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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.213 by root, Tue Apr 22 01:18:10 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 1.19 2006/09/08 17:14:07 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 24#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 25#include <stdio.h>
35#include <sys/types.h> 26#include <sys/types.h>
36#include <sys/uio.h> 27#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 28#include <object.h>
39#include <funcpoint.h> 29#include <sproto.h>
40#include <skills.h>
41#include <loader.h> 30#include <loader.h>
42int nrofallocobjects = 0;
43 31
44object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37
38objectvec objects;
39activevec actives;
40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = {
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46};
50short freearr_y[SIZEOFFREE]= 47short freearr_y[SIZEOFFREE] = {
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52};
53int maxfree[SIZEOFFREE]= 53int maxfree[SIZEOFFREE] = {
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
56int freedir[SIZEOFFREE]= { 59int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 60 0,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64};
59 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
60 139
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 142compare_ob_value_lists_one (const object *wants, const object *has)
143{
63 key_value * wants_field; 144 key_value *wants_field;
64 145
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
68 */ 149 */
69 150
70 /* For each field in wants, */ 151 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
153 {
72 key_value * has_field; 154 key_value *has_field;
73 155
74 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
76 158
77 if (has_field == NULL) { 159 if (!has_field)
78 /* No field with that name. */ 160 return 0; /* No field with that name. */
79 return FALSE; 161
80 }
81
82 /* Found the matching field. */ 162 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 163 if (has_field->value != wants_field->value)
84 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 165
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return 1;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
118{ 196{
119 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
121 return 0; 203 return 0;
122 204
123 if (ob1->speed != ob2->speed) 205 /* Do not merge objects if nrof would overflow. First part checks
206 * for unsigned overflow (2c), second part checks whether the result
207 * would fit into a 32 bit signed int, which is often used to hold
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
124 return 0; 211 return 0;
125 212
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
135 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
136 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 217 * flags lose any meaning.
138 */ 218 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 221
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 224
145 225 if (ob1->arch->name != ob2->arch->name
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 244 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 245 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
178 return 0; 249 return 0;
179 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
180 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
181 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
182 */ 261 */
183 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
184 { 263 {
185 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0;
188
189 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!(ob1->inv && ob2->inv))
191 return 0; 265 return 0; /* inventories differ in length */
266
267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
270 if (!object::can_merge (ob1->inv, ob2->inv))
271 return 0; /* inventory objects differ */
192 272
193 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 274 * if it is valid.
195 */ 275 */
196 } 276 }
204 284
205 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
207 * check? 287 * check?
208 */ 288 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 290 return 0;
212 291
213 switch (ob1->type) 292 switch (ob1->type)
214 { 293 {
215 case SCROLL: 294 case SCROLL:
216 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
217 return 0; 296 return 0;
218 break; 297 break;
219 } 298 }
220 299
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
222 { 301 {
223 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
225 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
226 return 0; 305
227 else if (!compare_ob_value_lists (ob1, ob2)) 306 if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 307 return 0;
229 } 308 }
230 309
231 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
233 { 311 {
234 ob1->optimise (); 312 ob1->optimise ();
235 ob2->optimise (); 313 ob2->optimise ();
236 314
237 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
238 return 0; 316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
239 } 329 }
240 330
241 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
242 return 1; 332 return 1;
243} 333}
334
335// adjust weight per container type ("of holding")
336static sint32
337weight_adjust (object *op, sint32 weight)
338{
339 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight;
342}
343
244/* 344/*
345 * adjust_weight(object, weight) adds the specified weight to an object,
346 * and also updates how much the environment(s) is/are carrying.
347 */
348static void
349adjust_weight (object *op, sint32 weight)
350{
351 while (op)
352 {
353 weight = weight_adjust (op, weight);
354
355 if (!weight)
356 return;
357
358 op->carrying += weight;
359
360 if (object *pl = op->visible_to ())
361 esrv_update_item (UPD_WEIGHT, pl, op);
362
363 op = op->env;
364 }
365}
366
367/*
245 * sum_weight() is a recursive function which calculates the weight 368 * this is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 369 * an object is carrying. It goes through op and figures out how much
247 * containers are carrying, and sums it up. 370 * containers are carrying, and sums it up.
248 */ 371 */
249signed long sum_weight(object *op) { 372void
250 signed long sum; 373object::update_weight ()
251 object *inv; 374{
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 375 sint32 sum = 0;
376
377 for (object *op = inv; op; op = op->below)
378 {
253 if (inv->inv) 379 if (op->inv)
254 sum_weight(inv); 380 op->update_weight ();
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 381
382 sum += op->total_weight ();
256 } 383 }
257 if (op->type == CONTAINER && op->stats.Str) 384
258 sum = (sum * (100 - op->stats.Str))/100; 385 sum = weight_adjust (this, sum);
259 if(op->carrying != sum) 386
387 if (sum != carrying)
388 {
260 op->carrying = sum; 389 carrying = sum;
261 return sum;
262}
263 390
391 if (object *pl = visible_to ())
392 esrv_update_item (UPD_WEIGHT, pl, this);
393 }
394}
395
264/** 396/*
265 * Return the outermost environment object for a given object. 397 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
266 */ 398 */
267 399char *
268object *object_get_env_recursive (object *op) {
269 while (op->env != NULL)
270 op = op->env;
271 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285}
286
287/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array.
291 */
292
293void dump_object2(object *op) {
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 400dump_object (object *op)
340 if(op==NULL) { 401{
341 strcpy(errmsg,"[NULL pointer]"); 402 if (!op)
342 return; 403 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 404
348void dump_all_objects(void) { 405 object_freezer freezer;
349 object *op; 406 op->write (freezer);
350 for(op=objects;op!=NULL;op=op->next) { 407 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 408}
355 409
356/* 410/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 411 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 412 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 413 * If it's not a multi-object, it is returned.
360 */ 414 */
361 415object *
362object *get_nearest_part(object *op, const object *pl) { 416get_nearest_part (object *op, const object *pl)
417{
363 object *tmp,*closest; 418 object *tmp, *closest;
364 int last_dist,i; 419 int last_dist, i;
420
365 if(op->more==NULL) 421 if (!op->more)
366 return op; 422 return op;
423
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 424 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
425 tmp;
426 tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 427 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 428 closest = tmp, last_dist = i;
429
370 return closest; 430 return closest;
371} 431}
372 432
373/* 433/*
374 * Returns the object which has the count-variable equal to the argument. 434 * Returns the object which has the count-variable equal to the argument.
