees everything allocated by an object, removes 801 face = blank_face;
862 * it from the list of used objects, and puts it on the list of 802}
863 * free objects. The IS_FREED() flag is set in the object. 803
864 * The object must have been removed by remove_ob() first for 804object::~object ()
865 * this function to succeed. 805{
806 unlink ();
807
808 free_key_values (this);
809}
810
811static int object_count;
812
813void object::link ()
814{
815 assert (!index);//D
816 uuid = UUID::gen ();
817 count = ++object_count;
818
819 refcnt_inc ();
820 objects.insert (this);
821}
822
823void object::unlink ()
824{
825 if (!index)
826 return;
827
828 objects.erase (this);
829 refcnt_dec ();
830}
831
832void
833object::activate ()
834{
835 /* If already on active list, don't do anything */
836 if (active)
837 return;
838
839 if (has_active_speed ())
840 actives.insert (this);
841}
842
843void
844object::activate_recursive ()
845{
846 activate ();
847
848 for (object *op = inv; op; op = op->below)
849 op->activate_recursive ();
850}
851
852/* This function removes object 'op' from the list of active
853 * objects.
854 * This should only be used for style maps or other such
855 * reference maps where you don't want an object that isn't
856 * in play chewing up cpu time getting processed.
857 * The reverse of this is to call update_ob_speed, which
858 * will do the right thing based on the speed of the object.
866 * 859 */
867 * If free_inventory is set, free inventory as well. Else drop items in
868 * inventory to the ground.
869 */
870
871void 860void
872free_object (object * ob) 861object::deactivate ()
873{ 862{
874 free_object2 (ob, 0); 863 /* If not on the active list, nothing needs to be done */
875} 864 if (!active)
865 return;
876 866
877void 867 actives.erase (this);
878free_object2 (object * ob, int free_inventory) 868}
879{
880 object *tmp, *op;
881 869
882 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 870void
883 { 871object::deactivate_recursive ()
884 LOG (llevDebug, "Free object called with non removed object\n"); 872{
885 dump_object (ob); 873 for (object *op = inv; op; op = op->below)
886#ifdef MANY_CORES 874 op->deactivate_recursive ();
887 abort (); 875
888#endif 876 deactivate ();
877}
878
879void
880object::set_flag_inv (int flag, int value)
881{
882 for (object *op = inv; op; op = op->below)
889 } 883 {
890 884 op->flag [flag] = value;
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 885 op->set_flag_inv (flag, value);
892 { 886 }
893 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 887}
888
889/*
890 * Remove and free all objects in the inventory of the given object.
891 * object.c ?
892 */
893void
894object::destroy_inv (bool drop_to_ground)
895{
896 // need to check first, because the checks below might segfault
897 // as we might be on an invalid mapspace and crossfire code
898 // is too buggy to ensure that the inventory is empty.
899 // corollary: if you create arrows etc. with stuff in its inventory,
900 // cf will crash below with off-map x and y
901 if (!inv)
902 return;
903
904 /* Only if the space blocks everything do we not process -
905 * if some form of movement is allowed, let objects
906 * drop on that space.
907 */
908 if (!drop_to_ground
909 || !map
910 || map->in_memory != MAP_ACTIVE
911 || map->no_drop
912 || ms ().move_block == MOVE_ALL)
913 {
914 while (inv)
915 inv->destroy (true);
916 }
917 else
918 { /* Put objects in inventory onto this space */
919 while (inv)
920 {
921 object *op = inv;
922
923 if (op->flag [FLAG_STARTEQUIP]
924 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE
926 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true);
930 else
931 map->insert (op, x, y);
932 }
933 }
934}
935
936object *object::create ()
937{
938 object *op = new object;
939 op->link ();
940 return op;
941}
942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
964void
965object::do_destroy ()
966{
967 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this);
969
970 if (flag [FLAG_FRIENDLY])
894 remove_friendly_object (ob); 971 remove_friendly_object (this);
972
973 remove ();
974
975 attachable::do_destroy ();
976
977 deactivate ();
978 unlink ();
979
980 flag [FLAG_FREED] = 1;
981
982 // hack to ensure that freed objects still have a valid map
983 map = &freed_map;
984 x = 1;
985 y = 1;
986
987 if (more)
895 } 988 {
896 989 more->destroy ();
897 if (QUERY_FLAG (ob, FLAG_FREED)) 990 more = 0;
898 { 991 }
899 dump_object (ob); 992
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 993 head = 0;
994
995 // clear those pointers that likely might cause circular references
996 owner = 0;
997 enemy = 0;
998 attacked_by = 0;
999 current_weapon = 0;
1000}
1001
1002void
1003object::destroy (bool destroy_inventory)
1004{
1005 if (destroyed ())
1006 return;
1007
1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory);
901 return; 1012 return;
902 } 1013 }
903 1014
904 if (ob->more != NULL) 1015 destroy_inv (!destroy_inventory);
905 {
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909 1016
910 if (ob->inv) 1017 if (is_head ())
911 { 1018 if (sound_destroy)
912 /* Only if the space blocks everything do we not process - 1019 play_sound (sound_destroy);
913 * if some form of movement is allowed, let objects 1020 else if (flag [FLAG_MONSTER])
914 * drop on that space. 1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
915 */
916 if (free_inventory || ob->map == NULL
917 || ob->map->in_memory != MAP_IN_MEMORY
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
919 {
920 op = ob->inv;
921 1022
922 while (op != NULL) 1023 attachable::destroy ();
923 {
924 tmp = op->below;
925 remove_ob (op);
926 free_object2 (op, free_inventory);
927 op = tmp;
928 }
929 }
930 else
931 { /* Put objects in inventory onto this space */
932 op = ob->inv;
933
934 while (op != NULL)
935 {
936 tmp = op->below;
937 remove_ob (op);
938
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
942 free_object (op);
943 else
944 {
945 op->x = ob->x;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
948 }
949
950 op = tmp;
951 }
952 }
953 }
954
955 /* Remove object from the active list */
956 ob->speed = 0;
957 update_ob_speed (ob);
958
959 SET_FLAG (ob, FLAG_FREED);
960 ob->count = 0;
961
962 /* Remove this object from the list of used objects */
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 }
970 else
971 {
972 ob->prev->next = ob->next;
973
974 if (ob->next != NULL)
975 ob->next->prev = ob->prev;
976 }
977
978 free_key_values (ob);
979
980 /* Now link it with the free_objects list: */
981 ob->prev = 0;
982 ob->next = 0;
983
984 delete ob;
985} 1024}
986 1025
987/* 1026/* op->remove ():
988 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)).
990 */
991
992void sub_weight (object *op, signed long weight) {
993 while (op != NULL) {
994 if (op->type == CONTAINER) {
995 weight=(signed long)(weight*(100-op->stats.Str)/100);
996 }
997 op->carrying-=weight;
998 op = op->env;
999 }
1000}
1001
1002/* remove_ob(op):
1003 * This function removes the object op from the linked list of objects 1027 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 1028 * which it is currently tied to. When this function is done, the
1005 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 1031 * the previous environment.
1008 * Beware: This function is called from the editor as well!
1009 */ 1032 */
1010 1033void
1011void remove_ob(object *op) { 1034object::do_remove ()
1035{
1012 object *tmp,*last=NULL; 1036 object *tmp, *last = 0;
1013 object *otmp; 1037 object *otmp;
1014 tag_t tag;
1015 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 1038
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1039 if (flag [FLAG_REMOVED])
1021 dump_object(op); 1040 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 1041
1024 /* Changed it to always dump core in this case. As has been learned 1042 INVOKE_OBJECT (REMOVE, this);
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038 1043
1039 SET_FLAG(op, FLAG_REMOVED); 1044 flag [FLAG_REMOVED] = true;
1040 1045
1046 if (more)
1047 more->remove ();
1048
1041 /* 1049 /*
1042 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1043 * inventory. 1051 * inventory.
1052 */
1053 if (env)
1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do.
