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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.209 by root, Mon Apr 21 06:35:26 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 1.21 2006/09/09 21:48:28 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 <funcpoint.h>
40#include <skills.h> 30#include <sproto.h>
41#include <loader.h> 31#include <loader.h>
42int nrofallocobjects = 0;
43 32
44object *objects; /* Pointer to the list of used objects */ 33#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38
39objectvec objects;
40activevec actives;
41
47short freearr_x[SIZEOFFREE]= 42short 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, 43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 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}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47};
50short freearr_y[SIZEOFFREE]= 48short 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, 49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -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}; 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
53};
53int maxfree[SIZEOFFREE]= 54int 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, 55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 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}; 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
56int freedir[SIZEOFFREE]= { 60int 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, 61 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}; 62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65};
66
67static void
68write_uuid (uval64 skip, bool sync)
69{
70 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip));
72 CALL_ARG_SV (boolSV (sync));
73 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END;
75}
76
77static void
78read_uuid (void)
79{
80 char filename[MAX_BUF];
81
82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0;
94 write_uuid (UUID_GAP, true);
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 UUID::BUF buf;
103 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
107 {
108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1);
110 }
111
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_GAP, true);
115 fclose (fp);
116}
117
118UUID
119UUID::gen ()
120{
121 UUID uid;
122
123 uid.seq = ++cur.seq;
124
125 if (expect_false (cur.seq >= seq_next_save))
126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
131
132 return uid;
133}
134
135void
136UUID::init ()
137{
138 read_uuid ();
139}
59 140
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 143compare_ob_value_lists_one (const object *wants, const object *has)
144{
62 key_value * wants_field; 145 key_value *wants_field;
63 146
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 148 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 149 * different structure or at least keep the lists sorted...
67 */ 150 */
68 151
69 /* For each field in wants, */ 152 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
154 {
71 key_value * has_field; 155 key_value *has_field;
72 156
73 /* Look for a field in has with the same key. */ 157 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 158 has_field = get_ob_key_link (has, wants_field->key);
75 159
76 if (has_field == NULL) { 160 if (!has_field)
77 /* No field with that name. */ 161 return 0; /* No field with that name. */
78 return FALSE; 162
79 }
80
81 /* Found the matching field. */ 163 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 164 if (has_field->value != wants_field->value)
83 /* Values don't match, so this half of the comparison is false. */ 165 return 0; /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 166
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 168 }
169
90 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 171 return 1;
92} 172}
93 173
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 176compare_ob_value_lists (const object *ob1, const object *ob2)
177{
96 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
98 */ 180 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 182}
101 183
102/* Function examines the 2 objects given to it, and returns true if 184/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 185 * they can be merged together.
104 * 186 *
105 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
108 * 190 *
109 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
110 * 192 *
111 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
112 * check weight 194 * check weight
113 */ 195 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
117{ 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
120 return 0; 204 return 0;
121 205
122 if (ob1->speed != ob2->speed) 206 /* Do not merge objects if nrof would overflow. First part checks
207 * for unsigned overflow (2c), second part checks whether the result
208 * would fit into a 32 bit signed int, which is often used to hold
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
123 return 0; 212 return 0;
124 213
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof).
128 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31)
130 return 0;
131
132 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
133 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
134 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
135 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
136 * flags lose any meaning. 218 * flags lose any meaning.
137 */ 219 */
138 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 222
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 225
144 226 if (ob1->arch->name != ob2->arch->name
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
160 (ob1->attacktype != ob2->attacktype) || 231 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 232 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 233 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 234 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 235 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 236 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 237 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 238 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 239 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 240 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 241 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 242 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 243 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 244 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 245 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 246 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_slow_penalty != ob2->move_slow_penalty
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 250 return 0;
178 251
252 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED)
256 .any ())
257 return 0;
258
179 /* This is really a spellbook check - really, we should 259 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 260 * not merge objects with real inventories, as splitting them
261 * is hard.
181 */ 262 */
182 if (ob1->inv || ob2->inv) 263 if (ob1->inv || ob2->inv)
183 { 264 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!(ob1->inv && ob2->inv))
190 return 0; 266 return 0; /* inventories differ in length */
267
268 if (ob1->inv->below || ob2->inv->below)
269 return 0; /* more than one object in inv */
270
271 if (!object::can_merge (ob1->inv, ob2->inv))
272 return 0; /* inventory objects differ */
191 273
192 /* inventory ok - still need to check rest of this object to see 274 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 275 * if it is valid.
194 */ 276 */
195 } 277 }
203 285
204 /* Note sure why the following is the case - either the object has to 286 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 287 * be animated or have a very low speed. Is this an attempted monster
206 * check? 288 * check?
207 */ 289 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 290 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 291 return 0;
211 292
212 switch (ob1->type) 293 switch (ob1->type)
213 { 294 {
214 case SCROLL: 295 case SCROLL:
215 if (ob1->level != ob2->level) 296 if (ob1->level != ob2->level)
216 return 0; 297 return 0;
217 break; 298 break;
218 } 299 }
219 300
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 301 if (ob1->key_values || ob2->key_values)
221 { 302 {
222 /* At least one of these has key_values. */ 303 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 304 if ((!ob1->key_values) != (!ob2->key_values))
224 /* One has fields, but the other one doesn't. */ 305 return 0; /* One has fields, but the other one doesn't. */
225 return 0; 306
226 else if (!compare_ob_value_lists (ob1, ob2)) 307 if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 308 return 0;
228 } 309 }
229 310
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
232 { 312 {
233 ob1->optimise (); 313 ob1->optimise ();
234 ob2->optimise (); 314 ob2->optimise ();
235 315
236 if (ob1->self || ob2->self) 316 if (ob1->self || ob2->self)
237 return 0; 317 {
318 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
319 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
320
321 if (k1 != k2)
322 return 0;
323
324 if (k1 == 0)
325 return 1;
326
327 if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
238 } 330 }
239 331
240 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
241 return 1; 333 return 1;
242} 334}
335
336// adjust weight per container type ("of holding")
337static sint32
338weight_adjust (object *op, sint32 weight)
339{
340 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight;
343}
344
243/* 345/*
346 * adjust_weight(object, weight) adds the specified weight to an object,
347 * and also updates how much the environment(s) is/are carrying.
348 */
349static void
350adjust_weight (object *op, sint32 weight)
351{
352 while (op)
353 {
354 weight = weight_adjust (op, weight);
355
356 op->carrying += weight;
357 op = op->env;
358 }
359}
360
361/*
244 * sum_weight() is a recursive function which calculates the weight 362 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 363 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 364 * containers are carrying, and sums it up.
247 */ 365 */
248signed long sum_weight(object *op) { 366void
249 signed long sum; 367object::update_weight ()
250 object *inv; 368{
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 369 sint32 sum = 0;
252 if (inv->inv)
253 sum_weight(inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 }
256 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100;
258 if(op->carrying != sum)
259 op->carrying = sum;
260 return sum;
261}
262 370
263/** 371 for (object *op = inv; op; op = op->below)
264 * Return the outermost environment object for a given object. 372 {
265 */
266
267object *object_get_env_recursive (object *op) {
268 while (op->env != NULL)
269 op = op->env;
270 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op) 373 if (op->inv)
282 op->env = NULL; 374 op->update_weight ();
283 return op;
284}
285 375
286/* 376 sum += op->total_weight ();
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array.
290 */
291
292void dump_object2(object *op) {
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 } 377 }
331#endif
332}
333 378
334/* 379 carrying = weight_adjust (this, sum);
335 * Dumps an object. Returns output in the static global errmsg array. 380}
336 */
337 381
382/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */
385char *
338void dump_object(object *op) { 386dump_object (object *op)
339 if(op==NULL) { 387{
340 strcpy(errmsg,"[NULL pointer]"); 388 if (!op)
341 return; 389 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 390
347void dump_all_objects(void) { 391 object_freezer freezer;
348 object *op; 392 op->write (freezer);
349 for(op=objects;op!=NULL;op=op->next) { 393 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 394}
354 395
355/* 396/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 397 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 398 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 399 * If it's not a multi-object, it is returned.
359 */ 400 */
360 401object *
361object *get_nearest_part(object *op, const object *pl) { 402get_nearest_part (object *op, const object *pl)
403{
362 object *tmp,*closest; 404 object *tmp, *closest;
363 int last_dist,i; 405 int last_dist, i;
406
364 if(op->more==NULL) 407 if (!op->more)
365 return op; 408 return op;
409
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 413 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 414 closest = tmp, last_dist = i;
415
369 return closest; 416 return closest;
370} 417}
371 418
372/* 419/*
373 * Returns the object which has the count-variable equal to the argument. 420 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow.
374 */ 422 */
375 423object *
376object *find_object(tag_t i) { 424find_object (tag_t i)
377 object *op; 425{
378 for(op=objects;op!=NULL;op=op->next) 426 for_all_objects (op)
379 if(op->count==i) 427 if (op->count == i)
380 break;
381 return op; 428 return op;
429
430 return 0;
382} 431}
383 432
384/* 433/*
385 * Returns the first object which has a name equal to the argument. 434 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 435 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 436 * Enables features like "patch <name-of-other-player> food 999"
388 */ 437 */
389 438object *
390object *find_object_name(const char *str) { 439find_object_name (const char *str)
391 const char *name = shstr::find (str); 440{
441 shstr_cmp str_ (str);
392 object *op; 442 object *op;
393 for(op=objects;op!=NULL;op=op->next) 443
444 for_all_objects (op)
394 if(&op->name == name) 445 if (op->name == str_)
395 break; 446 break;
396 447
397 return op; 448 return op;
398}
399
400void free_all_object_data ()
401{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 449}
439 450
440/* 451/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 453 * skill and experience objects.