435 * VERRRY slow.
375 */ 436 */
376 437object *
377object *find_object(tag_t i) { 438find_object (tag_t i)
378 object *op; 439{
379 for(op=objects;op!=NULL;op=op->next) 440 for_all_objects (op)
380 if(op->count==i) 441 if (op->count == i)
381 break;
382 return op; 442 return op;
443
444 return 0;
383} 445}
384 446
385/* 447/*
386 * Returns the first object which has a name equal to the argument. 448 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 449 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 450 * Enables features like "patch <name-of-other-player> food 999"
389 */ 451 */
390 452object *
391object *find_object_name(const char *str) { 453find_object_name (const char *str)
392 const char *name = shstr::find (str); 454{
455 shstr_cmp str_ (str);
393 object *op; 456 object *op;
394 for(op=objects;op!=NULL;op=op->next) 457
458 for_all_objects (op)
395 if(&op->name == name) 459 if (op->name == str_)
396 break; 460 break;
397 461
398 return op; 462 return op;
399}
400
401void free_all_object_data ()
402{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 463}
440 464
441/* 465/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 466 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 467 * skill and experience objects.
468 * ACTUALLY NO! investigate! TODO
444 */ 469 */
445void set_owner (object *op, object *owner) 470void
471object::set_owner (object *owner)
446{ 472{
447 if(owner==NULL||op==NULL) 473 // allow objects which own objects
474 if (owner)
475 while (owner->owner)
476 owner = owner->owner;
477
478 if (flag [FLAG_FREED])
479 {
480 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
448 return; 481 return;
482 }
449 483
450 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid.
456 */
457 while (owner->owner && owner!=owner->owner &&
458 owner->ownercount==owner->owner->count) owner=owner->owner;
459
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 484 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470} 485}
471 486
472/* Set the owner to clone's current owner and set the skill and experience 487int
473 * objects to clone's objects (typically those objects that where the owner's 488object::slottype () const
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{ 489{
484 object *owner = get_owner (clone); 490 if (type == SKILL)
485 if (owner == NULL) { 491 {
486 /* players don't have owners - they own themselves. Update 492 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
487 * as appropriate. 493 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
494 }
495 else
496 {
497 if (slot [body_combat].info) return slot_combat;
498 if (slot [body_range ].info) return slot_ranged;
499 }
500
501 return slot_none;
502}
503
504bool
505object::change_weapon (object *ob)
506{
507 if (current_weapon == ob)
508 return true;
509
510 if (chosen_skill)
511 chosen_skill->flag [FLAG_APPLIED] = false;
512
513 current_weapon = ob;
514 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
515
516 if (chosen_skill)
517 chosen_skill->flag [FLAG_APPLIED] = true;
518
519 update_stats ();
520
521 if (ob)
522 {
523 // now check wether any body locations became invalid, in which case
524 // we cannot apply the weapon at the moment.
525 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
526 if (slot[i].used < 0)
488 */ 527 {
489 if (clone->type == PLAYER) owner=clone; 528 current_weapon = chosen_skill = 0;
490 else return; 529 update_stats ();
530
531 new_draw_info_format (NDI_UNIQUE, 0, this,
532 "You try to balance all your items at once, "
533 "but the %s is just too much for your body. "
534 "[You need to unapply some items first.]", &ob->name);
535 return false;
536 }
537
538 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
539 }
540 else
541 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
542
543 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
491 } 544 {
492 set_owner(op, owner); 545 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
546 &name, ob->debug_desc ());
547 return false;
548 }
493 549
550 return true;
494} 551}
495 552
496/* Zero the key_values on op, decrementing the shared-string 553/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 554 * refcounts and freeing the links.
498 */ 555 */
556static void
499static void free_key_values(object * op) 557free_key_values (object *op)
500{ 558{
501 for (key_value *i = op->key_values; i != 0; ) 559 for (key_value *i = op->key_values; i; )
502 { 560 {
503 key_value *next = i->next; 561 key_value *next = i->next;
504 delete i; 562 delete i;
563
505 i = next; 564 i = next;
506 } 565 }
507 566
508 op->key_values = 0; 567 op->key_values = 0;
509} 568}
510 569
511void object::clear () 570object &
571object::operator =(const object &src)
512{ 572{
513 attachable_base::clear (); 573 bool is_freed = flag [FLAG_FREED];
574 bool is_removed = flag [FLAG_REMOVED];
514 575
515 free_key_values (this); 576 *(object_copy *)this = src;
516 577
517 name = 0; 578 flag [FLAG_FREED] = is_freed;
518 name_pl = 0; 579 flag [FLAG_REMOVED] = is_removed;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object
579 * will point at garbage.
580 */
581
582void copy_object (object *op2, object *op)
583{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586
587 op2->clone (op);
588
589 if (is_freed) SET_FLAG (op, FLAG_FREED);
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
591
592 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
594 580
595 /* Copy over key_values, if any. */ 581 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 582 if (src.key_values)
597 { 583 {
598 key_value *tail = NULL; 584 key_value *tail = 0;
599 key_value *i;
600
601 op->key_values = NULL; 585 key_values = 0;
602 586
603 for (i = op2->key_values; i != NULL; i = i->next) 587 for (key_value *i = src.key_values; i; i = i->next)
604 { 588 {
605 key_value *new_link = new key_value; 589 key_value *new_link = new key_value;
606 590
607 new_link->next = NULL; 591 new_link->next = 0;
608 new_link->key = i->key; 592 new_link->key = i->key;
609 new_link->value = i->value; 593 new_link->value = i->value;
610 594
611 /* Try and be clever here, too. */ 595 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 596 if (!key_values)
613 { 597 {
614 op->key_values = new_link; 598 key_values = new_link;
615 tail = new_link; 599 tail = new_link;
616 } 600 }
617 else 601 else
618 { 602 {
619 tail->next = new_link; 603 tail->next = new_link;
620 tail = new_link; 604 tail = new_link;
621 } 605 }
622 } 606 }
623 } 607 }
624
625 update_ob_speed (op);
626} 608}
627 609
610/*
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622
623 if (speed < 0)
624 dst->speed_left -= rndm ();
625
626 dst->set_speed (dst->speed);
627}
628
629void
630object::instantiate ()
631{
632 if (!uuid.seq) // HACK
633 uuid = UUID::gen ();
634
635 speed_left = -0.1f;
636 /* copy the body_info to the body_used - this is only really
637 * need for monsters, but doesn't hurt to do it for everything.