1044 */ 1065 */
1045 if(op->env!=NULL) { 1066 map = env->map;
1046 if(op->nrof) 1067 x = env->x;
1047 sub_weight(op->env, op->weight*op->nrof); 1068 y = env->y;
1048 else
1049 sub_weight(op->env, op->weight+op->carrying);
1050 1069
1070 // make sure cmov optimisation is applicable
1071 *(above ? &above->below : &env->inv) = below;
1072 *(below ? &below->above : &above ) = above; // &above is just a dummy
1073
1074 above = 0;
1075 below = 0;
1076 env = 0;
1077
1051 /* NO_FIX_PLAYER is set when a great many changes are being 1078 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 1079 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 1080 * to save cpu time.
1054 */ 1081 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1083 otmp->update_stats ();
1057 fix_player(otmp); 1084 }
1085 else if (map)
1086 {
1087 map->dirty = true;
1088 mapspace &ms = this->ms ();
1058 1089
1059 if(op->above!=NULL) 1090 if (object *pl = ms.player ())
1060 op->above->below=op->below;
1061 else
1062 op->env->inv=op->below;
1063
1064 if(op->below!=NULL)
1065 op->below->above=op->above;
1066
1067 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do.
1070 */ 1091 {
1071 op->x=op->env->x,op->y=op->env->y; 1092 if (type == PLAYER) // this == pl(!)
1072 op->map=op->env->map; 1093 {
1073 op->above=NULL,op->below=NULL; 1094 // leaving a spot always closes any open container on the ground
1074 op->env=NULL; 1095 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent.
1098 close_container ();
1099
1100 --map->players;
1101 map->touch ();
1102 }
1103 else if (pl->container == this)
1104 {
1105 // removing a container should close it
1106 close_container ();
1107 }
1108
1109 esrv_del_item (pl->contr, count);
1110 }
1111
1112 /* link the object above us */
1113 // re-link, make sure compiler can easily use cmove
1114 *(above ? &above->below : &ms.top) = below;
1115 *(below ? &below->above : &ms.bot) = above;
1116
1117 above = 0;
1118 below = 0;
1119
1120 ms.flags_ = 0;
1121
1122 if (map->in_memory == MAP_SAVING)
1075 return; 1123 return;
1076 }
1077 1124
1078 /* If we get here, we are removing it from a map */ 1125 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 if (op->map == NULL) return;
1080 1126
1081 x = op->x; 1127 if (object *pl = ms.player ())
1082 y = op->y;
1083 m = get_map_from_coord(op->map, &x, &y);
1084
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098
1099 /* Re did the following section of code - it looks like it had
1100 * lots of logic for things we no longer care about
1101 */
1102
1103 /* link the object above us */
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */
1117 if(GET_MAP_OB(m,x,y)!=op) {
1118 dump_object(op);
1119 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);
1120 dump_object(GET_MAP_OB(m,x,y));
1121 LOG(llevError,"%s\n",errmsg);
1122 } 1128 {
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1129 if (pl->container == this)
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1134 /* No point updating the players look faces if he is the object
1135 * being removed.
1136 */
1137
1138 if(tmp->type==PLAYER && tmp!=op) {
1139 /* If a container that the player is currently using somehow gets 1130 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view 1131 * removed (most likely destroyed), update the player view
1141 * appropriately. 1132 * appropriately.
1142 */ 1133 */
1143 if (tmp->container==op) { 1134 pl->close_container ();
1144 CLEAR_FLAG(op, FLAG_APPLIED); 1135
1145 tmp->container=NULL; 1136 //TODO: the floorbox prev/next might need updating
1137 //esrv_del_item (pl->contr, count);
1138 //TODO: update floorbox to preserve ordering
1139 if (pl->contr->ns)
1140 pl->contr->ns->floorbox_update ();
1141 }
1142
1143 for (tmp = ms.bot; tmp; tmp = tmp->above)
1144 {
1145 /* No point updating the players look faces if he is the object
1146 * being removed.
1147 */
1148
1149 /* See if object moving off should effect something */
1150 if (check_walk_off
1151 && ((move_type & tmp->move_off)
1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1153 {
1154 move_apply (tmp, this, 0);
1155
1156 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1146 } 1158 }
1147 tmp->contr->socket.update_look=1; 1159
1160 last = tmp;
1148 } 1161 }
1149 /* See if player moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1152 1162
1153 move_apply(tmp, op, NULL); 1163 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1154 if (was_destroyed (op, tag)) {
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 }
1158 }
1159
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161
1162 if(tmp->above == tmp)
1163 tmp->above = NULL;
1164 last=tmp;
1165 }
1166 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) {
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y);
1175 }
1176 else
1177 update_object(last, UP_OBJ_REMOVE);
1178
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1180 update_all_los(op->map, op->x, op->y); 1164 update_all_los (map, x, y);
1181 1165 }
1182} 1166}
1183 1167
1184/* 1168/*
1185 * merge_ob(op,top): 1169 * merge_ob(op,top):
1186 * 1170 *
1187 * This function goes through all objects below and including top, and 1171 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1172 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1173 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1174 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1175 */
1192 1176object *
1193object *merge_ob(object *op, object *top) { 1177merge_ob (object *op, object *top)
1178{
1194 if(!op->nrof) 1179 if (!op->nrof)
1195 return 0; 1180 return 0;
1196 if(top==NULL) 1181
1182 if (!top)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1183 for (top = op; top && top->above; top = top->above)
1184 ;
1185
1198 for(;top!=NULL;top=top->below) { 1186 for (; top; top = top->below)
1199 if(top==op) 1187 if (object::can_merge (op, top))
1200 continue;
1201 if (CAN_MERGE(op,top))
1202 { 1188 {
1203 top->nrof+=op->nrof; 1189 top->nrof += op->nrof;
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1190
1205 op->weight = 0; /* Don't want any adjustements now */ 1191 if (object *pl = top->visible_to ())
1206 remove_ob(op); 1192 esrv_update_item (UPD_NROF, pl, top);
1207 free_object(op); 1193
1194 op->weight = 0; // cancel the addition above
1195 op->carrying = 0; // must be 0 already
1196
1197 op->destroy (1);
1198
1208 return top; 1199 return top;
1209 } 1200 }
1210 } 1201
1211 return NULL; 1202 return 0;
1212} 1203}
1213 1204
1205void
1206object::expand_tail ()
1207{
1208 if (more)
1209 return;
1210
1211 object *prev = this;
1212
1213 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1214 {
1215 object *op = arch_to_object (at);
1216
1217 op->name = name;
1218 op->name_pl = name_pl;
1219 op->title = title;
1220
1221 op->head = this;
1222 prev->more = op;
1223
1224 prev = op;
1225 }
1226}
1227
1214/* 1228/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1229 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1216 * job preparing multi-part monsters 1230 * job preparing multi-part monsters.
1217 */ 1231 */
1232object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1233insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1219 object* tmp; 1234{
1220 if (op->head) 1235 op->remove ();
1221 op=op->head; 1236
1222 for (tmp=op;tmp;tmp=tmp->more){ 1237 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1238 {
1223 tmp->x=x+tmp->arch->clone.x; 1239 tmp->x = x + tmp->arch->x;
1224 tmp->y=y+tmp->arch->clone.y; 1240 tmp->y = y + tmp->arch->y;
1225 } 1241 }
1242
1226 return insert_ob_in_map (op, m, originator, flag); 1243 return insert_ob_in_map (op, m, originator, flag);
1227} 1244}
1228 1245
1229/* 1246/*
1230 * insert_ob_in_map (op, map, originator, flag): 1247 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1248 * This function inserts the object in the two-way linked list
1244 * Return value: 1261 * Return value:
1245 * new object if 'op' was merged with other object 1262 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1263 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1264 * just 'op' otherwise
1248 */ 1265 */
1249 1266object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1267insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1268{
1252 object *tmp, *top, *floor=NULL; 1269 if (op->is_on_map ())
1253 sint16 x,y;
1254
1255 if (QUERY_FLAG (op, FLAG_FREED)) {
1256 LOG (llevError, "Trying to insert freed object!\n");
1257 return NULL;
1258 } 1270 {
1259 if(m==NULL) { 1271 LOG (llevError, "insert_ob_in_map called for object already on map");
1260 dump_object(op);
1261 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1262 return op;
1263 }
1264 if(out_of_map(m,op->x,op->y)) {
1265 dump_object(op);
1266 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1267#ifdef MANY_CORES
1268 /* Better to catch this here, as otherwise the next use of this object
1269 * is likely to cause a crash. Better to find out where it is getting
1270 * improperly inserted.