454 * ACTUALLY NO! investigate! TODO
443 */ 455 */
444void set_owner (object *op, object *owner) 456void
457object::set_owner (object *owner)
445{ 458{
446 if(owner==NULL||op==NULL) 459 // allow objects which own objects
460 if (owner)
461 while (owner->owner)
462 owner = owner->owner;
463
464 if (flag [FLAG_FREED])
465 {
466 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
447 return; 467 return;
468 }
448 469
449 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid.
455 */
456 while (owner->owner && owner!=owner->owner &&
457 owner->ownercount==owner->owner->count) owner=owner->owner;
458
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 470 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469} 471}
470 472
471/* Set the owner to clone's current owner and set the skill and experience 473int
472 * objects to clone's objects (typically those objects that where the owner's 474object::slottype () const
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{ 475{
483 object *owner = get_owner (clone); 476 if (type == SKILL)
484 if (owner == NULL) { 477 {
485 /* players don't have owners - they own themselves. Update 478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
486 * as appropriate. 479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
487 */ 513 {
488 if (clone->type == PLAYER) owner=clone; 514 current_weapon = chosen_skill = 0;
489 else return; 515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
490 } 530 {
491 set_owner(op, owner); 531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
492 535
536 return true;
493} 537}
494 538
495/* Zero the key_values on op, decrementing the shared-string 539/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 540 * refcounts and freeing the links.
497 */ 541 */
542static void
498static void free_key_values(object * op) 543free_key_values (object *op)
499{ 544{
500 for (key_value *i = op->key_values; i != 0; ) 545 for (key_value *i = op->key_values; i; )
501 { 546 {
502 key_value *next = i->next; 547 key_value *next = i->next;
503 delete i; 548 delete i;
549
504 i = next; 550 i = next;
505 } 551 }
506 552
507 op->key_values = 0; 553 op->key_values = 0;
508} 554}
509 555
510void object::clear () 556object &
557object::operator =(const object &src)
511{ 558{
512 attachable_base::clear (); 559 bool is_freed = flag [FLAG_FREED];
560 bool is_removed = flag [FLAG_REMOVED];
513 561
514 free_key_values (this); 562 *(object_copy *)this = src;
515 563
516 name = 0; 564 flag [FLAG_FREED] = is_freed;
517 name_pl = 0; 565 flag [FLAG_REMOVED] = is_removed;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object,
574 * and then copies the contends of the first object into the second
575 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object
578 * will point at garbage.
579 */
580
581void copy_object (object *op2, object *op)
582{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585
586 op2->clone (op);
587
588 if (is_freed) SET_FLAG (op, FLAG_FREED);
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
590
591 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
593 566
594 /* Copy over key_values, if any. */ 567 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 568 if (src.key_values)
596 { 569 {
597 key_value *tail = NULL; 570 key_value *tail = 0;
598 key_value *i;
599
600 op->key_values = NULL; 571 key_values = 0;
601 572
602 for (i = op2->key_values; i != NULL; i = i->next) 573 for (key_value *i = src.key_values; i; i = i->next)
603 { 574 {
604 key_value *new_link = new key_value; 575 key_value *new_link = new key_value;
605 576
606 new_link->next = NULL; 577 new_link->next = 0;
607 new_link->key = i->key; 578 new_link->key = i->key;
608 new_link->value = i->value; 579 new_link->value = i->value;
609 580
610 /* Try and be clever here, too. */ 581 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 582 if (!key_values)
612 { 583 {
613 op->key_values = new_link; 584 key_values = new_link;
614 tail = new_link; 585 tail = new_link;
615 } 586 }
616 else 587 else
617 { 588 {
618 tail->next = new_link; 589 tail->next = new_link;
619 tail = new_link; 590 tail = new_link;
620 } 591 }
621 } 592 }
622 } 593 }
594}
623 595
624 update_ob_speed (op); 596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608
609 if (speed < 0)
610 dst->speed_left -= rndm ();
611
612 dst->set_speed (dst->speed);
613}
614
615void
616object::instantiate ()
617{
618 if (!uuid.seq) // HACK
619 uuid = UUID::gen ();
620
621 speed_left = -0.1f;
622 /* copy the body_info to the body_used - this is only really
623 * need for monsters, but doesn't hurt to do it for everything.
624 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped.
627 */
628 for (int i = NUM_BODY_LOCATIONS; i--; )
629 slot[i].used = slot[i].info;
630
631 attachable::instantiate ();
632}
633
634object *
635object::clone ()
636{
637 object *neu = create ();
638 copy_to (neu);
639 return neu;
625} 640}
626 641
627/* 642/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 643 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 644 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 645 * be called to update the face variable, _and_ how it looks on the map.
631 */ 646 */
632 647void
633void update_turn_face(object *op) { 648update_turn_face (object *op)
649{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 650 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 651 return;
652
636 SET_ANIMATION(op, op->direction); 653 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 654 update_object (op, UP_OBJ_FACE);
638} 655}
639 656
640/* 657/*
641 * Updates the speed of an object. If the speed changes from 0 to another 658 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 659 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 660 * This function needs to be called whenever the speed of an object changes.
644 */ 661 */
645 662void
646void update_ob_speed(object *op) { 663object::set_speed (float speed)
647 extern int arch_init; 664{
648 665 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 666 {
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 668 speed = 0;
659#endif
660 } 669 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 670
669 /* process_events() expects us to insert the object at the beginning 671 this->speed = speed;
670 * of the list. */ 672
671 op->active_next = active_objects; 673 if (has_active_speed ())
672 if (op->active_next!=NULL) 674 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 675 else
677 /* If not on the active list, nothing needs to be done */ 676 deactivate ();
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694} 677}
695 678
696/* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704void remove_from_active_list(object *op)
705{
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 679/*
725 * update_object() updates the array which represents the map. 680 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 681 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 682 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 683 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 684 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 685 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 686 * updating that window, though, since update_object() is called _often_)
732 * 687 *
733 * action is a hint of what the caller believes need to be done. 688 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 689 * current action are:
739 * UP_OBJ_INSERT: op was inserted 690 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 691 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 692 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 693 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 694 * UP_OBJ_FACE: only the objects face has changed.
744 */ 695 */
745 696void
746void update_object(object *op, int action) { 697update_object (object *op, int action)
747 int update_now=0, flags; 698{
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL) { 699 if (op == NULL)
700 {
751 /* this should never happen */ 701 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 702 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 703 return;
754 }
755 704 }
756 if(op->env!=NULL) { 705
706 if (op->env)
707 {
757 /* Animation is currently handled by client, so nothing 708 /* Animation is currently handled by client, so nothing
758 * to do in this case. 709 * to do in this case.
759 */ 710 */
760 return; 711 return;
761 } 712 }
762 713
763 /* If the map is saving, don't do anything as everything is 714 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 715 * going to get freed anyways.
765 */ 716 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 717 if (!op->map || op->map->in_memory == MAP_SAVING)
767 718 return;
719
768 /* make sure the object is within map boundaries */ 720 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 722 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 723 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 724#ifdef MANY_CORES
773 abort(); 725 abort ();
774#endif 726#endif
775 return; 727 return;
776 }
777 728 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 729
730 mapspace &m = op->ms ();
731
732 if (!(m.flags_ & P_UPTODATE))
733 /* nop */;
785 if (action == UP_OBJ_INSERT) { 734 else if (action == UP_OBJ_INSERT)
735 {
736 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 743 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 744 || (m.move_off | op->move_off ) != m.move_off
804 745 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 746 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 747 * to have move_allow right now.
807 */ 748 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 751 m.flags_ = 0;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 752 }
814 /* if the object is being removed, we can't make intelligent 753 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 754 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 755 * that is being removed.
817 */ 756 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 758 m.flags_ = 0;
820 } else if (action == UP_OBJ_FACE) { 759 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 760 /* Nothing to do for that case */ ;
822 }
823 else { 761 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 762 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 763
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 764 if (op->more)
833 update_object(op->more, action); 765 update_object (op->more, action);
834}
835
836static std::vector<object *> mortals;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844} 766}
845 767
846object::object () 768object::object ()
847{ 769{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 770 SET_FLAG (this, FLAG_REMOVED);
859 771
860 expmul = 1.0; 772 expmul = 1.0;
861 face = blank_face; 773 face = blank_face;
862 attacked_by_count = -1;
863} 774}
864 775
865object::~object () 776object::~object ()
866{ 777{
778 unlink ();
779
780 free_key_values (this);
781}
782
783static int object_count;
784
785void object::link ()
786{
787 assert (!index);//D
788 uuid = UUID::gen ();
789 count = ++object_count;
790
791 refcnt_inc ();
792 objects.insert (this);
793}
794
795void object::unlink ()
796{
797 if (!index)
798 return;
799
800 objects.erase (this);
801 refcnt_dec ();
802}
803
804void
805object::activate ()
806{
807 /* If already on active list, don't do anything */
808 if (active)
809 return;
810
811 if (has_active_speed ())
812 actives.insert (this);
813}
814
815void
816object::activate_recursive ()
817{
818 activate ();
819
820 for (object *op = inv; op; op = op->below)
821 op->activate_recursive ();
822}
823
824/* This function removes object 'op' from the list of active
825 * objects.
826 * This should only be used for style maps or other such
827 * reference maps where you don't want an object that isn't
828 * in play chewing up cpu time getting processed.
829 * The reverse of this is to call update_ob_speed, which
830 * will do the right thing based on the speed of the object.