638 * by doing so, when a monster is created, it has good starting
639 * values for the body_used info, so when items are created
640 * for it, they can be properly equipped.
641 */
642 for (int i = NUM_BODY_LOCATIONS; i--; )
643 slot[i].used = slot[i].info;
644
645 attachable::instantiate ();
646}
647
648object *
628object::object () 649object::clone ()
629{ 650{
630 count = ++ob_count; 651 object *neu = create ();
631 652 copy_to (neu);
632 next = objects; 653 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 654}
649 655
650/* 656/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 657 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 658 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 659 * be called to update the face variable, _and_ how it looks on the map.
654 */ 660 */
655 661void
656void update_turn_face(object *op) { 662update_turn_face (object *op)
663{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 664 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
658 return; 665 return;
666
659 SET_ANIMATION(op, op->direction); 667 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 668 update_object (op, UP_OBJ_FACE);
661} 669}
662 670
663/* 671/*
664 * Updates the speed of an object. If the speed changes from 0 to another 672 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 673 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 674 * This function needs to be called whenever the speed of an object changes.
667 */ 675 */
668 676void
669void update_ob_speed(object *op) { 677object::set_speed (float speed)
670 extern int arch_init; 678{
671 679 if (flag [FLAG_FREED] && speed)
672 /* No reason putting the archetypes objects on the speed list, 680 {
673 * since they never really need to be updated.
674 */
675
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 681 LOG (llevError, "Object %s is freed but has speed.\n", &name);
678#ifdef MANY_CORES
679 abort();
680#else
681 op->speed = 0; 682 speed = 0;
682#endif
683 } 683 }
684 if (arch_init) {
685 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 684
692 /* process_events() expects us to insert the object at the beginning 685 this->speed = speed;
693 * of the list. */ 686
694 op->active_next = active_objects; 687 if (has_active_speed ())
695 if (op->active_next!=NULL) 688 activate ();
696 op->active_next->active_prev = op;
697 active_objects = op;
698 }
699 else { 689 else
700 /* If not on the active list, nothing needs to be done */ 690 deactivate ();
701 if (!op->active_next && !op->active_prev && op!=active_objects)
702 return;
703
704 if (op->active_prev==NULL) {
705 active_objects = op->active_next;
706 if (op->active_next!=NULL)
707 op->active_next->active_prev = NULL;
708 }
709 else {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716 }
717} 691}
718 692
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void remove_from_active_list(object *op)
728{
729 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects)
731 return;
732
733 if (op->active_prev==NULL) {
734 active_objects = op->active_next;
735 if (op->active_next!=NULL)
736 op->active_next->active_prev = NULL;
737 }
738 else {
739 op->active_prev->active_next = op->active_next;
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743 op->active_next = NULL;
744 op->active_prev = NULL;
745}
746
747/* 693/*
748 * update_object() updates the array which represents the map. 694 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 695 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 696 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 697 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 698 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 699 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 700 * updating that window, though, since update_object() is called _often_)
755 * 701 *
756 * action is a hint of what the caller believes need to be done. 702 * action is a hint of what the caller believes need to be done.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 703 * current action are:
762 * UP_OBJ_INSERT: op was inserted 704 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 705 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 706 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 707 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 708 * UP_OBJ_FACE: only the objects face has changed.
767 */ 709 */
768 710void
769void update_object(object *op, int action) { 711update_object (object *op, int action)
770 int update_now=0, flags; 712{
771 MoveType move_on, move_off, move_block, move_slow;
772
773 if (op == NULL) { 713 if (op == NULL)
714 {
774 /* this should never happen */ 715 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 716 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 717 return;
777 }
778 718 }
779 if(op->env!=NULL) { 719
720 if (op->env)
721 {
780 /* Animation is currently handled by client, so nothing 722 /* Animation is currently handled by client, so nothing
781 * to do in this case. 723 * to do in this case.
782 */ 724 */
783 return; 725 return;
784 } 726 }
785 727
786 /* If the map is saving, don't do anything as everything is 728 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 729 * going to get freed anyways.
788 */ 730 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 731 if (!op->map || op->map->in_memory == MAP_SAVING)
790 732 return;
733
791 /* make sure the object is within map boundaries */ 734 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 736 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 737 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 738#ifdef MANY_CORES
796 abort(); 739 abort ();
797#endif 740#endif
798 return; 741 return;
799 }
800 742 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 743
744 mapspace &m = op->ms ();
745
746 if (!(m.flags_ & P_UPTODATE))
747 /* nop */;
808 if (action == UP_OBJ_INSERT) { 748 else if (action == UP_OBJ_INSERT)
749 {
750 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 752 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 753 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 754 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
755 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 757 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if ((move_on | op->move_on) != move_on) update_now=1;
822 if ((move_off | op->move_off) != move_off) update_now=1; 758 || (m.move_off | op->move_off ) != m.move_off
759 || (m.move_slow | op->move_slow) != m.move_slow
823 /* This isn't perfect, but I don't expect a lot of objects to 760 /* This isn't perfect, but I don't expect a lot of objects to
824 * to have move_allow right now. 761 * to have move_allow right now.
825 */ 762 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
827 update_now=1; 764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 765 m.flags_ = 0;
829 } 766 }
830 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 769 * that is being removed.