1271 */
1272 abort(); 1272 abort ();
1273#endif 1273 }
1274
1275 if (op->env)
1276 {
1277 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1278 op->remove ();
1279 }
1280
1281 if (op->face && !face_info (op->face))//D TODO: remove soon
1282 {//D
1283 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1284 op->face = 1;//D
1285 }//D
1286
1287 /* Ideally, the caller figures this out. However, it complicates a lot
1288 * of areas of callers (eg, anything that uses find_free_spot would now
1289 * need extra work
1290 */
1291 if (!xy_normalise (m, op->x, op->y))
1292 {
1293 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1274 return op; 1294 return 0;
1275 } 1295 }
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1296
1277 dump_object(op); 1297 if (object *more = op->more)
1278 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1298 if (!insert_ob_in_map (more, m, originator, flag))
1279 return op; 1299 return 0;
1280 }
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */
1283 1300
1284 object *more = op->more; 1301 CLEAR_FLAG (op, FLAG_REMOVED);
1285 1302
1286 /* We really need the caller to normalize coordinates - if 1303 op->map = m;
1287 * we set the map, that doesn't work if the location is within 1304 mapspace &ms = op->ms ();
1288 * a map and this is straddling an edge. So only if coordinate 1305
1289 * is clear wrong do we normalize it. 1306 /* this has to be done after we translate the coordinates.
1307 */
1308 if (op->nrof && !(flag & INS_NO_MERGE))
1309 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1310 if (object::can_merge (op, tmp))
1290 */ 1311 {
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1312 // TODO: we actually want to update tmp, not op,
1292 more->map = get_map_from_coord(m, &more->x, &more->y); 1313 // but some caller surely breaks when we return tmp
1293 } else if (!more->map) { 1314 // from here :/
1294 /* For backwards compatibility - when not dealing with tiled maps, 1315 op->nrof += tmp->nrof;
1295 * more->map should always point to the parent. 1316 tmp->destroy (1);
1296 */
1297 more->map = m;
1298 } 1317 }
1299 1318
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1319 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1301 if ( ! op->head) 1320 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1302 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1321
1303 return NULL; 1322 if (!QUERY_FLAG (op, FLAG_ALIVE))
1323 CLEAR_FLAG (op, FLAG_NO_STEAL);
1324
1325 if (flag & INS_BELOW_ORIGINATOR)
1326 {
1327 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1328 {
1329 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1330 abort ();
1304 } 1331 }
1332
1333 if (!originator->is_on_map ())
1334 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335 op->debug_desc (), originator->debug_desc ());
1336
1337 op->above = originator;
1338 op->below = originator->below;
1339 originator->below = op;
1340
1341 *(op->below ? &op->below->above : &ms.bot) = op;
1342 }
1343 else
1305 } 1344 {
1306 CLEAR_FLAG(op,FLAG_REMOVED); 1345 object *floor = 0;
1346 object *top = ms.top;
1307 1347
1308 /* Ideally, the caller figures this out. However, it complicates a lot 1348 /* If there are other objects, then */
1309 * of areas of callers (eg, anything that uses find_free_spot would now 1349 if (top)
1310 * need extra work 1350 {
1311 */ 1351 /*
1312 op->map=get_map_from_coord(m, &op->x, &op->y); 1352 * If there are multiple objects on this space, we do some trickier handling.
1313 x = op->x; 1353 * We've already dealt with merging if appropriate.
1314 y = op->y; 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 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1364 {
1365 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1366 floor = tmp;
1315 1367
1316 /* this has to be done after we translate the coordinates. 1368 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1317 */ 1369 {
1318 if(op->nrof && !(flag & INS_NO_MERGE)) { 1370 /* We insert above top, so we want this object below this */
1319 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1371 top = tmp->below;
1320 if (CAN_MERGE(op,tmp)) { 1372 break;
1321 op->nrof+=tmp->nrof; 1373 }
1322 remove_ob(tmp); 1374
1323 free_object(tmp); 1375 top = tmp;
1324 } 1376 }
1325 }
1326 1377
1327 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1378 /* We let update_position deal with figuring out what the space
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1379 * looks like instead of lots of conditions here.
1329 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1380 * makes things faster, and effectively the same result.
1330 CLEAR_FLAG(op, FLAG_NO_STEAL); 1381 */
1331 1382
1332 if (flag & INS_BELOW_ORIGINATOR) { 1383 /* Have object 'fall below' other objects that block view.
1333 if (originator->map != op->map || originator->x != op->x || 1384 * Unless those objects are exits.
1334 originator->y != op->y) { 1385 * If INS_ON_TOP is used, don't do this processing
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1386 * Need to find the object that in fact blocks view, otherwise
1336 abort(); 1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP)
1390 && ms.flags () & P_BLOCKSVIEW
1391 && (op->face && !faces [op->face].visibility))
1392 {
1393 object *last;
1394
1395 for (last = top; last != floor; last = last->below)
1396 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1397 break;
1398
1399 /* Check to see if we found the object that blocks view,
1400 * and make sure we have a below pointer for it so that
1401 * we can get inserted below this one, which requires we
1402 * set top to the object below us.
1403 */
1404 if (last && last->below && last != floor)
1405 top = last->below;
1406 }
1407 } /* If objects on this space */
1408
1409 if (flag & INS_ABOVE_FLOOR_ONLY)
1410 top = floor;
1411
1412 // insert object above top, or bottom-most if top = 0
1413 if (!top)
1414 {
1415 op->below = 0;
1416 op->above = ms.bot;
1417 ms.bot = op;
1418
1419 *(op->above ? &op->above->below : &ms.top) = op;
1337 } 1420 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else { 1421 else
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above;
1374 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */
1402 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y);
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1405
1406 /* Top is the object that our object (op) is going to get inserted above.
1407 */ 1422 {
1408
1409 /* First object on this space */
1410 if (!top) {
1411 op->above = GET_MAP_OB(op->map, op->x, op->y);
1412 if (op->above) op->above->below = op;
1413 op->below = NULL;
1414 SET_MAP_OB(op->map, op->x, op->y, op);
1415 } else { /* get inserted into the stack above top */
1416 op->above = top->above; 1423 op->above = top->above;
1417 if (op->above) op->above->below = op;
1418 op->below = top;
1419 top->above = op; 1424 top->above = op;
1425
1426 op->below = top;
1427 *(op->above ? &op->above->below : &ms.top) = op;
1420 } 1428 }
1421 if (op->above==NULL) 1429 }
1422 SET_MAP_TOP(op->map,op->x, op->y, op);
1423 } /* else not INS_BELOW_ORIGINATOR */
1424 1430
1425 if(op->type==PLAYER) 1431 if (op->type == PLAYER)
1432 {
1426 op->contr->do_los=1; 1433 op->contr->do_los = 1;
1434 ++op->map->players;
1435 op->map->touch ();
1436 }
1427 1437
1428 /* If we have a floor, we know the player, if any, will be above 1438 op->map->dirty = true;
1429 * it, so save a few ticks and start from there.
1430 */
1431 if (!(flag & INS_MAP_LOAD))
1432 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1433 if (tmp->type == PLAYER)
1434 tmp->contr->socket.update_look=1;
1435 }
1436 1439
1440 if (object *pl = ms.player ())
1441 //TODO: the floorbox prev/next might need updating
1442 //esrv_send_item (pl, op);
1443 //TODO: update floorbox to preserve ordering
1444 if (pl->contr->ns)
1445 pl->contr->ns->floorbox_update ();
1446
1437 /* If this object glows, it may affect lighting conditions that are 1447 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1448 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1449 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1450 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1451 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1452 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1453 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1454 * of effect may be sufficient.
1445 */ 1455 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1456 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y); 1457 update_all_los (op->map, op->x, op->y);
1448 1458
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1459 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT); 1460 update_object (op, UP_OBJ_INSERT);
1452 1461
1462 INVOKE_OBJECT (INSERT, op);
1453 1463
1454 /* Don't know if moving this to the end will break anything. However, 1464 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have update_look set above before calling this. 1465 * we want to have floorbox_update called before calling this.