831 */
832void
833object::deactivate ()
834{
835 /* If not on the active list, nothing needs to be done */
836 if (!active)
837 return;
838
839 actives.erase (this);
840}
841
842void
843object::deactivate_recursive ()
844{
845 for (object *op = inv; op; op = op->below)
846 op->deactivate_recursive ();
847
848 deactivate ();
849}
850
851void
852object::set_flag_inv (int flag, int value)
853{
854 for (object *op = inv; op; op = op->below)
855 {
856 op->flag [flag] = value;
857 op->set_flag_inv (flag, value);
858 }
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory,
872 // cf will crash below with off-map x and y
873 if (!inv)
874 return;
875
876 /* Only if the space blocks everything do we not process -
877 * if some form of movement is allowed, let objects
878 * drop on that space.
879 */
880 if (!drop_to_ground
881 || !map
882 || map->in_memory != MAP_ACTIVE
883 || map->nodrop
884 || ms ().move_block == MOVE_ALL)
885 {
886 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy ();
890 }
891 }
892 else
893 { /* Put objects in inventory onto this space */
894 while (inv)
895 {
896 object *op = inv;
897
898 if (op->flag [FLAG_STARTEQUIP]
899 || op->flag [FLAG_NO_DROP]
900 || op->type == RUNE
901 || op->type == TRAP
902 || op->flag [FLAG_IS_A_TEMPLATE]
903 || op->flag [FLAG_DESTROY_ON_DEATH])
904 op->destroy ();
905 else
906 map->insert (op, x, y);
907 }
908 }
867} 909}
868 910
869object *object::create () 911object *object::create ()
870{ 912{
871 return new object; 913 object *op = new object;
914 op->link ();
915 return op;
872} 916}
873 917
874/*
875 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for
879 * this function to succeed.
880 *
881 * If free_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground.
883 */
884void 918void
885object::free (bool free_inventory) 919object::do_destroy ()
886{ 920{
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 921 attachable::do_destroy ();
888 {
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895 922
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 923 if (flag [FLAG_IS_LINKED])
897 { 924 remove_button_link (this);
898 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 925
926 if (flag [FLAG_FRIENDLY])
899 remove_friendly_object (this); 927 remove_friendly_object (this);
900 }
901 928
902 if (QUERY_FLAG (this, FLAG_FREED)) 929 if (!flag [FLAG_REMOVED])
930 remove ();
931
932 destroy_inv (true);
933
934 deactivate ();
935 unlink ();
936
937 flag [FLAG_FREED] = 1;
938
939 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
903 { 944 {
904 dump_object (this); 945 freed_map = new maptile;
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 946
906 return; 947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
907 } 955 }
956
957 map = freed_map;
958 x = 1;
959 y = 1;
960 }
908 961
909 if (more) 962 if (more)
910 { 963 {
911 more->free (free_inventory); 964 more->destroy ();
912 more = 0; 965 more = 0;
913 } 966 }
914 967
915 if (inv)
916 {
917 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects
919 * drop on that space.
920 */
921 if (free_inventory || !map
922 || map->in_memory != MAP_IN_MEMORY
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv;
926
927 while (op)
928 {
929 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory);
932 op = tmp;
933 }
934 }
935 else
936 { /* Put objects in inventory onto this space */
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 remove_ob (op);
943
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
947 free_object (op);
948 else
949 {
950 op->x = x;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 }
954
955 op = tmp;
956 }
957 }
958 }
959
960 /* Remove object from the active list */
961 speed = 0; 968 head = 0;
962 update_ob_speed (this);
963 969
964 SET_FLAG (this, FLAG_FREED); 970 // clear those pointers that likely might cause circular references
965 971 owner = 0;
966 mortalise (); 972 enemy = 0;
973 attacked_by = 0;
974 current_weapon = 0;
967} 975}
968 976
969void 977void
970object::mortalise () 978object::destroy (bool destroy_inventory)
971{ 979{
972 count = 0; 980 if (destroyed ())
981 return;
973 982
974 /* Remove this object from the list of used objects */ 983 if (destroy_inventory)
975 if (prev) prev->next = next; 984 destroy_inv (false);
976 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978 985
979 free_key_values (this); 986 if (is_head ())
987 if (sound_destroy)
988 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER])
990 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
980 991
981 mortals.push_back (this); 992 attachable::destroy ();
982} 993}
983 994
984/* 995/* op->remove ():
985 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)).
987 */
988
989void sub_weight (object *op, signed long weight) {
990 while (op != NULL) {
991 if (op->type == CONTAINER) {
992 weight=(signed long)(weight*(100-op->stats.Str)/100);
993 }
994 op->carrying-=weight;
995 op = op->env;
996 }
997}
998
999/* remove_ob(op):
1000 * This function removes the object op from the linked list of objects 996 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the 997 * which it is currently tied to. When this function is done, the
1002 * object will have no environment. If the object previously had an 998 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 999 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 1000 * the previous environment.
1005 * Beware: This function is called from the editor as well!
1006 */ 1001 */
1007 1002void
1008void remove_ob(object *op) { 1003object::do_remove ()
1004{
1009 object *tmp,*last=NULL; 1005 object *tmp, *last = 0;
1010 object *otmp; 1006 object *otmp;
1011 tag_t tag;
1012 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 1007
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1018 dump_object(op); 1009 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 1010
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this);
1037 1013
1014 if (more)
1015 more->remove ();
1016
1038 /* 1017 /*
1039 * In this case, the object to be removed is in someones 1018 * In this case, the object to be removed is in someones
1040 * inventory. 1019 * inventory.
1020 */
1021 if (env)
1022 {
1023 adjust_weight (env, -total_weight ());
1024
1025 *(above ? &above->below : &env->inv) = below;
1026
1027 if (below)
1028 below->above = above;
1029
1030 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do.
1041 */ 1033 */
1042 if(op->env!=NULL) { 1034 map = env->map;
1043 if(op->nrof) 1035 x = env->x;
1044 sub_weight(op->env, op->weight*op->nrof); 1036 y = env->y;
1045 else 1037 above = 0;
1046 sub_weight(op->env, op->weight+op->carrying); 1038 below = 0;
1039 env = 0;
1047 1040
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1041 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1043 * to save cpu time.
1044 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 otmp->update_stats ();
1047 }
1048 else if (map)
1049 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
1064
1065 /* link the object above us */
1066 if (above)
1067 above->below = below;
1068 else
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1051 */ 1079 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1080 if (GET_MAP_OB (map, x, y) != this)
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1081 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1054 fix_player(otmp);
1055 1082
1056 if(op->above!=NULL) 1083 ms.bot = above; /* goes on above it. */
1057 op->above->below=op->below;
1058 else
1059 op->env->inv=op->below;
1060
1061 if(op->below!=NULL)
1062 op->below->above=op->above;
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */ 1084 }
1068 op->x=op->env->x,op->y=op->env->y; 1085
1069 op->map=op->env->map; 1086 above = 0;
1070 op->above=NULL,op->below=NULL; 1087 below = 0;
1071 op->env=NULL; 1088
1089 if (map->in_memory == MAP_SAVING)
1072 return; 1090 return;
1073 }
1074 1091
1075 /* If we get here, we are removing it from a map */ 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1076 if (op->map == NULL) return;
1077 1093
1078 x = op->x; 1094 if (object *pl = ms.player ())
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 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);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 } 1095 {
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1096 if (pl->container == this)
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1131 /* No point updating the players look faces if he is the object
1132 * being removed.
1133 */
1134
1135 if(tmp->type==PLAYER && tmp!=op) {
1136 /* If a container that the player is currently using somehow gets 1097 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1098 * removed (most likely destroyed), update the player view
1138 * appropriately. 1099 * appropriately.
1139 */ 1100 */
1140 if (tmp->container==op) { 1101 pl->close_container ();
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1102
1142 tmp->container=NULL; 1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 {
1108 /* No point updating the players look faces if he is the object
1109 * being removed.
1110 */
1111
1112 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1116 {
1117 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1143 } 1121 }
1144 tmp->contr->socket.update_look=1;
1145 }
1146 /* See if player moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1149 1122
1150 move_apply(tmp, op, NULL);
1151 if (was_destroyed (op, tag)) {
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 }
1155 }
1156
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158
1159 if(tmp->above == tmp)
1160 tmp->above = NULL;
1161 last=tmp; 1123 last = tmp;
1162 } 1124 }
1125
1163 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1164 if (last==NULL) { 1127 //TODO: this makes little sense, why only update the topmost object?
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1128 if (!last)
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1129 map->at (x, y).flags_ = 0;
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y);
1172 }
1173 else 1130 else
1174 update_object(last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1175 1132
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los(op->map, op->x, op->y); 1134 update_all_los (map, x, y);
1178 1135 }
1179} 1136}
1180 1137
1181/* 1138/*
1182 * merge_ob(op,top): 1139 * merge_ob(op,top):
1183 * 1140 *
1184 * This function goes through all objects below and including top, and 1141 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1142 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1143 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1144 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1145 */
1189 1146object *
1190object *merge_ob(object *op, object *top) { 1147merge_ob (object *op, object *top)
1148{
1191 if(!op->nrof) 1149 if (!op->nrof)
1192 return 0; 1150 return 0;
1193 if(top==NULL) 1151
1152 if (!top)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1155
1195 for(;top!=NULL;top=top->below) { 1156 for (; top; top = top->below)
1157 {
1196 if(top==op) 1158 if (top == op)
1197 continue; 1159 continue;
1198 if (CAN_MERGE(op,top)) 1160
1199 { 1161 if (object::can_merge (op, top))
1162 {
1200 top->nrof+=op->nrof; 1163 top->nrof += op->nrof;
1164
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1166 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1167 op->destroy ();
1204 free_object(op);
1205 return top; 1168 return top;
1206 } 1169 }
1207 } 1170 }
1171
1208 return NULL; 1172 return 0;
1209} 1173}
1210 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1211/* 1198/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1213 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1214 */ 1201 */
1202object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216 object* tmp; 1204{
1217 if (op->head) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 op=op->head; 1206 {
1219 for (tmp=op;tmp;tmp=tmp->more){
1220 tmp->x=x+tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1221 tmp->y=y+tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1222 } 1209 }
1210
1223 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1224} 1212}
1225 1213
1226/* 1214/*
1227 * insert_ob_in_map (op, map, originator, flag): 1215 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1216 * This function inserts the object in the two-way linked list
1241 * Return value: 1229 * Return value:
1242 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1232 * just 'op' otherwise
1245 */ 1233 */
1246 1234object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1249 object *tmp, *top, *floor=NULL; 1239 object *top, *floor = NULL;
1250 sint16 x,y;
1251 1240
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1241 op->remove ();
1253 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL;
1255 }
1256 if(m==NULL) {
1257 dump_object(op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1259 return op;
1260 }
1261 if(out_of_map(m,op->x,op->y)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1264#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted.