833 */ 770 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 772 m.flags_ = 0;
836 } else if (action == UP_OBJ_FACE) { 773 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 774 /* Nothing to do for that case */ ;
838 }
839 else { 775 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 777
843 if (update_now) {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y);
846 }
847
848 if(op->more!=NULL) 778 if (op->more)
849 update_object(op->more, action); 779 update_object (op->more, action);
850} 780}
851 781
782object::object ()
783{
784 SET_FLAG (this, FLAG_REMOVED);
852 785
853/* 786 expmul = 1.0;
854 * free_object() frees everything allocated by an object, removes 787 face = blank_face;
855 * it from the list of used objects, and puts it on the list of 788}
856 * free objects. The IS_FREED() flag is set in the object. 789
857 * The object must have been removed by remove_ob() first for 790object::~object ()
858 * this function to succeed. 791{
859 * 792 unlink ();
860 * If free_inventory is set, free inventory as well. Else drop items in 793
861 * inventory to the ground. 794 free_key_values (this);
862 */ 795}
796
797static int object_count;
798
799void object::link ()
800{
801 assert (!index);//D
802 uuid = UUID::gen ();
803 count = ++object_count;
804
805 refcnt_inc ();
806 objects.insert (this);
807}
808
809void object::unlink ()
810{
811 if (!index)
812 return;
813
814 objects.erase (this);
815 refcnt_dec ();
816}
863 817
864void 818void
865free_object (object * ob) 819object::activate ()
866{ 820{
867 free_object2 (ob, 0); 821 /* If already on active list, don't do anything */
822 if (active)
823 return;
824
825 if (has_active_speed ())
826 actives.insert (this);
868} 827}
869 828
870void 829void
871free_object2 (object * ob, int free_inventory) 830object::activate_recursive ()
872{ 831{
873 object *tmp, *op; 832 activate ();
874 833
875 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 834 for (object *op = inv; op; op = op->below)
876 { 835 op->activate_recursive ();
877 LOG (llevDebug, "Free object called with non removed object\n"); 836}
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883 837
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 838/* This function removes object 'op' from the list of active
885 { 839 * objects.
886 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 840 * This should only be used for style maps or other such
887 remove_friendly_object (ob); 841 * reference maps where you don't want an object that isn't
888 } 842 * in play chewing up cpu time getting processed.
889 843 * The reverse of this is to call update_ob_speed, which
890 if (QUERY_FLAG (ob, FLAG_FREED)) 844 * will do the right thing based on the speed of the object.
891 { 845 */
892 dump_object (ob); 846void
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 847object::deactivate ()
848{
849 /* If not on the active list, nothing needs to be done */
850 if (!active)
894 return; 851 return;
852
853 actives.erase (this);
854}
855
856void
857object::deactivate_recursive ()
858{
859 for (object *op = inv; op; op = op->below)
860 op->deactivate_recursive ();
861
862 deactivate ();
863}
864
865void
866object::set_flag_inv (int flag, int value)
867{
868 for (object *op = inv; op; op = op->below)
895 } 869 {
896 870 op->flag [flag] = value;
897 if (ob->more != NULL) 871 op->set_flag_inv (flag, value);
898 { 872 }
899 free_object2 (ob->more, free_inventory); 873}
900 ob->more = NULL;
901 }
902 874
875/*
876 * Remove and free all objects in the inventory of the given object.
877 * object.c ?
878 */
879void
880object::destroy_inv (bool drop_to_ground)
881{
882 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory,
886 // cf will crash below with off-map x and y
903 if (ob->inv) 887 if (!inv)
904 { 888 return;
889
905 /* Only if the space blocks everything do we not process - 890 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects 891 * if some form of movement is allowed, let objects
907 * drop on that space. 892 * drop on that space.
908 */ 893 */
909 if (free_inventory || ob->map == NULL 894 if (!drop_to_ground
910 || ob->map->in_memory != MAP_IN_MEMORY 895 || !map
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 896 || map->in_memory != MAP_ACTIVE
912 { 897 || map->nodrop
913 op = ob->inv; 898 || ms ().move_block == MOVE_ALL)
914
915 while (op != NULL)
916 { 899 {
917 tmp = op->below; 900 while (inv)
918 remove_ob (op); 901 {
919 free_object2 (op, free_inventory); 902 inv->destroy_inv (drop_to_ground);
920 op = tmp; 903 inv->destroy ();
921 } 904 }
922 }
923 else
924 { /* Put objects in inventory onto this space */
925 op = ob->inv;
926
927 while (op != NULL)
928 {
929 tmp = op->below;
930 remove_ob (op);
931
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
935 free_object (op);
936 else
937 {
938 op->x = ob->x;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
941 }
942
943 op = tmp;
944 }
945 }
946 }
947
948 /* Remove object from the active list */
949 ob->speed = 0;
950 update_ob_speed (ob);
951
952 SET_FLAG (ob, FLAG_FREED);
953 ob->count = 0;
954
955 /* Remove this object from the list of used objects */
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 } 905 }
963 else 906 else
907 { /* Put objects in inventory onto this space */
908 while (inv)
909 {
910 object *op = inv;
911
912 if (op->flag [FLAG_STARTEQUIP]
913 || op->flag [FLAG_NO_DROP]
914 || op->type == RUNE
915 || op->type == TRAP
916 || op->flag [FLAG_IS_A_TEMPLATE]
917 || op->flag [FLAG_DESTROY_ON_DEATH])
918 op->destroy ();
919 else
920 map->insert (op, x, y);
921 }
922 }
923}
924
925object *object::create ()
926{
927 object *op = new object;
928 op->link ();
929 return op;
930}
931
932void
933object::do_destroy ()
934{
935 if (flag [FLAG_IS_LINKED])
936 remove_button_link (this);
937
938 if (flag [FLAG_FRIENDLY])
939 remove_friendly_object (this);
940
941 remove ();
942
943 attachable::do_destroy ();
944
945 destroy_inv (true);
946
947 deactivate ();
948 unlink ();
949
950 flag [FLAG_FREED] = 1;
951
952 // hack to ensure that freed objects still have a valid map
953 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes
955
956 if (!freed_map)
964 { 957 {
965 ob->prev->next = ob->next; 958 freed_map = new maptile;
966 959
967 if (ob->next != NULL) 960 freed_map->path = "<freed objects map>";
968 ob->next->prev = ob->prev; 961 freed_map->name = "/internal/freed_objects_map";
962 freed_map->width = 3;
963 freed_map->height = 3;
964 freed_map->nodrop = 1;
965
966 freed_map->alloc ();
967 freed_map->in_memory = MAP_ACTIVE;
969 } 968 }
970 969
971 free_key_values (ob); 970 map = freed_map;
972 971 x = 1;
973 /* Now link it with the free_objects list: */ 972 y = 1;
974 ob->prev = 0;
975 ob->next = 0;
976
977 delete ob;
978}
979
980/*
981 * sub_weight() recursively (outwards) subtracts a number from the
982 * weight of an object (and what is carried by it's environment(s)).