1456 * 1466 *
1457 * check_move_on() must be after this because code called from 1467 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like 1468 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by 1469 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1470 * update_object().
1461 */ 1471 */
1462 1472
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1473 /* if this is not the head or flag has been passed, don't check walk on status */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1474 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1475 {
1466 if (check_move_on(op, originator)) 1476 if (check_move_on (op, originator))
1467 return NULL; 1477 return 0;
1468 1478
1469 /* If we are a multi part object, lets work our way through the check 1479 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1480 * walk on's.
1471 */ 1481 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1482 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1483 if (check_move_on (tmp, originator))
1474 return NULL; 1484 return 0;
1475 } 1485 }
1486
1476 return op; 1487 return op;
1477} 1488}
1478 1489
1479/* this function inserts an object in the map, but if it 1490/* this function inserts an object in the map, but if it
1480 * finds an object of its own type, it'll remove that one first. 1491 * finds an object of its own type, it'll remove that one first.
1481 * op is the object to insert it under: supplies x and the map. 1492 * op is the object to insert it under: supplies x and the map.
1482 */ 1493 */
1494void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1495replace_insert_ob_in_map (const char *arch_string, object *op)
1484 object *tmp; 1496{
1485 object *tmp1;
1486
1487 /* first search for itself and remove any old instances */ 1497 /* first search for itself and remove any old instances */
1488 1498
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1499 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1500 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1491 remove_ob(tmp); 1501 tmp->destroy (1);
1492 free_object(tmp);
1493 }
1494 }
1495 1502
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1503 object *tmp = arch_to_object (archetype::find (arch_string));
1497 1504
1498 1505 tmp->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1506 tmp->y = op->y;
1507
1500 insert_ob_in_map(tmp1,op->map,op,0); 1508 insert_ob_in_map (tmp, op->map, op, 0);
1501}
1502
1503/*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1505 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array.
1509 */
1510
1511object *get_split_ob(object *orig_ob, uint32 nr) {
1512 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514
1515 if(orig_ob->nrof<nr) {
1516 sprintf(errmsg,"There are only %d %ss.",
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1518 return NULL;
1519 }
1520 newob = object_create_clone(orig_ob);
1521 if((orig_ob->nrof-=nr)<1) {
1522 if ( ! is_removed)
1523 remove_ob(orig_ob);
1524 free_object2(orig_ob, 1);
1525 }
1526 else if ( ! is_removed) {
1527 if(orig_ob->env!=NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1531 LOG(llevDebug,
1532 "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL;
1534 }
1535 }
1536 newob->nrof=nr;
1537
1538 return newob;
1539} 1509}
1540 1510
1511object *
1512object::insert_at (object *where, object *originator, int flags)
1513{
1514 if (where->env)
1515 return where->env->insert (this);
1516 else
1517 return where->map->insert (this, where->x, where->y, originator, flags);
1518}
1519
1541/* 1520/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1521 * decrease(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1522 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1523 * is subsequently removed and freed.
1545 * 1524 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1525 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1526 */
1548 1527bool
1549object *decrease_ob_nr (object *op, uint32 i) 1528object::decrease (sint32 nr)
1550{ 1529{
1551 object *tmp; 1530 if (!nr)
1552 player *pl; 1531 return true;
1553 1532
1554 if (i == 0) /* objects with op->nrof require this check */ 1533 nr = min (nr, nrof);
1534
1535 if (nrof > nr)
1536 {
1537 nrof -= nr;
1538 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1539
1540 if (object *pl = visible_to ())
1541 esrv_update_item (UPD_NROF, pl, this);
1542
1543 return true;
1544 }
1545 else
1546 {
1547 destroy ();
1548 return false;
1549 }
1550}
1551
1552/*
1553 * split(ob,nr) splits up ob into two parts. The part which
1554 * is returned contains nr objects, and the remaining parts contains
1555 * the rest (or is removed and returned if that number is 0).
1556 * On failure, NULL is returned.
1557 */
1558object *
1559object::split (sint32 nr)
1560{
1561 int have = number_of ();
1562
1563 if (have < nr)
1564 return 0;
1565 else if (have == nr)
1566 {
1567 remove ();
1568 return this;
1569 }
1570 else
1571 {
1572 decrease (nr);
1573
1574 object *op = deep_clone ();
1575 op->nrof = nr;
1555 return op; 1576 return op;
1556
1557 if (i > op->nrof)
1558 i = op->nrof;
1559
1560 if (QUERY_FLAG (op, FLAG_REMOVED))
1561 { 1577 }
1562 op->nrof -= i; 1578}
1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1563 } 1584 {
1564 else if (op->env != NULL) 1585 char *dump = dump_object (op);
1565 { 1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1566 /* is this object in the players inventory, or sub container 1587 free (dump);
1567 * therein?
1568 */
1569 tmp = is_player_inv (op->env);
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 }
1582
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op);
1591 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above)
1609 if (tmp->type == PLAYER) {
1610 if (op->nrof)
1611 esrv_send_item(tmp, op);
1612 else
1613 esrv_del_item(tmp->contr, op->count);
1614 }
1615 }
1616
1617 if (op->nrof) {
1618 return op; 1588 return op;
1619 } else { 1589 }
1620 free_object (op); 1590
1621 return NULL; 1591 if (where->head_ () != where)
1622 } 1592 {
1623} 1593 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 1594 where = where->head;
1625/*
1626 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying.
1628 */
1629
1630void add_weight (object *op, signed long weight) {
1631 while (op!=NULL) {
1632 if (op->type == CONTAINER) {
1633 weight=(signed long)(weight*(100-op->stats.Str)/100);
1634 }
1635 op->carrying+=weight;
1636 op=op->env;
1637 } 1595 }
1638}
1639 1596
1597 return where->insert (op);
1598}
1599
1640/* 1600/*
1641 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1642 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1643 * inside the object environment. 1603 * inside the object environment.
1644 * 1604 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * The function returns now pointer to inserted item, and return value can 1605 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1652 */ 1607 */
1653 1608object *
1654object *insert_ob_in_ob(object *op,object *where) { 1609object::insert (object *op)
1655 object *tmp, *otmp; 1610{
1656
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1658 dump_object(op);
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1611 if (op->more)
1612 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1613 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1614 return op;
1676 } 1615 }
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1616
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1617 op->remove ();
1618
1619 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1620
1679 if(op->nrof) { 1621 if (op->nrof)
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1622 for (object *tmp = inv; tmp; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1623 if (object::can_merge (tmp, op))
1624 {
1682 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1626 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1628
1686 * tmp->nrof, we need to increase the weight. 1629 if (object *pl = tmp->visible_to ())
1687 */ 1630 esrv_update_item (UPD_NROF, pl, tmp);
1688 add_weight (where, op->weight*op->nrof); 1631
1689 SET_FLAG(op, FLAG_REMOVED); 1632 adjust_weight (this, op->total_weight ());
1690 free_object(op); /* free the inserted object */ 1633
1634 op->destroy (1);
1691 op = tmp; 1635 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1636 goto inserted;
1693 CLEAR_FLAG(op, FLAG_REMOVED);
1694 break;
1695 } 1637 }
1696 1638
1697 /* I assume combined objects have no inventory 1639 op->owner = 0; // it's his/hers now. period.