1268 */
1269 abort();
1270#endif
1271 return op;
1272 }
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1274 dump_object(op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1276 return op;
1277 }
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */
1280 1242
1281 object *more = op->more;
1282
1283 /* We really need the caller to normalize coordinates - if
1284 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it.
1287 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1289 more->map = get_map_from_coord(m, &more->x, &more->y);
1290 } else if (!more->map) {
1291 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent.
1293 */
1294 more->map = m;
1295 }
1296
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1298 if ( ! op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1300 return NULL;
1301 }
1302 }
1303 CLEAR_FLAG(op,FLAG_REMOVED);
1304
1305 /* Ideally, the caller figures this out. However, it complicates a lot 1243 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now 1244 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work 1245 * need extra work
1308 */ 1246 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y); 1247 if (!xy_normalise (m, op->x, op->y))
1310 x = op->x; 1248 {
1311 y = op->y; 1249 op->destroy ();
1250 return 0;
1251 }
1312 1252
1253 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0;
1256
1257 CLEAR_FLAG (op, FLAG_REMOVED);
1258
1259 op->map = m;
1260 mapspace &ms = op->ms ();
1261
1313 /* this has to be done after we translate the coordinates. 1262 /* this has to be done after we translate the coordinates.
1314 */ 1263 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) { 1264 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1317 if (CAN_MERGE(op,tmp)) { 1266 if (object::can_merge (op, tmp))
1267 {
1318 op->nrof+=tmp->nrof; 1268 op->nrof += tmp->nrof;
1319 remove_ob(tmp); 1269 tmp->destroy (1);
1320 free_object(tmp); 1270 }
1271
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274
1275 if (!QUERY_FLAG (op, FLAG_ALIVE))
1276 CLEAR_FLAG (op, FLAG_NO_STEAL);
1277
1278 if (flag & INS_BELOW_ORIGINATOR)
1279 {
1280 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1281 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort ();
1284 }
1285
1286 op->above = originator;
1287 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op;
1296 }
1297 else
1298 {
1299 top = ms.bot;
1300
1301 /* If there are other objects, then */
1302 if (top)
1303 {
1304 object *last = 0;
1305
1306 /*
1307 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1311 * floor, we want to insert above that and no further.
1312 * Also, if there are spell objects on this space, we stop processing
1313 * once we get to them. This reduces the need to traverse over all of
1314 * them when adding another one - this saves quite a bit of cpu time
1315 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects.
1317 */
1318 for (top = ms.bot; top; top = top->above)
1319 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1321 floor = top;
1322
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1324 {
1325 /* We insert above top, so we want this object below this */
1326 top = top->below;
1327 break;
1328 }
1329
1330 last = top;
1321 } 1331 }
1322 }
1323 1332
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1333 /* Don't want top to be NULL, so set it to the last valid object */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1334 top = last;
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328 1335
1329 if (flag & INS_BELOW_ORIGINATOR) { 1336 /* We let update_position deal with figuring out what the space
1330 if (originator->map != op->map || originator->x != op->x || 1337 * looks like instead of lots of conditions here.
1331 originator->y != op->y) { 1338 * makes things faster, and effectively the same result.
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /* 1339 */
1346 * If there are multiple objects on this space, we do some trickier handling. 1340
1347 * We've already dealt with merging if appropriate. 1341 /* Have object 'fall below' other objects that block view.
1348 * Generally, we want to put the new object on top. But if 1342 * Unless those objects are exits.
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1343 * If INS_ON_TOP is used, don't do this processing
1350 * floor, we want to insert above that and no further. 1344 * Need to find the object that in fact blocks view, otherwise
1351 * Also, if there are spell objects on this space, we stop processing 1345 * stacking is a bit odd.
1352 * once we get to them. This reduces the need to traverse over all of 1346 */
1353 * them when adding another one - this saves quite a bit of cpu time 1347 if (!(flag & INS_ON_TOP)
1354 * when lots of spells are cast in one area. Currently, it is presumed 1348 && ms.flags () & P_BLOCKSVIEW
1355 * that flying non pickable objects are spell objects. 1349 && (op->face && !faces [op->face].visibility))
1350 {
1351 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break;
1354
1355 /* Check to see if we found the object that blocks view,
1356 * and make sure we have a below pointer for it so that
1357 * we can get inserted below this one, which requires we
1358 * set top to the object below us.
1356 */ 1359 */
1357 1360 if (last && last->below && last != floor)
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above; 1361 top = last->below;
1371 } 1362 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */ 1363 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD) 1364
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1365 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor;
1402 1367
1403 /* Top is the object that our object (op) is going to get inserted above. 1368 /* Top is the object that our object (op) is going to get inserted above.
1404 */ 1369 */
1405 1370
1406 /* First object on this space */ 1371 /* First object on this space */
1407 if (!top) { 1372 if (!top)
1408 op->above = GET_MAP_OB(op->map, op->x, op->y); 1373 {
1374 op->above = ms.bot;
1375
1376 if (op->above)
1409 if (op->above) op->above->below = op; 1377 op->above->below = op;
1378
1410 op->below = NULL; 1379 op->below = 0;
1411 SET_MAP_OB(op->map, op->x, op->y, op); 1380 ms.bot = op;
1381 }
1382 else
1412 } else { /* get inserted into the stack above top */ 1383 { /* get inserted into the stack above top */
1413 op->above = top->above; 1384 op->above = top->above;
1385
1386 if (op->above)
1414 if (op->above) op->above->below = op; 1387 op->above->below = op;
1388
1415 op->below = top; 1389 op->below = top;
1416 top->above = op; 1390 top->above = op;
1417 } 1391 }
1392
1418 if (op->above==NULL) 1393 if (!op->above)
1419 SET_MAP_TOP(op->map,op->x, op->y, op); 1394 ms.top = op;
1420 } /* else not INS_BELOW_ORIGINATOR */ 1395 } /* else not INS_BELOW_ORIGINATOR */
1421 1396
1422 if(op->type==PLAYER) 1397 if (op->type == PLAYER)
1398 {
1423 op->contr->do_los=1; 1399 op->contr->do_los = 1;
1400 ++op->map->players;
1401 op->map->touch ();
1402 }
1424 1403
1425 /* If we have a floor, we know the player, if any, will be above 1404 op->map->dirty = true;
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1430 if (tmp->type == PLAYER)
1431 tmp->contr->socket.update_look=1;
1432 }
1433 1405
1406 if (object *pl = ms.player ())
1407 pl->contr->ns->floorbox_update ();
1408
1434 /* If this object glows, it may affect lighting conditions that are 1409 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1410 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players 1411 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well 1412 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way - 1413 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range, 1414 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area 1415 * or just updating the P_UPTODATE for spaces within this area
1441 * of effect may be sufficient. 1416 * of effect may be sufficient.
1442 */ 1417 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1418 if (op->map->darkness && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y); 1419 update_all_los (op->map, op->x, op->y);
1445 1420
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1421 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT); 1422 update_object (op, UP_OBJ_INSERT);
1449 1423
1424 INVOKE_OBJECT (INSERT, op);
1450 1425
1451 /* Don't know if moving this to the end will break anything. However, 1426 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this. 1427 * we want to have floorbox_update called before calling this.
1453 * 1428 *
1454 * check_move_on() must be after this because code called from 1429 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like 1430 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by 1431 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object(). 1432 * update_object().
1458 */ 1433 */
1459 1434
1460 /* if this is not the head or flag has been passed, don't check walk on status */ 1435 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1437 {
1463 if (check_move_on(op, originator)) 1438 if (check_move_on (op, originator))
1464 return NULL; 1439 return 0;
1465 1440
1466 /* If we are a multi part object, lets work our way through the check 1441 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1442 * walk on's.
1468 */ 1443 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1444 for (object *tmp = op->more; tmp; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1445 if (check_move_on (tmp, originator))
1471 return NULL; 1446 return 0;
1472 } 1447 }
1448
1473 return op; 1449 return op;
1474} 1450}
1475 1451
1476/* this function inserts an object in the map, but if it 1452/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1453 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1454 * op is the object to insert it under: supplies x and the map.