983 */
984
985void sub_weight (object *op, signed long weight) {
986 while (op != NULL) {
987 if (op->type == CONTAINER) {
988 weight=(signed long)(weight*(100-op->stats.Str)/100);
989 }
990 op->carrying-=weight;
991 op = op->env;
992 } 973 }
993}
994 974
995/* remove_ob(op): 975 if (more)
976 {
977 more->destroy ();
978 more = 0;
979 }
980
981 head = 0;
982
983 // clear those pointers that likely might cause circular references
984 owner = 0;
985 enemy = 0;
986 attacked_by = 0;
987 current_weapon = 0;
988}
989
990void
991object::destroy (bool destroy_inventory)
992{
993 if (destroyed ())
994 return;
995
996 if (destroy_inventory)
997 destroy_inv (false);
998
999 if (is_head ())
1000 if (sound_destroy)
1001 play_sound (sound_destroy);
1002 else if (flag [FLAG_MONSTER])
1003 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1004
1005 attachable::destroy ();
1006}
1007
1008/* op->remove ():
996 * This function removes the object op from the linked list of objects 1009 * This function removes the object op from the linked list of objects
997 * which it is currently tied to. When this function is done, the 1010 * which it is currently tied to. When this function is done, the
998 * object will have no environment. If the object previously had an 1011 * object will have no environment. If the object previously had an
999 * environment, the x and y coordinates will be updated to 1012 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 1013 * the previous environment.
1001 * Beware: This function is called from the editor as well!
1002 */ 1014 */
1003 1015void
1004void remove_ob(object *op) { 1016object::do_remove ()
1017{
1005 object *tmp,*last=NULL; 1018 object *tmp, *last = 0;
1006 object *otmp; 1019 object *otmp;
1007 tag_t tag;
1008 int check_walk_off;
1009 mapstruct *m;
1010 sint16 x,y;
1011
1012 1020
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1021 if (flag [FLAG_REMOVED])
1014 dump_object(op); 1022 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 1023
1017 /* Changed it to always dump core in this case. As has been learned 1024 INVOKE_OBJECT (REMOVE, this);
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031 1025
1032 SET_FLAG(op, FLAG_REMOVED); 1026 if (object *pl = visible_to ())
1027 esrv_del_item (pl->contr, count);
1033 1028
1029 flag [FLAG_REMOVED] = true;
1030
1031 if (more)
1032 more->remove ();
1033
1034 /* 1034 /*
1035 * In this case, the object to be removed is in someones 1035 * In this case, the object to be removed is in someones
1036 * inventory. 1036 * inventory.
1037 */
1038 if (env)
1039 {
1040 adjust_weight (env, -total_weight ());
1041
1042 *(above ? &above->below : &env->inv) = below;
1043
1044 if (below)
1045 below->above = above;
1046
1047 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do.
1037 */ 1050 */
1038 if(op->env!=NULL) { 1051 map = env->map;
1039 if(op->nrof) 1052 x = env->x;
1040 sub_weight(op->env, op->weight*op->nrof); 1053 y = env->y;
1041 else 1054 above = 0;
1042 sub_weight(op->env, op->weight+op->carrying); 1055 below = 0;
1056 env = 0;
1043 1057
1044 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
1045 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 1060 * to save cpu time.
1061 */
1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 otmp->update_stats ();
1064 }
1065 else if (map)
1066 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true;
1080 mapspace &ms = this->ms ();
1081
1082 /* link the object above us */
1083 if (above)
1084 above->below = below;
1085 else
1086 ms.top = below; /* we were top, set new top */
1087
1088 /* Relink the object below us, if there is one */
1089 if (below)
1090 below->above = above;
1091 else
1092 {
1093 /* Nothing below, which means we need to relink map object for this space
1094 * use translated coordinates in case some oddness with map tiling is
1095 * evident
1047 */ 1096 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1097 if (GET_MAP_OB (map, x, y) != this)
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1098 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 ());
1050 fix_player(otmp);
1051 1099
1052 if(op->above!=NULL) 1100 ms.bot = above; /* goes on above it. */
1053 op->above->below=op->below;
1054 else
1055 op->env->inv=op->below;
1056
1057 if(op->below!=NULL)
1058 op->below->above=op->above;
1059
1060 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do.
1063 */ 1101 }
1064 op->x=op->env->x,op->y=op->env->y; 1102
1065 op->map=op->env->map; 1103 above = 0;
1066 op->above=NULL,op->below=NULL; 1104 below = 0;
1067 op->env=NULL; 1105
1106 if (map->in_memory == MAP_SAVING)
1068 return; 1107 return;
1069 }
1070 1108
1071 /* If we get here, we are removing it from a map */ 1109 int check_walk_off = !flag [FLAG_NO_APPLY];
1072 if (op->map == NULL) return;
1073 1110
1074 x = op->x; 1111 if (object *pl = ms.player ())
1075 y = op->y;
1076 m = get_map_from_coord(op->map, &x, &y);
1077
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091
1092 /* Re did the following section of code - it looks like it had
1093 * lots of logic for things we no longer care about
1094 */
1095
1096 /* link the object above us */
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if(GET_MAP_OB(m,x,y)!=op) {
1111 dump_object(op);
1112 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);
1113 dump_object(GET_MAP_OB(m,x,y));
1114 LOG(llevError,"%s\n",errmsg);
1115 } 1112 {
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1113 if (pl->container == this)
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1127 /* No point updating the players look faces if he is the object
1128 * being removed.
1129 */
1130
1131 if(tmp->type==PLAYER && tmp!=op) {
1132 /* If a container that the player is currently using somehow gets 1114 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view 1115 * removed (most likely destroyed), update the player view
1134 * appropriately. 1116 * appropriately.