1698 * We add the weight - this object could have just been removed 1640 op->map = 0;
1699 * (if it was possible to merge). calling remove_ob will subtract 1641 op->x = 0;
1700 * the weight, so we need to add it in again, since we actually do 1642 op->y = 0;
1701 * the linking below
1702 */
1703 add_weight (where, op->weight*op->nrof);
1704 } else
1705 add_weight (where, (op->weight+op->carrying));
1706 1643
1707 otmp=is_player_inv(where);
1708 if (otmp&&otmp->contr!=NULL) {
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp);
1711 }
1712
1713 op->map=NULL;
1714 op->env=where;
1715 op->above=NULL; 1644 op->above = 0;
1716 op->below=NULL; 1645 op->below = inv;
1717 op->x=0,op->y=0; 1646 op->env = this;
1718 1647
1648 if (inv)
1649 inv->above = op;
1650
1651 inv = op;
1652
1653 op->flag [FLAG_REMOVED] = 0;
1654
1655 if (object *pl = op->visible_to ())
1656 esrv_send_item (pl, op);
1657
1658 adjust_weight (this, op->total_weight ());
1659
1660inserted:
1719 /* reset the light list and los of the players on the map */ 1661 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1662 if (op->glow_radius && map && map->darkness)
1721 { 1663 update_all_los (map, x, y);
1722#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1724 op->name);
1725#endif /* DEBUG_LIGHTS */
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1727 }
1728 1664
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1665 // if this is a player's inventory, update stats
1730 * It sure simplifies this function... 1666 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1731 */ 1667 update_stats ();
1732 if (where->inv==NULL) 1668
1733 where->inv=op; 1669 INVOKE_OBJECT (INSERT, this);
1734 else { 1670
1735 op->below = where->inv;
1736 op->below->above = op;
1737 where->inv = op;
1738 }
1739 return op; 1671 return op;
1740} 1672}
1741 1673
1742/* 1674/*
1743 * Checks if any objects has a move_type that matches objects 1675 * Checks if any objects has a move_type that matches objects
1757 * 1689 *
1758 * MSW 2001-07-08: Check all objects on space, not just those below 1690 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects 1691 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1692 * on top.
1761 */ 1693 */
1762 1694int
1763int check_move_on (object *op, object *originator) 1695check_move_on (object *op, object *originator)
1764{ 1696{
1765 object *tmp; 1697 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1698 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1699 int x = op->x, y = op->y;
1700
1769 MoveType move_on, move_slow, move_block; 1701 MoveType move_on, move_slow, move_block;
1770 1702
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1703 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1704 return 0;
1773 1705
1774 tag = op->count;
1775
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1706 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1777 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1707 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1778 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1708 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1709
1780 /* if nothing on this space will slow op down or be applied, 1710 /* if nothing on this space will slow op down or be applied,
1781 * no need to do checking below. have to make sure move_type 1711 * no need to do checking below. have to make sure move_type
1782 * is set, as lots of objects don't have it set - we treat that 1712 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1713 * as walking.
1784 */ 1714 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1715 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1716 return 0;
1787 1717
1788 /* This is basically inverse logic of that below - basically, 1718 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1719 * if the object can avoid the move on or slow move, they do so,
1790 * but can't do it if the alternate movement they are using is 1720 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1721 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1722 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1723 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1724 return 0;
1795 1725
1796 /* The objects have to be checked from top to bottom. 1726 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1727 * Hence, we first go to the top:
1798 */ 1728 */
1799 1729
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1730 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1801 tmp->above!=NULL; tmp=tmp->above) { 1731 {
1802 /* Trim the search when we find the first other spell effect 1732 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1733 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1734 * we don't need to check all of them.
1805 */ 1735 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1736 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1737 break;
1738 }
1739
1740 for (; tmp; tmp = tmp->below)
1807 } 1741 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1742 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1743 continue; /* Can't apply yourself */
1810 1744
1811 /* Check to see if one of the movement types should be slowed down. 1745 /* Check to see if one of the movement types should be slowed down.
1812 * Second check makes sure that the movement types not being slowed 1746 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1747 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1748 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1749 * swim on that space, can't use it to avoid the penalty.
1816 */ 1750 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1751 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1752 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1753 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1754 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1755 {
1821 1756
1822 float diff; 1757 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1758 diff = tmp->move_slow_penalty * fabs (op->speed);
1759
1825 if (op->type == PLAYER) { 1760 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1761 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1762 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1763 diff /= 4.0;
1829 } 1764
1830 }
1831 op->speed_left -= diff; 1765 op->speed_left -= diff;
1832 } 1766 }
1833 } 1767 }
1834 1768
1835 /* Basically same logic as above, except now for actual apply. */ 1769 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1770 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1771 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 1772 {
1840 move_apply(tmp, op, originator); 1773 move_apply (tmp, op, originator);
1774
1841 if (was_destroyed (op, tag)) 1775 if (op->destroyed ())
1842 return 1; 1776 return 1;
1843 1777
1844 /* what the person/creature stepped onto has moved the object 1778 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1779 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1780 * have a feeling strange problems would result.
1847 */ 1781 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 1782 if (op->map != m || op->x != x || op->y != y)
1783 return 0;
1849 } 1784 }
1850 } 1785 }
1786
1851 return 0; 1787 return 0;
1852} 1788}
1853 1789
1854/* 1790/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1791 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1792 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1793 * The first matching object is returned, or NULL if none.
1858 */ 1794 */
1859 1795object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1796present_arch (const archetype *at, maptile *m, int x, int y)
1861 object *tmp; 1797{
1862 if(m==NULL || out_of_map(m,x,y)) { 1798 if (!m || out_of_map (m, x, y))
1799 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1800 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1801 return NULL;
1865 } 1802 }
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1803
1867 if(tmp->arch == at) 1804 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1805 if (tmp->arch->archname == at->archname)
1868 return tmp; 1806 return tmp;
1807
1869 return NULL; 1808 return NULL;
1870} 1809}
1871 1810
1872/* 1811/*
1873 * present(type, map, x, y) searches for any objects with 1812 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1813 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1814 * The first matching object is returned, or NULL if none.
1876 */ 1815 */
1877 1816object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1817present (unsigned char type, maptile *m, int x, int y)
1879 object *tmp; 1818{
1880 if(out_of_map(m,x,y)) { 1819 if (out_of_map (m, x, y))
1820 {
1881 LOG(llevError,"Present called outside map.\n"); 1821 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1822 return NULL;
1883 } 1823 }
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1824
1825 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1885 if(tmp->type==type) 1826 if (tmp->type == type)
1886 return tmp; 1827 return tmp;
1828
1887 return NULL; 1829 return NULL;
1888} 1830}
1889 1831
1890/* 1832/*
1891 * present_in_ob(type, object) searches for any objects with 1833 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1834 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1894 */ 1836 */
1895 1837object *
1896object *present_in_ob(unsigned char type, const object *op) { 1838present_in_ob (unsigned char type, const object *op)
1897 object *tmp; 1839{
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1840 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 1841 if (tmp->type == type)
1900 return tmp; 1842 return tmp;
1843
1901 return NULL; 1844 return NULL;
1902} 1845}
1903 1846
1904/* 1847/*
1905 * present_in_ob (type, str, object) searches for any objects with 1848 * present_in_ob (type, str, object) searches for any objects with
1913 * str is the string to match against. Note that we match against 1856 * str is the string to match against. Note that we match against
1914 * the object name, not the archetype name. this is so that the 1857 * the object name, not the archetype name. this is so that the
1915 * spell code can use one object type (force), but change it's name 1858 * spell code can use one object type (force), but change it's name
1916 * to be unique. 1859 * to be unique.
1917 */ 1860 */
1918 1861object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 1862present_in_ob_by_name (int type, const char *str, const object *op)
1920 object *tmp; 1863{
1921
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1864 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1865 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1866 return tmp;
1925 } 1867
1926 return NULL; 1868 return 0;
1927} 1869}
1928 1870
1929/* 1871/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1872 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1873 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
1933 */ 1875 */
1934 1876object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 1877present_arch_in_ob (const archetype *at, const object *op)
1936 object *tmp; 1878{
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1938 if( tmp->arch == at) 1880 if (tmp->arch->archname == at->archname)
1939 return tmp; 1881 return tmp;
1882
1940 return NULL; 1883 return NULL;
1941} 1884}
1942 1885
1943/* 1886/*
1944 * activate recursively a flag on an object inventory 1887 * activate recursively a flag on an object inventory
1945 */ 1888 */
1889void
1946void flag_inv(object*op, int flag){ 1890flag_inv (object *op, int flag)
1947 object *tmp; 1891{
1948 if(op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893 {
1950 SET_FLAG(tmp, flag); 1894 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 1895 flag_inv (tmp, flag);
1952 } 1896 }
1897}
1898
1953}/* 1899/*
1954 * desactivate recursively a flag on an object inventory 1900 * deactivate recursively a flag on an object inventory
1955 */ 1901 */
1902void
1956void unflag_inv(object*op, int flag){ 1903unflag_inv (object *op, int flag)
1957 object *tmp; 1904{
1958 if(op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1905 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1906 {
1960 CLEAR_FLAG(tmp, flag); 1907 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 1908 unflag_inv (tmp, flag);
1962 } 1909 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971
1972void set_cheat(object *op) {
1973 SET_FLAG(op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ);
1975} 1910}
1976 1911
1977/* 1912/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 1913 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain 1914 * a spot at the given map and coordinates which will be able to contain
1981 * to search (see the freearr_x/y[] definition). 1916 * to search (see the freearr_x/y[] definition).