1479 */ 1455 */
1456void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1457replace_insert_ob_in_map (const char *arch_string, object *op)
1481 object *tmp; 1458{
1482 object *tmp1;
1483
1484 /* first search for itself and remove any old instances */ 1459 /* first search for itself and remove any old instances */
1485 1460
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1463 tmp->destroy (1);
1489 free_object(tmp);
1490 }
1491 }
1492 1464
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1465 object *tmp = arch_to_object (archetype::find (arch_string));
1494 1466
1495 1467 tmp->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1468 tmp->y = op->y;
1469
1497 insert_ob_in_map(tmp1,op->map,op,0); 1470 insert_ob_in_map (tmp, op->map, op, 0);
1498} 1471}
1472
1473object *
1474object::insert_at (object *where, object *originator, int flags)
1475{
1476 if (where->env)
1477 return where->env->insert (this);
1478 else
1479 return where->map->insert (this, where->x, where->y, originator, flags);
1480}
1481
1482// find player who can see this object
1483static object *
1484visible_to (object *op)
1485{
1486 if (!op->flag [FLAG_REMOVED])
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494
1495 // else a player could have our env open
1496 env = env->outer_env ();
1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514}
1515
1516/*
1517 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed.
1520 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */
1523bool
1524object::decrease (sint32 nr)
1525{
1526 nr = min (nr, nrof);
1527
1528 if (!nr)
1529 return 1;
1530
1531 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0
1538
1539 if (visible)
1540 esrv_send_item (visible, this);
1541
1542 return 1;
1543 }
1544 else
1545 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1);
1550 return 0;
1551 }
1552}
1499 1553
1500/* 1554/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1555 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1556 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1557 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1558 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1559 * global static errmsg array.
1506 */ 1560 */
1507 1561object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1562object::split (sint32 nr)
1509 object *newob; 1563{
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1564 if (nrof < nr)
1511
1512 if(orig_ob->nrof<nr) {
1513 sprintf(errmsg,"There are only %d %ss.",
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1515 return NULL;
1516 }
1517 newob = object_create_clone(orig_ob);
1518 if((orig_ob->nrof-=nr)<1) {
1519 if ( ! is_removed)
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) {
1524 if(orig_ob->env!=NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL;
1531 }
1532 }
1533 newob->nrof=nr;
1534
1535 return newob; 1565 return 0;
1536} 1566 else if (nrof == nr)
1567 {
1568 remove ();
1569 return this;
1570 }
1571 else
1572 {
1573 decrease (nr);
1537 1574
1538/* 1575 object *op = object_create_clone (this);
1539 * decrease_ob_nr(object, number) decreases a specified number from 1576 op->nrof = nr;
1540 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed.
1542 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */
1545
1546object *decrease_ob_nr (object *op, uint32 i)
1547{
1548 object *tmp;
1549 player *pl;
1550
1551 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1577 return op;
1553
1554 if (i > op->nrof)
1555 i = op->nrof;
1556
1557 if (QUERY_FLAG (op, FLAG_REMOVED))
1558 { 1578 }
1559 op->nrof -= i; 1579}
1580
1581//TODO: remove, but semantics differs from split_nr
1582object *
1583get_split_ob (object *orig_ob, uint32 nr)
1584{
1585 if (orig_ob->nrof < nr)
1560 } 1586 {
1561 else if (op->env != NULL) 1587 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1588 return 0;
1562 { 1589 }
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 }
1579 1590
1580 if (i < op->nrof) { 1591 return orig_ob->split (nr);
1581 sub_weight (op->env, op->weight * i); 1592}
1582 op->nrof -= i; 1593
1583 if (tmp) { 1594object *
1584 esrv_send_item(tmp, op); 1595insert_ob_in_ob (object *op, object *where)
1585 } 1596{
1586 } else { 1597 if (!where)
1587 remove_ob (op);
1588 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 }
1592 }
1593 } 1598 {
1594 else 1599 char *dump = dump_object (op);
1595 { 1600 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1596 object *above = op->above; 1601 free (dump);
1597
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above)
1606 if (tmp->type == PLAYER) {
1607 if (op->nrof)
1608 esrv_send_item(tmp, op);
1609 else
1610 esrv_del_item(tmp->contr, op->count);
1611 }
1612 }
1613
1614 if (op->nrof) {
1615 return op; 1602 return op;
1616 } else { 1603 }
1617 free_object (op); 1604
1618 return NULL; 1605 if (where->head_ () != where)
1619 } 1606 {
1620} 1607 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 1608 where = where->head;
1622/*
1623 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying.
1625 */
1626
1627void add_weight (object *op, signed long weight) {
1628 while (op!=NULL) {
1629 if (op->type == CONTAINER) {
1630 weight=(signed long)(weight*(100-op->stats.Str)/100);
1631 }
1632 op->carrying+=weight;
1633 op=op->env;
1634 } 1609 }
1635}
1636 1610
1611 return where->insert (op);
1612}
1613
1637/* 1614/*
1638 * insert_ob_in_ob(op,environment): 1615 * env->insert (op)
1639 * This function inserts the object op in the linked list 1616 * This function inserts the object op in the linked list
1640 * inside the object environment. 1617 * inside the object environment.
1641 * 1618 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * The function returns now pointer to inserted item, and return value can 1619 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1620 * be != op, if items are merged. -Tero
1649 */ 1621 */
1650 1622object *
1651object *insert_ob_in_ob(object *op,object *where) { 1623object::insert (object *op)
1652 object *tmp, *otmp; 1624{
1653
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1655 dump_object(op);
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) { 1625 if (op->more)
1626 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1627 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1628 return op;
1673 } 1629 }
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1630
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1631 op->remove ();
1632
1633 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1634
1676 if(op->nrof) { 1635 if (op->nrof)
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1636 for (object *tmp = inv; tmp; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1637 if (object::can_merge (tmp, op))
1638 {
1679 /* return the original object and remove inserted object 1639 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1640 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1641 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1642 op->destroy (1);
1683 * tmp->nrof, we need to increase the weight.
1684 */
1685 add_weight (where, op->weight*op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */
1688 op = tmp; 1643 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1644 goto inserted;
1690 CLEAR_FLAG(op, FLAG_REMOVED);
1691 break;
1692 } 1645 }
1693 1646
1694 /* I assume combined objects have no inventory 1647 op->owner = 0; // it's his/hers now. period.
1695 * We add the weight - this object could have just been removed 1648 op->map = 0;
1696 * (if it was possible to merge). calling remove_ob will subtract 1649 op->x = 0;
1697 * the weight, so we need to add it in again, since we actually do 1650 op->y = 0;
1698 * the linking below
1699 */
1700 add_weight (where, op->weight*op->nrof);
1701 } else
1702 add_weight (where, (op->weight+op->carrying));
1703 1651
1704 otmp=is_player_inv(where);
1705 if (otmp&&otmp->contr!=NULL) {
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp);
1708 }
1709
1710 op->map=NULL;
1711 op->env=where;
1712 op->above=NULL; 1652 op->above = 0;
1713 op->below=NULL; 1653 op->below = inv;
1714 op->x=0,op->y=0; 1654 op->env = this;
1715 1655
1656 if (inv)
1657 inv->above = op;
1658
1659 inv = op;
1660
1661 op->flag [FLAG_REMOVED] = 0;
1662
1663 adjust_weight (this, op->total_weight ());
1664
1665inserted:
1716 /* reset the light list and los of the players on the map */ 1666 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1667 if (op->glow_radius && map && map->darkness)
1718 { 1668 update_all_los (map, x, y);
1719#ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1721 op->name);
1722#endif /* DEBUG_LIGHTS */
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1724 }
1725 1669
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1670 if (object *otmp = in_player ())
1727 * It sure simplifies this function... 1671 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1728 */ 1672 otmp->update_stats ();
1729 if (where->inv==NULL) 1673
1730 where->inv=op; 1674 INVOKE_OBJECT (INSERT, this);
1731 else { 1675
1732 op->below = where->inv;
1733 op->below->above = op;
1734 where->inv = op;
1735 }
1736 return op; 1676 return op;
1737} 1677}
1738 1678
1739/* 1679/*
1740 * Checks if any objects has a move_type that matches objects 1680 * Checks if any objects has a move_type that matches objects
1754 * 1694 *
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1695 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1696 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1697 * on top.
1758 */ 1698 */
1759 1699int
1760int check_move_on (object *op, object *originator) 1700check_move_on (object *op, object *originator)
1761{ 1701{
1762 object *tmp; 1702 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1703 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1704 int x = op->x, y = op->y;
1705
1766 MoveType move_on, move_slow, move_block; 1706 MoveType move_on, move_slow, move_block;
1767 1707
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1708 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1709 return 0;
1770 1710
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1714
1777 /* if nothing on this space will slow op down or be applied, 1715 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1716 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1717 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1718 * as walking.
1781 */ 1719 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1720 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 1721 return 0;
1784 1722
1785 /* This is basically inverse logic of that below - basically, 1723 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 1724 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is 1725 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 1726 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1727 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 1728 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1729 return 0;
1792 1730
1793 /* The objects have to be checked from top to bottom. 1731 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1732 * Hence, we first go to the top:
1795 */ 1733 */
1796 1734
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 1736 {
1799 /* Trim the search when we find the first other spell effect 1737 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 1738 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 1739 * we don't need to check all of them.
1802 */ 1740 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 }
1744
1745 for (; tmp; tmp = tmp->below)
1804 } 1746 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1747 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1807 1749
1808 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1752 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually 1753 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty. 1754 * swim on that space, can't use it to avoid the penalty.
1813 */ 1755 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1757 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 {
1818 1761
1819 float diff; 1762 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1764
1822 if (op->type == PLAYER) { 1765 if (op->type == PLAYER)
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1768 diff /= 4.0;
1826 } 1769
1827 }
1828 op->speed_left -= diff; 1770 op->speed_left -= diff;
1829 } 1771 }
1830 } 1772 }
1831 1773
1832 /* Basically same logic as above, except now for actual apply. */ 1774 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1775 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1776 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 1777 {
1837 move_apply(tmp, op, originator); 1778 move_apply (tmp, op, originator);
1779
1838 if (was_destroyed (op, tag)) 1780 if (op->destroyed ())
1839 return 1; 1781 return 1;
1840 1782
1841 /* what the person/creature stepped onto has moved the object 1783 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1784 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1785 * have a feeling strange problems would result.