1135 */ 1117 */
1136 if (tmp->container==op) { 1118 pl->close_container ();
1137 CLEAR_FLAG(op, FLAG_APPLIED); 1119
1138 tmp->container=NULL; 1120 pl->contr->ns->floorbox_update ();
1121 }
1122
1123 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 {
1125 /* No point updating the players look faces if he is the object
1126 * being removed.
1127 */
1128
1129 /* See if object moving off should effect something */
1130 if (check_walk_off
1131 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 {
1134 move_apply (tmp, this, 0);
1135
1136 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1139 } 1138 }
1140 tmp->contr->socket.update_look=1;
1141 }
1142 /* See if player moving off should effect something */
1143 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1145 1139
1146 move_apply(tmp, op, NULL);
1147 if (was_destroyed (op, tag)) {
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 }
1151 }
1152
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154
1155 if(tmp->above == tmp)
1156 tmp->above = NULL;
1157 last=tmp; 1140 last = tmp;
1158 } 1141 }
1142
1159 /* last == NULL of there are no objects on this space */ 1143 /* last == NULL if there are no objects on this space */
1160 if (last==NULL) { 1144 //TODO: this makes little sense, why only update the topmost object?
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1145 if (!last)
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1146 map->at (x, y).flags_ = 0;
1163 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways.
1165 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y);
1168 }
1169 else 1147 else
1170 update_object(last, UP_OBJ_REMOVE); 1148 update_object (last, UP_OBJ_REMOVE);
1171 1149
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1150 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1173 update_all_los(op->map, op->x, op->y); 1151 update_all_los (map, x, y);
1174 1152 }
1175} 1153}
1176 1154
1177/* 1155/*
1178 * merge_ob(op,top): 1156 * merge_ob(op,top):
1179 * 1157 *
1180 * This function goes through all objects below and including top, and 1158 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1159 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1160 * If top is NULL, it is calculated.
1183 * Returns pointer to object if it succeded in the merge, otherwise NULL 1161 * Returns pointer to object if it succeded in the merge, otherwise NULL
1184 */ 1162 */
1185 1163object *
1186object *merge_ob(object *op, object *top) { 1164merge_ob (object *op, object *top)
1165{
1187 if(!op->nrof) 1166 if (!op->nrof)
1188 return 0; 1167 return 0;
1189 if(top==NULL) 1168
1169 if (!top)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1170 for (top = op; top && top->above; top = top->above)
1171 ;
1172
1191 for(;top!=NULL;top=top->below) { 1173 for (; top; top = top->below)
1174 {
1192 if(top==op) 1175 if (top == op)
1193 continue; 1176 continue;
1194 if (CAN_MERGE(op,top)) 1177
1195 { 1178 if (object::can_merge (op, top))
1179 {
1196 top->nrof+=op->nrof; 1180 top->nrof += op->nrof;
1181
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1183 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1184 op->destroy ();
1200 free_object(op);
1201 return top; 1185 return top;
1202 } 1186 }
1203 } 1187 }
1188
1204 return NULL; 1189 return 0;
1205} 1190}
1206 1191
1192void
1193object::expand_tail ()
1194{
1195 if (more)
1196 return;
1197
1198 object *prev = this;
1199
1200 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1201 {
1202 object *op = arch_to_object (at);
1203
1204 op->name = name;
1205 op->name_pl = name_pl;
1206 op->title = title;
1207
1208 op->head = this;
1209 prev->more = op;
1210
1211 prev = op;
1212 }
1213}
1214
1207/* 1215/*
1208 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1216 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1209 * job preparing multi-part monsters 1217 * job preparing multi-part monsters.
1210 */ 1218 */
1219object *
1211object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1212 object* tmp; 1221{
1213 if (op->head) 1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1214 op=op->head; 1223 {
1215 for (tmp=op;tmp;tmp=tmp->more){
1216 tmp->x=x+tmp->arch->clone.x; 1224 tmp->x = x + tmp->arch->x;
1217 tmp->y=y+tmp->arch->clone.y; 1225 tmp->y = y + tmp->arch->y;
1218 } 1226 }
1227
1219 return insert_ob_in_map (op, m, originator, flag); 1228 return insert_ob_in_map (op, m, originator, flag);
1220} 1229}
1221 1230
1222/* 1231/*
1223 * insert_ob_in_map (op, map, originator, flag): 1232 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1233 * This function inserts the object in the two-way linked list
1237 * Return value: 1246 * Return value:
1238 * new object if 'op' was merged with other object 1247 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1248 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1249 * just 'op' otherwise
1241 */ 1250 */
1242 1251object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1253{
1254 assert (!op->flag [FLAG_FREED]);
1255
1245 object *tmp, *top, *floor=NULL; 1256 object *top, *floor = NULL;
1246 sint16 x,y;
1247 1257
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1258 op->remove ();
1249 LOG (llevError, "Trying to insert freed object!\n");
1250 return NULL;
1251 }
1252 if(m==NULL) {
1253 dump_object(op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1255 return op;
1256 }
1257 if(out_of_map(m,op->x,op->y)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1260#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted.
1264 */
1265 abort();
1266#endif
1267 return op;
1268 }
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1270 dump_object(op);
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1272 return op;
1273 }
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */
1276 1259
1277 object *more = op->more;
1278
1279 /* We really need the caller to normalize coordinates - if
1280 * we set the map, that doesn't work if the location is within
1281 * a map and this is straddling an edge. So only if coordinate
1282 * is clear wrong do we normalize it.
1283 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1285 more->map = get_map_from_coord(m, &more->x, &more->y);
1286 } else if (!more->map) {
1287 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent.
1289 */
1290 more->map = m;
1291 }
1292
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1294 if ( ! op->head)
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1296 return NULL;
1297 }
1298 }
1299 CLEAR_FLAG(op,FLAG_REMOVED);
1300
1301 /* Ideally, the caller figures this out. However, it complicates a lot 1260 /* Ideally, the caller figures this out. However, it complicates a lot
1302 * of areas of callers (eg, anything that uses find_free_spot would now 1261 * of areas of callers (eg, anything that uses find_free_spot would now
1303 * need extra work 1262 * need extra work
1304 */ 1263 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y); 1264 if (!xy_normalise (m, op->x, op->y))
1306 x = op->x; 1265 {
1307 y = op->y; 1266 op->destroy ();
1267 return 0;
1268 }
1308 1269
1270 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0;
1273
1274 CLEAR_FLAG (op, FLAG_REMOVED);
1275
1276 op->map = m;
1277 mapspace &ms = op->ms ();
1278
1309 /* this has to be done after we translate the coordinates. 1279 /* this has to be done after we translate the coordinates.