1982 * It returns a random choice among the alternatives found. 1917 * It returns a random choice among the alternatives found.
1983 * start and stop are where to start relative to the free_arr array (1,9 1918 * start and stop are where to start relative to the free_arr array (1,9
1984 * does all 4 immediate directions). This returns the index into the 1919 * does all 4 immediate directions). This returns the index into the
1985 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1920 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1986 * Note - this only checks to see if there is space for the head of the
1987 * object - if it is a multispace object, this should be called for all
1988 * pieces.
1989 * Note2: This function does correctly handle tiled maps, but does not 1921 * Note: This function does correctly handle tiled maps, but does not
1990 * inform the caller. However, insert_ob_in_map will update as 1922 * inform the caller. However, insert_ob_in_map will update as
1991 * necessary, so the caller shouldn't need to do any special work. 1923 * necessary, so the caller shouldn't need to do any special work.
1992 * Note - updated to take an object instead of archetype - this is necessary 1924 * Note - updated to take an object instead of archetype - this is necessary
1993 * because arch_blocked (now ob_blocked) needs to know the movement type 1925 * because arch_blocked (now ob_blocked) needs to know the movement type
1994 * to know if the space in question will block the object. We can't use 1926 * to know if the space in question will block the object. We can't use
1995 * the archetype because that isn't correct if the monster has been 1927 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 1928 * customized, changed states, etc.
1997 */ 1929 */
1998 1930int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1931find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1932{
1933 int altern[SIZEOFFREE];
2000 int i,index=0, flag; 1934 int index = 0, flag;
2001 static int altern[SIZEOFFREE];
2002 1935
2003 for(i=start;i<stop;i++) { 1936 for (int i = start; i < stop; i++)
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1937 {
2005 if(!flag) 1938 mapxy pos (m, x, y); pos.move (i);
1939
1940 if (!pos.normalise ())
1941 continue;
1942
1943 mapspace &ms = *pos;
1944
1945 if (ms.flags () & P_IS_ALIVE)
1946 continue;
1947
1948 /* However, often
1949 * ob doesn't have any move type (when used to place exits)
1950 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1951 */
1952 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1953 {
2006 altern[index++]=i; 1954 altern [index++] = i;
1955 continue;
1956 }
2007 1957
2008 /* Basically, if we find a wall on a space, we cut down the search size. 1958 /* Basically, if we find a wall on a space, we cut down the search size.
2009 * In this way, we won't return spaces that are on another side of a wall. 1959 * In this way, we won't return spaces that are on another side of a wall.
2010 * This mostly work, but it cuts down the search size in all directions - 1960 * This mostly work, but it cuts down the search size in all directions -
2011 * if the space being examined only has a wall to the north and empty 1961 * if the space being examined only has a wall to the north and empty
2012 * spaces in all the other directions, this will reduce the search space 1962 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 1963 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 1964 * won't look 2 spaces south of the target space.
2015 */ 1965 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1966 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1967 {
2017 stop=maxfree[i]; 1968 stop = maxfree[i];
2018 } 1969 continue;
2019 if(!index) return -1; 1970 }
2020 return altern[RANDOM()%index];
2021}
2022 1971
1972 /* Note it is intentional that we check ob - the movement type of the
1973 * head of the object should correspond for the entire object.
1974 */
1975 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1976 continue;
1977
1978 if (ob->blocked (m, pos.x, pos.y))
1979 continue;
1980
1981 altern [index++] = i;
1982 }
1983
1984 if (!index)
1985 return -1;
1986
1987 return altern [rndm (index)];
1988}
1989
2023/* 1990/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 1991 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 1992 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 1993 * But it will return the first available spot, not a random choice.
2027 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1994 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 1995 */
2029 1996int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 1997find_first_free_spot (const object *ob, maptile *m, int x, int y)
2031 int i; 1998{
2032 for(i=0;i<SIZEOFFREE;i++) { 1999 for (int i = 0; i < SIZEOFFREE; i++)
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2000 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2001 return i;
2035 } 2002
2036 return -1; 2003 return -1;
2037} 2004}
2038 2005
2039/* 2006/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2007 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2008 * arr[begin..end-1].
2009 * now uses a fisher-yates shuffle, old permute was broken
2042 */ 2010 */
2011static void
2043static void permute(int *arr, int begin, int end) 2012permute (int *arr, int begin, int end)
2044{ 2013{
2045 int i, j, tmp, len; 2014 arr += begin;
2015 end -= begin;
2046 2016
2047 len = end-begin; 2017 while (--end)
2048 for(i = begin; i < end; i++) 2018 swap (arr [end], arr [rndm (end + 1)]);
2049 {
2050 j = begin+RANDOM()%len;
2051
2052 tmp = arr[i];
2053 arr[i] = arr[j];
2054 arr[j] = tmp;
2055 }
2056} 2019}
2057 2020
2058/* new function to make monster searching more efficient, and effective! 2021/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2022 * This basically returns a randomized array (in the passed pointer) of
2060 * the spaces to find monsters. In this way, it won't always look for 2023 * the spaces to find monsters. In this way, it won't always look for
2061 * monsters to the north first. However, the size of the array passed 2024 * monsters to the north first. However, the size of the array passed
2062 * covers all the spaces, so within that size, all the spaces within 2025 * covers all the spaces, so within that size, all the spaces within
2063 * the 3x3 area will be searched, just not in a predictable order. 2026 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2027 */
2028void
2065void get_search_arr(int *search_arr) 2029get_search_arr (int *search_arr)
2066{ 2030{
2067 int i; 2031 int i;
2068 2032
2069 for(i = 0; i < SIZEOFFREE; i++) 2033 for (i = 0; i < SIZEOFFREE; i++)
2070 {
2071 search_arr[i] = i; 2034 search_arr[i] = i;
2072 }
2073 2035
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2036 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2037 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2038 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2039}
2078 2040
2079/* 2041/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2042 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2043 * given map at the given coordinates for live objects.
2086 * Perhaps incorrectly, but I'm making the assumption that exclude 2048 * Perhaps incorrectly, but I'm making the assumption that exclude
2087 * is actually want is going to try and move there. We need this info 2049 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move 2050 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2051 * there is capable of.
2090 */ 2052 */
2091 2053int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2054find_dir (maptile *m, int x, int y, object *exclude)
2055{
2093 int i,max=SIZEOFFREE, mflags; 2056 int i, max = SIZEOFFREE, mflags;
2057
2094 sint16 nx, ny; 2058 sint16 nx, ny;
2095 object *tmp; 2059 object *tmp;
2096 mapstruct *mp; 2060 maptile *mp;
2061
2097 MoveType blocked, move_type; 2062 MoveType blocked, move_type;
2098 2063
2099 if (exclude && exclude->head) { 2064 if (exclude && exclude->head_ () != exclude)
2065 {
2100 exclude = exclude->head; 2066 exclude = exclude->head;
2101 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2102 } else { 2068 }
2069 else
2070 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2071 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2072 move_type = MOVE_ALL;
2073 }
2074
2075 for (i = 1; i < max; i++)
2105 } 2076 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2077 mp = m;
2109 nx = x + freearr_x[i]; 2078 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2079 ny = y + freearr_y[i];
2111 2080
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2081 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2082
2113 if (mflags & P_OUT_OF_MAP) { 2083 if (mflags & P_OUT_OF_MAP)
2084 max = maxfree[i];
2085 else
2086 {
2087 mapspace &ms = mp->at (nx, ny);
2088
2089 blocked = ms.move_block;
2090
2091 if ((move_type & blocked) == move_type)
2114 max = maxfree[i]; 2092 max = maxfree[i];
2115 } else {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2117
2118 if ((move_type & blocked) == move_type) {
2119 max=maxfree[i];
2120 } else if (mflags & P_IS_ALIVE) { 2093 else if (mflags & P_IS_ALIVE)
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2094 {
2095 for (tmp = ms.bot; tmp; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2124 break; 2098 break;
2125 } 2099
2126 }
2127 if(tmp) { 2100 if (tmp)
2128 return freedir[i]; 2101 return freedir[i];
2129 }
2130 } 2102 }
2131 } 2103 }
2132 } 2104 }
2105
2133 return 0; 2106 return 0;
2134} 2107}
2135 2108
2136/* 2109/*
2137 * distance(object 1, object 2) will return the square of the 2110 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2111 * distance between the two given objects.