1844 */ 1786 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 1787 if (op->map != m || op->x != x || op->y != y)
1788 return 0;
1846 } 1789 }
1847 } 1790 }
1791
1848 return 0; 1792 return 0;
1849} 1793}
1850 1794
1851/* 1795/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1796 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1797 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1798 * The first matching object is returned, or NULL if none.
1855 */ 1799 */
1856 1800object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1801present_arch (const archetype *at, maptile *m, int x, int y)
1858 object *tmp; 1802{
1859 if(m==NULL || out_of_map(m,x,y)) { 1803 if (!m || out_of_map (m, x, y))
1804 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1806 return NULL;
1862 } 1807 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1808
1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if(tmp->arch == at) 1810 if (tmp->arch == at)
1865 return tmp; 1811 return tmp;
1812
1866 return NULL; 1813 return NULL;
1867} 1814}
1868 1815
1869/* 1816/*
1870 * present(type, map, x, y) searches for any objects with 1817 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1818 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1819 * The first matching object is returned, or NULL if none.
1873 */ 1820 */
1874 1821object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1822present (unsigned char type, maptile *m, int x, int y)
1876 object *tmp; 1823{
1877 if(out_of_map(m,x,y)) { 1824 if (out_of_map (m, x, y))
1825 {
1878 LOG(llevError,"Present called outside map.\n"); 1826 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1827 return NULL;
1880 } 1828 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1829
1830 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if(tmp->type==type) 1831 if (tmp->type == type)
1883 return tmp; 1832 return tmp;
1833
1884 return NULL; 1834 return NULL;
1885} 1835}
1886 1836
1887/* 1837/*
1888 * present_in_ob(type, object) searches for any objects with 1838 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1839 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1840 * The first matching object is returned, or NULL if none.
1891 */ 1841 */
1892 1842object *
1893object *present_in_ob(unsigned char type, const object *op) { 1843present_in_ob (unsigned char type, const object *op)
1894 object *tmp; 1844{
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1845 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 1846 if (tmp->type == type)
1897 return tmp; 1847 return tmp;
1848
1898 return NULL; 1849 return NULL;
1899} 1850}
1900 1851
1901/* 1852/*
1902 * present_in_ob (type, str, object) searches for any objects with 1853 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1861 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1862 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1863 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1864 * to be unique.
1914 */ 1865 */
1915 1866object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 1867present_in_ob_by_name (int type, const char *str, const object *op)
1917 object *tmp; 1868{
1918
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1869 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1870 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1871 return tmp;
1922 } 1872
1923 return NULL; 1873 return 0;
1924} 1874}
1925 1875
1926/* 1876/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1877 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1878 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1930 */ 1880 */
1931 1881object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 1882present_arch_in_ob (const archetype *at, const object *op)
1933 object *tmp; 1883{
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1884 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 1885 if (tmp->arch == at)
1936 return tmp; 1886 return tmp;
1887
1937 return NULL; 1888 return NULL;
1938} 1889}
1939 1890
1940/* 1891/*
1941 * activate recursively a flag on an object inventory 1892 * activate recursively a flag on an object inventory
1942 */ 1893 */
1894void
1943void flag_inv(object*op, int flag){ 1895flag_inv (object *op, int flag)
1944 object *tmp; 1896{
1945 if(op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 {
1947 SET_FLAG(tmp, flag); 1899 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 1900 flag_inv (tmp, flag);
1949 } 1901 }
1902}
1903
1950}/* 1904/*
1951 * desactivate recursively a flag on an object inventory 1905 * deactivate recursively a flag on an object inventory
1952 */ 1906 */
1907void
1953void unflag_inv(object*op, int flag){ 1908unflag_inv (object *op, int flag)
1954 object *tmp; 1909{
1955 if(op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 {
1957 CLEAR_FLAG(tmp, flag); 1912 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 1913 unflag_inv (tmp, flag);
1959 } 1914 }
1960}
1961
1962/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function.
1967 */
1968
1969void set_cheat(object *op) {
1970 SET_FLAG(op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ);
1972} 1915}
1973 1916
1974/* 1917/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 1918 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain 1919 * a spot at the given map and coordinates which will be able to contain
1978 * to search (see the freearr_x/y[] definition). 1921 * to search (see the freearr_x/y[] definition).
1979 * It returns a random choice among the alternatives found. 1922 * It returns a random choice among the alternatives found.
1980 * start and stop are where to start relative to the free_arr array (1,9 1923 * start and stop are where to start relative to the free_arr array (1,9
1981 * does all 4 immediate directions). This returns the index into the 1924 * does all 4 immediate directions). This returns the index into the
1982 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1925 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1983 * Note - this only checks to see if there is space for the head of the
1984 * object - if it is a multispace object, this should be called for all
1985 * pieces.
1986 * Note2: This function does correctly handle tiled maps, but does not 1926 * Note: This function does correctly handle tiled maps, but does not
1987 * inform the caller. However, insert_ob_in_map will update as 1927 * inform the caller. However, insert_ob_in_map will update as
1988 * necessary, so the caller shouldn't need to do any special work. 1928 * necessary, so the caller shouldn't need to do any special work.
1989 * Note - updated to take an object instead of archetype - this is necessary 1929 * Note - updated to take an object instead of archetype - this is necessary
1990 * because arch_blocked (now ob_blocked) needs to know the movement type 1930 * because arch_blocked (now ob_blocked) needs to know the movement type
1991 * to know if the space in question will block the object. We can't use 1931 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been 1932 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 1933 * customized, changed states, etc.
1994 */ 1934 */
1995 1935int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1936find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1937{
1938 int altern[SIZEOFFREE];
1997 int i,index=0, flag; 1939 int index = 0, flag;
1998 static int altern[SIZEOFFREE];
1999 1940
2000 for(i=start;i<stop;i++) { 1941 for (int i = start; i < stop; i++)
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1942 {
2002 if(!flag) 1943 mapxy pos (m, x, y); pos.move (i);
1944
1945 if (!pos.normalise ())
1946 continue;
1947
1948 mapspace &ms = *pos;
1949
1950 if (ms.flags () & P_IS_ALIVE)
1951 continue;
1952
1953 /* However, often
1954 * ob doesn't have any move type (when used to place exits)
1955 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956 */
1957 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 {
2003 altern[index++]=i; 1959 altern [index++] = i;
1960 continue;
1961 }
2004 1962
2005 /* Basically, if we find a wall on a space, we cut down the search size. 1963 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 1964 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 1965 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 1966 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 1967 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 1968 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 1969 * won't look 2 spaces south of the target space.
2012 */ 1970 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1971 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972 {
2014 stop=maxfree[i]; 1973 stop = maxfree[i];
2015 } 1974 continue;
2016 if(!index) return -1; 1975 }
2017 return altern[RANDOM()%index];
2018}
2019 1976
1977 /* Note it is intentional that we check ob - the movement type of the
1978 * head of the object should correspond for the entire object.
1979 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue;
1982
1983 if (ob->blocked (m, pos.x, pos.y))
1984 continue;
1985
1986 altern [index++] = i;
1987 }
1988
1989 if (!index)
1990 return -1;
1991
1992 return altern [rndm (index)];
1993}
1994
2020/* 1995/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 1996 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 1997 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 1998 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1999 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 2000 */
2026 2001int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2002find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028 int i; 2003{
2029 for(i=0;i<SIZEOFFREE;i++) { 2004 for (int i = 0; i < SIZEOFFREE; i++)
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2005 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2006 return i;
2032 } 2007
2033 return -1; 2008 return -1;
2034} 2009}
2035 2010
2036/* 2011/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2012 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2013 * arr[begin..end-1].
2014 * now uses a fisher-yates shuffle, old permute was broken
2039 */ 2015 */
2016static void
2040static void permute(int *arr, int begin, int end) 2017permute (int *arr, int begin, int end)
2041{ 2018{
2042 int i, j, tmp, len; 2019 arr += begin;
2020 end -= begin;
2043 2021
2044 len = end-begin; 2022 while (--end)
2045 for(i = begin; i < end; i++) 2023 swap (arr [end], arr [rndm (end + 1)]);
2046 {
2047 j = begin+RANDOM()%len;
2048
2049 tmp = arr[i];
2050 arr[i] = arr[j];
2051 arr[j] = tmp;
2052 }
2053} 2024}
2054 2025
2055/* new function to make monster searching more efficient, and effective! 2026/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2027 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for 2028 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed 2029 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within 2030 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order. 2031 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2032 */
2033void
2062void get_search_arr(int *search_arr) 2034get_search_arr (int *search_arr)
2063{ 2035{
2064 int i; 2036 int i;
2065 2037
2066 for(i = 0; i < SIZEOFFREE; i++) 2038 for (i = 0; i < SIZEOFFREE; i++)
2067 {
2068 search_arr[i] = i; 2039 search_arr[i] = i;
2069 }
2070 2040
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2041 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2042 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2043 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2044}
2075 2045
2076/* 2046/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2047 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2048 * given map at the given coordinates for live objects.
2083 * Perhaps incorrectly, but I'm making the assumption that exclude 2053 * Perhaps incorrectly, but I'm making the assumption that exclude
2084 * is actually want is going to try and move there. We need this info 2054 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move 2055 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2056 * there is capable of.