1310 */ 1280 */
1311 if(op->nrof && !(flag & INS_NO_MERGE)) { 1281 if (op->nrof && !(flag & INS_NO_MERGE))
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1313 if (CAN_MERGE(op,tmp)) { 1283 if (object::can_merge (op, tmp))
1284 {
1314 op->nrof+=tmp->nrof; 1285 op->nrof += tmp->nrof;
1315 remove_ob(tmp); 1286 tmp->destroy (1);
1316 free_object(tmp); 1287 }
1288
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1290 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1291
1292 if (!QUERY_FLAG (op, FLAG_ALIVE))
1293 CLEAR_FLAG (op, FLAG_NO_STEAL);
1294
1295 if (flag & INS_BELOW_ORIGINATOR)
1296 {
1297 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1298 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort ();
1301 }
1302
1303 op->above = originator;
1304 op->below = originator->below;
1305
1306 if (op->below)
1307 op->below->above = op;
1308 else
1309 ms.bot = op;
1310
1311 /* since *below* originator, no need to update top */
1312 originator->below = op;
1313 }
1314 else
1315 {
1316 top = ms.bot;
1317
1318 /* If there are other objects, then */
1319 if (top)
1320 {
1321 object *last = 0;
1322
1323 /*
1324 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1328 * floor, we want to insert above that and no further.
1329 * Also, if there are spell objects on this space, we stop processing
1330 * once we get to them. This reduces the need to traverse over all of
1331 * them when adding another one - this saves quite a bit of cpu time
1332 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects.
1334 */
1335 for (top = ms.bot; top; top = top->above)
1336 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1338 floor = top;
1339
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1341 {
1342 /* We insert above top, so we want this object below this */
1343 top = top->below;
1344 break;
1345 }
1346
1347 last = top;
1317 } 1348 }
1318 }
1319 1349
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1350 /* Don't want top to be NULL, so set it to the last valid object */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1351 top = last;
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324 1352
1325 if (flag & INS_BELOW_ORIGINATOR) { 1353 /* We let update_position deal with figuring out what the space
1326 if (originator->map != op->map || originator->x != op->x || 1354 * looks like instead of lots of conditions here.
1327 originator->y != op->y) { 1355 * makes things faster, and effectively the same result.
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort();
1330 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else {
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /* 1356 */
1342 * If there are multiple objects on this space, we do some trickier handling. 1357
1343 * We've already dealt with merging if appropriate. 1358 /* Have object 'fall below' other objects that block view.
1344 * Generally, we want to put the new object on top. But if 1359 * Unless those objects are exits.
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1360 * If INS_ON_TOP is used, don't do this processing
1346 * floor, we want to insert above that and no further. 1361 * Need to find the object that in fact blocks view, otherwise
1347 * Also, if there are spell objects on this space, we stop processing 1362 * stacking is a bit odd.
1348 * once we get to them. This reduces the need to traverse over all of 1363 */
1349 * them when adding another one - this saves quite a bit of cpu time 1364 if (!(flag & INS_ON_TOP)
1350 * when lots of spells are cast in one area. Currently, it is presumed 1365 && ms.flags () & P_BLOCKSVIEW
1351 * that flying non pickable objects are spell objects. 1366 && (op->face && !faces [op->face].visibility))
1367 {
1368 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1370 break;
1371
1372 /* Check to see if we found the object that blocks view,
1373 * and make sure we have a below pointer for it so that
1374 * we can get inserted below this one, which requires we
1375 * set top to the object below us.
1352 */ 1376 */
1353 1377 if (last && last->below && last != floor)
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above; 1378 top = last->below;
1367 } 1379 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */ 1380 } /* If objects on this space */
1395 if (flag & INS_MAP_LOAD) 1381
1396 top = GET_MAP_TOP(op->map,op->x,op->y);
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor;
1398 1384
1399 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1400 */ 1386 */
1401 1387
1402 /* First object on this space */ 1388 /* First object on this space */
1403 if (!top) { 1389 if (!top)
1404 op->above = GET_MAP_OB(op->map, op->x, op->y); 1390 {
1391 op->above = ms.bot;
1392
1393 if (op->above)
1405 if (op->above) op->above->below = op; 1394 op->above->below = op;
1395
1406 op->below = NULL; 1396 op->below = 0;
1407 SET_MAP_OB(op->map, op->x, op->y, op); 1397 ms.bot = op;
1398 }
1399 else
1408 } else { /* get inserted into the stack above top */ 1400 { /* get inserted into the stack above top */
1409 op->above = top->above; 1401 op->above = top->above;
1402
1403 if (op->above)
1410 if (op->above) op->above->below = op; 1404 op->above->below = op;
1405
1411 op->below = top; 1406 op->below = top;
1412 top->above = op; 1407 top->above = op;
1413 } 1408 }
1409
1414 if (op->above==NULL) 1410 if (!op->above)
1415 SET_MAP_TOP(op->map,op->x, op->y, op); 1411 ms.top = op;
1416 } /* else not INS_BELOW_ORIGINATOR */ 1412 } /* else not INS_BELOW_ORIGINATOR */
1417 1413
1418 if(op->type==PLAYER) 1414 if (op->type == PLAYER)
1415 {
1419 op->contr->do_los=1; 1416 op->contr->do_los = 1;
1417 ++op->map->players;
1418 op->map->touch ();
1419 }
1420 1420
1421 /* If we have a floor, we know the player, if any, will be above 1421 op->map->dirty = true;
1422 * it, so save a few ticks and start from there.