2139 */ 2112 */
2140 2113int
2141int distance(const object *ob1, const object *ob2) { 2114distance (const object *ob1, const object *ob2)
2142 int i; 2115{
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2116 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2145 return i;
2146} 2117}
2147 2118
2148/* 2119/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2120 * find_dir_2(delta-x,delta-y) will return a direction in which
2150 * an object which has subtracted the x and y coordinates of another 2121 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2122 * object, needs to travel toward it.
2152 */ 2123 */
2153 2124int
2154int find_dir_2(int x, int y) { 2125find_dir_2 (int x, int y)
2126{
2155 int q; 2127 int q;
2156 2128
2157 if(y) 2129 if (y)
2158 q=x*100/y; 2130 q = x * 100 / y;
2159 else if (x) 2131 else if (x)
2160 q= -300*x; 2132 q = -300 * x;
2161 else 2133 else
2162 return 0; 2134 return 0;
2163 2135
2164 if(y>0) { 2136 if (y > 0)
2137 {
2165 if(q < -242) 2138 if (q < -242)
2166 return 3 ; 2139 return 3;
2167 if (q < -41) 2140 if (q < -41)
2168 return 2 ; 2141 return 2;
2169 if (q < 41) 2142 if (q < 41)
2170 return 1 ; 2143 return 1;
2171 if (q < 242) 2144 if (q < 242)
2172 return 8 ; 2145 return 8;
2173 return 7 ; 2146 return 7;
2174 } 2147 }
2175 2148
2176 if (q < -242) 2149 if (q < -242)
2177 return 7 ; 2150 return 7;
2178 if (q < -41) 2151 if (q < -41)
2179 return 6 ; 2152 return 6;
2180 if (q < 41) 2153 if (q < 41)
2181 return 5 ; 2154 return 5;
2182 if (q < 242) 2155 if (q < 242)
2183 return 4 ; 2156 return 4;
2184 2157
2185 return 3 ; 2158 return 3;
2186}
2187
2188/*
2189 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction).
2192 */
2193
2194int absdir(int d) {
2195 while(d<1) d+=8;
2196 while(d>8) d-=8;
2197 return d;
2198} 2159}
2199 2160
2200/* 2161/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2162 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2163 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2164 */
2204 2165int
2205int dirdiff(int dir1, int dir2) { 2166dirdiff (int dir1, int dir2)
2167{
2206 int d; 2168 int d;
2169
2207 d = abs(dir1 - dir2); 2170 d = abs (dir1 - dir2);
2208 if(d>4) 2171 if (d > 4)
2209 d = 8 - d; 2172 d = 8 - d;
2173
2210 return d; 2174 return d;
2211} 2175}
2212 2176
2213/* peterm: 2177/* peterm:
2214 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2178 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2217 * This basically means that if direction is 15, then it could either go 2181 * This basically means that if direction is 15, then it could either go
2218 * direction 4, 14, or 16 to get back to where we are. 2182 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2183 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2184 * functions.
2221 */ 2185 */
2222
2223int reduction_dir[SIZEOFFREE][3] = { 2186int reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2187 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2188 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2189 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2190 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2191 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2192 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2193 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2194 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2195 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2196 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2197 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2198 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2199 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2200 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2201 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2202 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2203 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2204 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2205 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2206 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2207 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2208 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2209 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2210 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2211 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2212 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2213 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2214 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2215 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2216 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2217 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2218 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2219 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2220 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2221 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2222 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2223 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2224 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2225 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2226 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2227 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2228 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2229 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2230 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2231 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2232 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2233 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2234 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2235 {24, 9, -1}
2236}; /* 48 */
2273 2237
2274/* Recursive routine to step back and see if we can 2238/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2239 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2240 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2241 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2242 * Modified to be map tile aware -.MSW
2279 */ 2243 */
2280 2244int
2281
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2245can_see_monsterP (maptile *m, int x, int y, int dir)
2246{
2283 sint16 dx, dy; 2247 sint16 dx, dy;
2284 int mflags; 2248 int mflags;
2285 2249
2250 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2251 return 0; /* exit condition: invalid direction */
2287 2252
2288 dx = x + freearr_x[dir]; 2253 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2254 dy = y + freearr_y[dir];
2290 2255
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2256 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2257
2293 /* This functional arguably was incorrect before - it was 2258 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2259 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2260 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2261 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or 2262 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2263 * at least its move type.
2299 */ 2264 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2265 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2266 return 0;
2301 2267
2302 /* yes, can see. */ 2268 /* yes, can see. */
2303 if(dir < 9) return 1; 2269 if (dir < 9)
2270 return 1;
2271
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2272 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2273 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2274 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2307} 2275}
2308 2276
2309
2310
2311/* 2277/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2278 * can_pick(picker, item): finds out if an object is possible to be
2313 * picked up by the picker. Returnes 1 if it can be 2279 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2280 * picked up, otherwise 0.
2315 * 2281 *
2316 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2282 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2317 * core dumps if they do. 2283 * core dumps if they do.
2318 * 2284 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2285 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2286 */
2321 2287int
2322int can_pick(const object *who, const object *item) { 2288can_pick (const object *who, const object *item)
2289{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2290 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2291 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2292 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2293}
2328
2329 2294
2330/* 2295/*
2331 * create clone from object to another 2296 * create clone from object to another
2332 */ 2297 */
2333object *object_create_clone (object *asrc) { 2298object *
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2299object::deep_clone ()
2300{
2301 assert (("deep_clone called on non-head object", is_head ()));
2335 2302
2336 if(!asrc) return NULL; 2303 object *dst = clone ();
2337 src = asrc;
2338 if(src->head)
2339 src = src->head;
2340 2304
2341 prev = NULL; 2305 object *prev = dst;
2342 for(part = src; part; part = part->more) { 2306 for (object *part = this->more; part; part = part->more)
2343 tmp = get_object(); 2307 {
2344 copy_object(part,tmp); 2308 object *tmp = part->clone ();
2345 tmp->x -= src->x;
2346 tmp->y -= src->y;
2347 if(!part->head) {
2348 dst = tmp;
2349 tmp->head = NULL;
2350 } else {
2351 tmp->head = dst; 2309 tmp->head = dst;
2352 }
2353 tmp->more = NULL;
2354 if(prev)
2355 prev->more = tmp; 2310 prev->more = tmp;
2356 prev = tmp; 2311 prev = tmp;
2357 } 2312 }
2358 /*** copy inventory ***/ 2313
2359 for(item = src->inv; item; item = item->below) { 2314 for (object *item = inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2315 insert_ob_in_ob (item->deep_clone (), dst);
2361 }
2362 2316
2363 return dst; 2317 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372}
2373
2374/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */
2380
2381object* load_object_str(const char *obstr)
2382{
2383 object *op;
2384 char filename[MAX_BUF];
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2386
2387 FILE *tempfile=fopen(filename,"w");
2388 if (tempfile == NULL)
2389 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n");
2391 return NULL;
2392 };
2393 fprintf(tempfile,obstr);
2394 fclose(tempfile);
2395
2396 op=get_object();
2397
2398 object_thawer thawer (filename);
2399
2400 if (thawer)
2401 load_object(thawer,op,0);
2402
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED);
2405
2406 return op;
2407} 2318}
2408 2319
2409/* This returns the first object in who's inventory that 2320/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2321 * has the same type and subtype match.
2411 * returns NULL if no match. 2322 * returns NULL if no match.