2087 */ 2057 */
2088 2058int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2059find_dir (maptile *m, int x, int y, object *exclude)
2060{
2090 int i,max=SIZEOFFREE, mflags; 2061 int i, max = SIZEOFFREE, mflags;
2062
2091 sint16 nx, ny; 2063 sint16 nx, ny;
2092 object *tmp; 2064 object *tmp;
2093 mapstruct *mp; 2065 maptile *mp;
2066
2094 MoveType blocked, move_type; 2067 MoveType blocked, move_type;
2095 2068
2096 if (exclude && exclude->head) { 2069 if (exclude && exclude->head_ () != exclude)
2070 {
2097 exclude = exclude->head; 2071 exclude = exclude->head;
2098 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2099 } else { 2073 }
2074 else
2075 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2077 move_type = MOVE_ALL;
2078 }
2079
2080 for (i = 1; i < max; i++)
2102 } 2081 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2082 mp = m;
2106 nx = x + freearr_x[i]; 2083 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2084 ny = y + freearr_y[i];
2108 2085
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2087
2110 if (mflags & P_OUT_OF_MAP) { 2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i];
2090 else
2091 {
2092 mapspace &ms = mp->at (nx, ny);
2093
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type)
2111 max = maxfree[i]; 2097 max = maxfree[i];
2112 } else {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2114
2115 if ((move_type & blocked) == move_type) {
2116 max=maxfree[i];
2117 } else if (mflags & P_IS_ALIVE) { 2098 else if (mflags & P_IS_ALIVE)
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2099 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2121 break; 2103 break;
2122 } 2104
2123 }
2124 if(tmp) { 2105 if (tmp)
2125 return freedir[i]; 2106 return freedir[i];
2126 }
2127 } 2107 }
2128 } 2108 }
2129 } 2109 }
2110
2130 return 0; 2111 return 0;
2131} 2112}
2132 2113
2133/* 2114/*
2134 * distance(object 1, object 2) will return the square of the 2115 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2116 * distance between the two given objects.
2136 */ 2117 */
2137 2118int
2138int distance(const object *ob1, const object *ob2) { 2119distance (const object *ob1, const object *ob2)
2139 int i; 2120{
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2121 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2142 return i;
2143} 2122}
2144 2123
2145/* 2124/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2125 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another 2126 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2127 * object, needs to travel toward it.
2149 */ 2128 */
2150 2129int
2151int find_dir_2(int x, int y) { 2130find_dir_2 (int x, int y)
2131{
2152 int q; 2132 int q;
2153 2133
2154 if(y) 2134 if (y)
2155 q=x*100/y; 2135 q = x * 100 / y;
2156 else if (x) 2136 else if (x)
2157 q= -300*x; 2137 q = -300 * x;
2158 else 2138 else
2159 return 0; 2139 return 0;
2160 2140
2161 if(y>0) { 2141 if (y > 0)
2142 {
2162 if(q < -242) 2143 if (q < -242)
2163 return 3 ; 2144 return 3;
2164 if (q < -41) 2145 if (q < -41)
2165 return 2 ; 2146 return 2;
2166 if (q < 41) 2147 if (q < 41)
2167 return 1 ; 2148 return 1;
2168 if (q < 242) 2149 if (q < 242)
2169 return 8 ; 2150 return 8;
2170 return 7 ; 2151 return 7;
2171 } 2152 }
2172 2153
2173 if (q < -242) 2154 if (q < -242)
2174 return 7 ; 2155 return 7;
2175 if (q < -41) 2156 if (q < -41)
2176 return 6 ; 2157 return 6;
2177 if (q < 41) 2158 if (q < 41)
2178 return 5 ; 2159 return 5;
2179 if (q < 242) 2160 if (q < 242)
2180 return 4 ; 2161 return 4;
2181 2162
2182 return 3 ; 2163 return 3;
2183}
2184
2185/*
2186 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction).
2189 */
2190
2191int absdir(int d) {
2192 while(d<1) d+=8;
2193 while(d>8) d-=8;
2194 return d;
2195} 2164}
2196 2165
2197/* 2166/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2167 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2168 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2169 */
2201 2170int
2202int dirdiff(int dir1, int dir2) { 2171dirdiff (int dir1, int dir2)
2172{
2203 int d; 2173 int d;
2174
2204 d = abs(dir1 - dir2); 2175 d = abs (dir1 - dir2);
2205 if(d>4) 2176 if (d > 4)
2206 d = 8 - d; 2177 d = 8 - d;
2178
2207 return d; 2179 return d;
2208} 2180}
2209 2181
2210/* peterm: 2182/* peterm:
2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2183 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2214 * This basically means that if direction is 15, then it could either go 2186 * This basically means that if direction is 15, then it could either go
2215 * direction 4, 14, or 16 to get back to where we are. 2187 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2188 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2189 * functions.
2218 */ 2190 */
2219
2220int reduction_dir[SIZEOFFREE][3] = { 2191int reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2192 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2193 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2194 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2195 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2196 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2197 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2198 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2199 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2200 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2201 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2202 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2203 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2204 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2205 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2206 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2207 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2208 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2209 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2210 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2211 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2212 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2213 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2214 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2215 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2216 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2217 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2218 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2219 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2220 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2221 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2222 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2223 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2224 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2225 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2226 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2227 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2228 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2229 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2230 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2231 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2232 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2233 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2234 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2235 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2236 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2237 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2238 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2239 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2240 {24, 9, -1}
2241}; /* 48 */
2270 2242
2271/* Recursive routine to step back and see if we can 2243/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2244 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2245 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2246 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2247 * Modified to be map tile aware -.MSW
2276 */ 2248 */
2277 2249int
2278
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2250can_see_monsterP (maptile *m, int x, int y, int dir)
2251{
2280 sint16 dx, dy; 2252 sint16 dx, dy;
2281 int mflags; 2253 int mflags;
2282 2254
2255 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2256 return 0; /* exit condition: invalid direction */
2284 2257
2285 dx = x + freearr_x[dir]; 2258 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2259 dy = y + freearr_y[dir];
2287 2260
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2261 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2262
2290 /* This functional arguably was incorrect before - it was 2263 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2264 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2265 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2266 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or 2267 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2268 * at least its move type.
2296 */ 2269 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2270 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2271 return 0;
2298 2272
2299 /* yes, can see. */ 2273 /* yes, can see. */
2300 if(dir < 9) return 1; 2274 if (dir < 9)
2275 return 1;
2276
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2277 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2278 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2279 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2304} 2280}
2305 2281
2306
2307
2308/* 2282/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2283 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be 2284 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2285 * picked up, otherwise 0.
2312 * 2286 *
2313 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2287 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2314 * core dumps if they do. 2288 * core dumps if they do.
2315 * 2289 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2290 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2291 */
2318 2292int
2319int can_pick(const object *who, const object *item) { 2293can_pick (const object *who, const object *item)
2294{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2298}
2325
2326 2299
2327/* 2300/*
2328 * create clone from object to another 2301 * create clone from object to another
2329 */ 2302 */
2303object *
2330object *object_create_clone (object *asrc) { 2304object_create_clone (object *asrc)
2305{
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2306 object *dst = 0, *tmp, *src, *prev, *item;
2332 2307
2333 if(!asrc) return NULL; 2308 if (!asrc)
2334 src = asrc; 2309 return 0;
2335 if(src->head) 2310
2336 src = src->head; 2311 src = asrc->head_ ();
2337 2312
2338 prev = NULL; 2313 prev = 0;
2339 for(part = src; part; part = part->more) { 2314 for (object *part = src; part; part = part->more)
2340 tmp = get_object(); 2315 {
2341 copy_object(part,tmp); 2316 tmp = part->clone ();
2342 tmp->x -= src->x; 2317 tmp->x -= src->x;
2343 tmp->y -= src->y; 2318 tmp->y -= src->y;
2319
2344 if(!part->head) { 2320 if (!part->head)
2321 {
2345 dst = tmp; 2322 dst = tmp;
2346 tmp->head = NULL; 2323 tmp->head = 0;
2324 }
2347 } else { 2325 else
2348 tmp->head = dst; 2326 tmp->head = dst;
2349 } 2327
2350 tmp->more = NULL; 2328 tmp->more = 0;
2329
2351 if(prev) 2330 if (prev)
2352 prev->more = tmp; 2331 prev->more = tmp;
2332
2353 prev = tmp; 2333 prev = tmp;
2354 } 2334 }
2355 /*** copy inventory ***/ 2335
2356 for(item = src->inv; item; item = item->below) { 2336 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2337 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2338
2360 return dst; 2339 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369}
2370
2371/* GROS - Creates an object using a string representing its content. */
2372/* Basically, we save the content of the string to a temp file, then call */
2373/* load_object on it. I admit it is a highly inefficient way to make things, */
2374/* but it was simple to make and allows reusing the load_object function. */
2375/* Remember not to use load_object_str in a time-critical situation. */
2376/* Also remember that multiparts objects are not supported for now. */
2377
2378object* load_object_str(const char *obstr)
2379{
2380 object *op;
2381 char filename[MAX_BUF];
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2383
2384 FILE *tempfile=fopen(filename,"w");
2385 if (tempfile == NULL)
2386 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n");
2388 return NULL;
2389 };
2390 fprintf(tempfile,obstr);
2391 fclose(tempfile);
2392
2393 op=get_object();
2394
2395 object_thawer thawer (filename);
2396
2397 if (thawer)
2398 load_object(thawer,op,0);
2399
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED);
2402
2403 return op;
2404} 2340}
2405 2341
2406/* This returns the first object in who's inventory that 2342/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2343 * has the same type and subtype match.
2408 * returns NULL if no match. 2344 * returns NULL if no match.
2409 */ 2345 */
2346object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2347find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2348{
2412 object *tmp;
2413
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2349 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2350 if (tmp->type == type && tmp->subtype == subtype)
2351 return tmp;
2416 2352
2417 return NULL; 2353 return 0;
2418} 2354}
2419 2355
2420/* If ob has a field named key, return the link from the list, 2356/* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL. 2357 * otherwise return NULL.