2412 */ 2323 */
2324object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2325find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2326{
2415 object *tmp;
2416
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2327 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2328 if (tmp->type == type && tmp->subtype == subtype)
2329 return tmp;
2419 2330
2420 return NULL; 2331 return 0;
2421} 2332}
2422 2333
2423/* If ob has a field named key, return the link from the list, 2334const shstr &
2424 * otherwise return NULL. 2335object::kv_get (const shstr &key) const
2425 * 2336{
2426 * key must be a passed in shared string - otherwise, this won't 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2427 * do the desired thing. 2338 if (kv->key == key)
2428 */ 2339 return kv->value;
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2340
2430 key_value * link; 2341 return shstr_null;
2342}
2343
2344void
2345object::kv_set (const shstr &key, const shstr &value)
2346{
2347 for (key_value *kv = key_values; kv; kv = kv->next)
2348 if (kv->key == key)
2349 {
2350 kv->value = value;
2351 return;
2352 }
2353
2354 key_value *kv = new key_value;
2355
2356 kv->next = key_values;
2357 kv->key = key;
2358 kv->value = value;
2359
2360 key_values = kv;
2361}
2362
2363void
2364object::kv_del (const shstr &key)
2365{
2366 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2367 if ((*kvp)->key == key)
2368 {
2369 key_value *kv = *kvp;
2370 *kvp = (*kvp)->next;
2371 delete kv;
2372 return;
2373 }
2374}
2375
2376object::depth_iterator::depth_iterator (object *container)
2377: iterator_base (container)
2378{
2379 while (item->inv)
2380 item = item->inv;
2381}
2382
2383void
2384object::depth_iterator::next ()
2385{
2386 if (item->below)
2431 2387 {
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2388 item = item->below;
2433 if (link->key == key) { 2389
2434 return link; 2390 while (item->inv)
2391 item = item->inv;
2392 }
2393 else
2394 item = item->env;
2395}
2396
2397const char *
2398object::flag_desc (char *desc, int len) const
2399{
2400 char *p = desc;
2401 bool first = true;
2402
2403 *p = 0;
2404
2405 for (int i = 0; i < NUM_FLAGS; i++)
2406 {
2407 if (len <= 10) // magic constant!
2408 {
2409 snprintf (p, len, ",...");
2410 break;
2435 } 2411 }
2436 }
2437
2438 return NULL;
2439}
2440 2412
2441/* 2413 if (flag [i])
2442 * Returns the value of op has an extra_field for key, or NULL.
2443 *
2444 * The argument doesn't need to be a shared string.
2445 *
2446 * The returned string is shared.
2447 */
2448const char * get_ob_key_value(const object * op, const char * const key) {
2449 key_value * link;
2450 const char * canonical_key;
2451
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2414 {
2460 return NULL; 2415 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2461 } 2416 len -= cnt;
2462 2417 p += cnt;
2463 /* This is copied from get_ob_key_link() above - 2418 first = false;
2464 * only 4 lines, and saves the function call overhead.
2465 */
2466 for (link = op->key_values; link != NULL; link = link->next) {
2467 if (link->key == canonical_key) {
2468 return link->value;
2469 } 2419 }
2470 } 2420 }
2421
2422 return desc;
2423}
2424
2425// return a suitable string describing an object in enough detail to find it
2426const char *
2427object::debug_desc (char *info) const
2428{
2429 char flagdesc[512];
2430 char info2[256 * 4];
2431 char *p = info;
2432
2433 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2434 count,
2435 uuid.c_str (),
2436 &name,
2437 title ? ",title:\"" : "",
2438 title ? (const char *)title : "",
2439 title ? "\"" : "",
2440 flag_desc (flagdesc, 512), type);
2441
2442 if (!flag[FLAG_REMOVED] && env)
2443 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2444
2445 if (map)
2446 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2447
2448 return info;
2449}
2450
2451const char *
2452object::debug_desc () const
2453{
2454 static char info[3][256 * 4];
2455 static int info_idx;
2456
2457 return debug_desc (info [++info_idx % 3]);
2458}
2459
2460struct region *
2461object::region () const
2462{
2463 return map ? map->region (x, y)
2464 : region::default_region ();
2465}
2466
2467const materialtype_t *
2468object::dominant_material () const
2469{
2470 if (materialtype_t *mt = name_to_material (materialname))
2471 return mt;
2472
2473 return name_to_material (shstr_unknown);
2474}
2475
2476void
2477object::open_container (object *new_container)
2478{
2479 if (container == new_container)
2471 return NULL; 2480 return;
2472}
2473 2481
2482 object *old_container = container;
2474 2483
2475/* 2484 if (old_container)
2476 * Updates the canonical_key in op to value.
2477 *
2478 * canonical_key is a shared string (value doesn't have to be).
2479 *
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys.
2482 *
2483 * Returns TRUE on success.
2484 */
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2486 key_value * field = NULL, *last=NULL;
2487 2485 {
2488 for (field=op->key_values; field != NULL; field=field->next) { 2486 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2489 if (field->key != canonical_key) { 2487 return;
2490 last = field; 2488
2491 continue; 2489#if 0
2490 // remove the "Close old_container" object.
2491 if (object *closer = old_container->inv)
2492 if (closer->type == CLOSE_CON)
2493 closer->destroy ();
2494#endif
2495
2496 // make sure the container is available
2497 esrv_send_item (this, old_container);
2498
2499 old_container->flag [FLAG_APPLIED] = false;
2500 container = 0;
2501
2502 // client needs item update to make it work, client bug requires this to be separate
2503 esrv_update_item (UPD_FLAGS, this, old_container);
2504
2505 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2506 play_sound (sound_find ("chest_close"));
2507 }
2508
2509 if (new_container)
2510 {
2511 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2512 return;
2513
2514 // TODO: this does not seem to serve any purpose anymore?
2515#if 0
2516 // insert the "Close Container" object.
2517 if (archetype *closer = new_container->other_arch)
2518 {
2519 object *closer = arch_to_object (new_container->other_arch);
2520 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2521 new_container->insert (closer);
2492 } 2522 }
2523#endif
2524
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2526
2527 // make sure the container is available, client bug requires this to be separate
2528 esrv_send_item (this, new_container);
2529
2530 new_container->flag [FLAG_APPLIED] = true;
2531 container = new_container;
2532
2533 // client needs flag change
2534 esrv_update_item (UPD_FLAGS, this, new_container);
2535 esrv_send_inventory (this, new_container);
2536 play_sound (sound_find ("chest_open"));
2493 2537 }
2494 if (value) 2538// else if (!old_container->env && contr && contr->ns)
2495 field->value = value; 2539// contr->ns->floorbox_reset ();
2496 else { 2540}
2497 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load,
2500 * we get this value back again.
2501 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0;
2504 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next;
2508 2541
2509 delete field; 2542object *
2510 } 2543object::force_find (const shstr name)
2511 } 2544{
2512 return TRUE; 2545 /* cycle through his inventory to look for the MARK we want to
2513 } 2546 * place
2514 /* IF we get here, key doesn't exist */ 2547 */
2548 for (object *tmp = inv; tmp; tmp = tmp->below)
2549 if (tmp->type == FORCE && tmp->slaying == name)
2550 return splay (tmp);
2515 2551
2516 /* No field, we'll have to add it. */ 2552 return 0;
2553}
2554
2555void
2556object::force_add (const shstr name, int duration)
2557{
2558 if (object *force = force_find (name))
2559 force->destroy ();
2560
2561 object *force = get_archetype (FORCE_NAME);
2562
2563 force->slaying = name;
2564 force->stats.food = 1;
2565 force->speed_left = -1.f;
2566
2567 force->set_speed (duration ? 1.f / duration : 0.f);
2568 force->flag [FLAG_IS_USED_UP] = true;
2569 force->flag [FLAG_APPLIED] = true;
2570
2571 insert (force);
2572}
2573
2574void
2575object::play_sound (faceidx sound)
2576{
2577 if (!sound)
2578 return;
2579
2580 if (flag [FLAG_REMOVED])
2581 return;
2582
2583 if (env)
2517 2584 {
2518 if (!add_key) { 2585 if (object *pl = in_player ())
2519 return FALSE; 2586 pl->contr->play_sound (sound);
2520 }
2521 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings,
2525 * should pass in ""
2526 */
2527 if (value == NULL) return TRUE;
2528 2587 }
2529 field = new key_value; 2588 else
2530 2589 map->play_sound (sound, x, y);
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538} 2590}
2539 2591
2540/*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2550{
2551 shstr key_ (key);
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553}

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