2422 * 2358 *
2423 * key must be a passed in shared string - otherwise, this won't 2359 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing. 2360 * do the desired thing.
2425 */ 2361 */
2362key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2363get_ob_key_link (const object *ob, const char *key)
2427 key_value * link; 2364{
2428
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2365 for (key_value *link = ob->key_values; link; link = link->next)
2430 if (link->key == key) { 2366 if (link->key == key)
2431 return link; 2367 return link;
2432 } 2368
2433 } 2369 return 0;
2434 2370}
2435 return NULL;
2436}
2437 2371
2438/* 2372/*
2439 * Returns the value of op has an extra_field for key, or NULL. 2373 * Returns the value of op has an extra_field for key, or NULL.
2440 * 2374 *
2441 * The argument doesn't need to be a shared string. 2375 * The argument doesn't need to be a shared string.
2442 * 2376 *
2443 * The returned string is shared. 2377 * The returned string is shared.
2444 */ 2378 */
2379const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2380get_ob_key_value (const object *op, const char *const key)
2381{
2446 key_value * link; 2382 key_value *link;
2447 const char * canonical_key; 2383 shstr_cmp canonical_key (key);
2384
2385 if (!canonical_key)
2448 2386 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2387 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2388 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2389 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2390 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2391 */
2457 return NULL; 2392 return 0;
2458 } 2393 }
2459 2394
2460 /* This is copied from get_ob_key_link() above - 2395 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2396 * only 4 lines, and saves the function call overhead.
2462 */ 2397 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2398 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2399 if (link->key == canonical_key)
2465 return link->value; 2400 return link->value;
2466 }
2467 }
2468 return NULL;
2469}
2470 2401
2402 return 0;
2403}
2471 2404
2472/* 2405/*
2473 * Updates the canonical_key in op to value. 2406 * Updates the canonical_key in op to value.
2474 * 2407 *
2475 * canonical_key is a shared string (value doesn't have to be). 2408 * canonical_key is a shared string (value doesn't have to be).
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2410 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys. 2411 * keys.
2479 * 2412 *
2480 * Returns TRUE on success. 2413 * Returns TRUE on success.
2481 */ 2414 */
2415int
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2416set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2417{
2483 key_value * field = NULL, *last=NULL; 2418 key_value *field = NULL, *last = NULL;
2484 2419
2485 for (field=op->key_values; field != NULL; field=field->next) { 2420 for (field = op->key_values; field != NULL; field = field->next)
2421 {
2486 if (field->key != canonical_key) { 2422 if (field->key != canonical_key)
2423 {
2487 last = field; 2424 last = field;
2488 continue; 2425 continue;
2489 } 2426 }
2490 2427
2491 if (value) 2428 if (value)
2492 field->value = value; 2429 field->value = value;
2493 else { 2430 else
2431 {
2494 /* Basically, if the archetype has this key set, 2432 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2433 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2434 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2435 * we get this value back again.
2498 */ 2436 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2437 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0; 2438 field->value = 0;
2439 else
2440 {
2441 if (last)
2442 last->next = field->next;
2501 else 2443 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2444 op->key_values = field->next;
2505 2445
2506 delete field; 2446 delete field;
2507 } 2447 }
2508 } 2448 }
2509 return TRUE; 2449 return TRUE;
2510 } 2450 }
2511 /* IF we get here, key doesn't exist */ 2451 /* IF we get here, key doesn't exist */
2512 2452
2513 /* No field, we'll have to add it. */ 2453 /* No field, we'll have to add it. */
2514 2454
2515 if (!add_key) { 2455 if (!add_key)
2516 return FALSE; 2456 return FALSE;
2517 } 2457
2518 /* There isn't any good reason to store a null 2458 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2459 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2460 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2461 * be here. If user wants to store empty strings,
2522 * should pass in "" 2462 * should pass in ""
2523 */ 2463 */
2524 if (value == NULL) return TRUE; 2464 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE; 2465 return TRUE;
2466
2467 field = new key_value;
2468
2469 field->key = canonical_key;
2470 field->value = value;
2471 /* Usual prepend-addition. */
2472 field->next = op->key_values;
2473 op->key_values = field;
2474
2475 return TRUE;
2535} 2476}
2536 2477
2537/* 2478/*
2538 * Updates the key in op to value. 2479 * Updates the key in op to value.
2539 * 2480 *
2541 * and not add new ones. 2482 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key 2483 * In general, should be little reason FALSE is ever passed in for add_key
2543 * 2484 *
2544 * Returns TRUE on success. 2485 * Returns TRUE on success.
2545 */ 2486 */
2487int
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2488set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{ 2489{
2548 shstr key_ (key); 2490 shstr key_ (key);
2491
2549 return set_ob_key_value_s (op, key_, value, add_key); 2492 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2493}
2494
2495object::depth_iterator::depth_iterator (object *container)
2496: iterator_base (container)
2497{
2498 while (item->inv)
2499 item = item->inv;
2500}
2501
2502void
2503object::depth_iterator::next ()
2504{
2505 if (item->below)
2506 {
2507 item = item->below;
2508
2509 while (item->inv)
2510 item = item->inv;
2511 }
2512 else
2513 item = item->env;
2514}
2515
2516const char *
2517object::flag_desc (char *desc, int len) const
2518{
2519 char *p = desc;
2520 bool first = true;
2521
2522 *p = 0;
2523
2524 for (int i = 0; i < NUM_FLAGS; i++)
2525 {
2526 if (len <= 10) // magic constant!
2527 {
2528 snprintf (p, len, ",...");
2529 break;
2530 }
2531
2532 if (flag [i])
2533 {
2534 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2535 len -= cnt;
2536 p += cnt;
2537 first = false;
2538 }
2539 }
2540
2541 return desc;
2542}
2543
2544// return a suitable string describing an object in enough detail to find it
2545const char *
2546object::debug_desc (char *info) const
2547{
2548 char flagdesc[512];
2549 char info2[256 * 4];
2550 char *p = info;
2551
2552 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2553 count,
2554 uuid.c_str (),
2555 &name,
2556 title ? "\",title:\"" : "",
2557 title ? (const char *)title : "",
2558 flag_desc (flagdesc, 512), type);
2559
2560 if (!this->flag[FLAG_REMOVED] && env)
2561 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2562
2563 if (map)
2564 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2565
2566 return info;
2567}
2568
2569const char *
2570object::debug_desc () const
2571{
2572 static char info[3][256 * 4];
2573 static int info_idx;
2574
2575 return debug_desc (info [++info_idx % 3]);
2576}
2577
2578struct region *
2579object::region () const
2580{
2581 return map ? map->region (x, y)
2582 : region::default_region ();
2583}
2584
2585const materialtype_t *
2586object::dominant_material () const
2587{
2588 if (materialtype_t *mt = name_to_material (materialname))
2589 return mt;
2590
2591 return name_to_material (shstr_unknown);
2592}
2593
2594void
2595object::open_container (object *new_container)
2596{
2597 if (container == new_container)
2598 return;
2599
2600 if (object *old_container = container)
2601 {
2602 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2603 return;
2604
2605#if 0
2606 // remove the "Close old_container" object.
2607 if (object *closer = old_container->inv)
2608 if (closer->type == CLOSE_CON)
2609 closer->destroy ();
2610#endif
2611
2612 old_container->flag [FLAG_APPLIED] = 0;
2613 container = 0;
2614
2615 esrv_update_item (UPD_FLAGS, this, old_container);
2616 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2617 play_sound (sound_find ("chest_close"));
2618 }
2619
2620 if (new_container)
2621 {
2622 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2623 return;
2624
2625 // TODO: this does not seem to serve any purpose anymore?
2626#if 0
2627 // insert the "Close Container" object.
2628 if (archetype *closer = new_container->other_arch)
2629 {
2630 object *closer = arch_to_object (new_container->other_arch);
2631 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2632 new_container->insert (closer);
2633 }
2634#endif
2635
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2637
2638 new_container->flag [FLAG_APPLIED] = 1;
2639 container = new_container;
2640
2641 esrv_update_item (UPD_FLAGS, this, new_container);
2642 esrv_send_inventory (this, new_container);
2643 play_sound (sound_find ("chest_open"));
2644 }
2645}
2646
2647object *
2648object::force_find (const shstr name)
2649{
2650 /* cycle through his inventory to look for the MARK we want to
2651 * place
2652 */
2653 for (object *tmp = inv; tmp; tmp = tmp->below)
2654 if (tmp->type == FORCE && tmp->slaying == name)
2655 return splay (tmp);
2656
2657 return 0;
2658}
2659
2660void
2661object::force_add (const shstr name, int duration)
2662{
2663 if (object *force = force_find (name))
2664 force->destroy ();
2665
2666 object *force = get_archetype (FORCE_NAME);
2667
2668 force->slaying = name;
2669 force->stats.food = 1;
2670 force->speed_left = -1.f;
2671
2672 force->set_speed (duration ? 1.f / duration : 0.f);
2673 force->flag [FLAG_IS_USED_UP] = true;
2674 force->flag [FLAG_APPLIED] = true;
2675
2676 insert (force);
2677}
2678
2679void
2680object::play_sound (faceidx sound)
2681{
2682 if (!sound)
2683 return;
2684
2685 if (flag [FLAG_REMOVED])
2686 return;
2687
2688 if (env)
2689 {
2690 if (object *pl = in_player ())
2691 pl->contr->play_sound (sound);
2692 }
2693 else
2694 map->play_sound (sound, x, y);
2695}
2696

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