1423 */
1424 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1426 if (tmp->type == PLAYER)
1427 tmp->contr->socket.update_look=1;
1428 }
1429 1422
1423 if (object *pl = ms.player ())
1424 pl->contr->ns->floorbox_update ();
1425
1430 /* If this object glows, it may affect lighting conditions that are 1426 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really 1427 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players 1428 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well 1429 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way - 1430 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range, 1431 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area 1432 * or just updating the P_UPTODATE for spaces within this area
1437 * of effect may be sufficient. 1433 * of effect may be sufficient.
1438 */ 1434 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1435 if (op->map->darkness && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y); 1436 update_all_los (op->map, op->x, op->y);
1441 1437
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1438 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT); 1439 update_object (op, UP_OBJ_INSERT);
1445 1440
1441 INVOKE_OBJECT (INSERT, op);
1446 1442
1447 /* Don't know if moving this to the end will break anything. However, 1443 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this. 1444 * we want to have floorbox_update called before calling this.
1449 * 1445 *
1450 * check_move_on() must be after this because code called from 1446 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like 1447 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by 1448 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object(). 1449 * update_object().
1454 */ 1450 */
1455 1451
1456 /* if this is not the head or flag has been passed, don't check walk on status */ 1452 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1453 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1454 {
1459 if (check_move_on(op, originator)) 1455 if (check_move_on (op, originator))
1460 return NULL; 1456 return 0;
1461 1457
1462 /* If we are a multi part object, lets work our way through the check 1458 /* If we are a multi part object, lets work our way through the check
1463 * walk on's. 1459 * walk on's.
1464 */ 1460 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1461 for (object *tmp = op->more; tmp; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1462 if (check_move_on (tmp, originator))
1467 return NULL; 1463 return 0;
1468 } 1464 }
1465
1469 return op; 1466 return op;
1470} 1467}
1471 1468
1472/* this function inserts an object in the map, but if it 1469/* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first. 1470 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map. 1471 * op is the object to insert it under: supplies x and the map.
1475 */ 1472 */
1473void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1474replace_insert_ob_in_map (const char *arch_string, object *op)
1477 object *tmp; 1475{
1478 object *tmp1;
1479
1480 /* first search for itself and remove any old instances */ 1476 /* first search for itself and remove any old instances */
1481 1477
1482 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1484 remove_ob(tmp); 1480 tmp->destroy (1);
1485 free_object(tmp);
1486 }
1487 }
1488 1481
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1482 object *tmp = arch_to_object (archetype::find (arch_string));
1490 1483
1491 1484 tmp->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1485 tmp->y = op->y;
1486
1493 insert_ob_in_map(tmp1,op->map,op,0); 1487 insert_ob_in_map (tmp, op->map, op, 0);
1494} 1488}
1495 1489
1496/* 1490object *
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1491object::insert_at (object *where, object *originator, int flags)
1498 * is returned contains nr objects, and the remaining parts contains 1492{
1499 * the rest (or is removed and freed if that number is 0). 1493 if (where->env)
1500 * On failure, NULL is returned, and the reason put into the 1494 return where->env->insert (this);
1501 * global static errmsg array. 1495 else
1502 */ 1496 return where->map->insert (this, where->x, where->y, originator, flags);
1497}
1503 1498
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1499// find player who can see this object
1505 object *newob; 1500object *
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1501object::visible_to () const
1507 1502{
1508 if(orig_ob->nrof<nr) { 1503 if (!flag [FLAG_REMOVED])
1509 sprintf(errmsg,"There are only %d %ss.",
1510 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1511 return NULL;
1512 } 1504 {
1513 newob = object_create_clone(orig_ob); 1505 // see if we are in a container of sorts
1514 if((orig_ob->nrof-=nr)<1) { 1506 if (env)
1515 if ( ! is_removed)
1516 remove_ob(orig_ob);
1517 free_object2(orig_ob, 1);
1518 }
1519 else if ( ! is_removed) {
1520 if(orig_ob->env!=NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr);
1522 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1523 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1524 LOG(llevDebug,
1525 "Error, Tried to split object whose map is not in memory.\n");
1526 return NULL;
1527 } 1507 {
1528 } 1508 // the player inventory itself is always visible
1529 newob->nrof=nr; 1509 if (env->type == PLAYER)
1510 return env;
1530 1511
1531 return newob; 1512 // else a player could have our env open
1532} 1513 object *envest = env->outer_env ();
1533 1514
1515 // the player itself is always on a map, so we will find him here
1516 // even if our inv is in a player.
1517 if (envest->is_on_map ())
1518 if (object *pl = envest->ms ().player ())
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530
1531 return 0;
1532}
1533
1534/* 1534/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1535 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1536 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1537 * is subsequently removed and freed.
1538 * 1538 *
1539 * Return value: 'op' if something is left, NULL if the amount reached 0 1539 * Return value: 'op' if something is left, NULL if the amount reached 0
1540 */ 1540 */
1541 1541bool
1542object *decrease_ob_nr (object *op, uint32 i) 1542object::decrease (sint32 nr)
1543{ 1543{
1544 object *tmp; 1544 if (!nr)
1545 player *pl; 1545 return true;
1546 1546
1547 if (i == 0) /* objects with op->nrof require this check */ 1547 nr = min (nr, nrof);
1548
1549 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0
1554
1555 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this);
1557
1558 return true;
1559 }
1560 else
1561 {
1562 destroy (1);
1563 return false;
1564 }
1565}
1566
1567/*
1568 * split(ob,nr) splits up ob into two parts. The part which
1569 * is returned contains nr objects, and the remaining parts contains
1570 * the rest (or is removed and returned if that number is 0).
1571 * On failure, NULL is returned.
1572 */
1573object *
1574object::split (sint32 nr)
1575{
1576 int have = number_of ();
1577
1578 if (have < nr)
1579 return 0;
1580 else if (have == nr)
1581 {
1582 remove ();
1583 return this;
1584 }
1585 else
1586 {
1587 decrease (nr);
1588
1589 object *op = object_create_clone (this);
1590 op->nrof = nr;
1548 return op; 1591 return op;
1549
1550 if (i > op->nrof)
1551 i = op->nrof;
1552
1553 if (QUERY_FLAG (op, FLAG_REMOVED))
1554 { 1592 }
1555 op->nrof -= i; 1593}
1594
1595object *
1596insert_ob_in_ob (object *op, object *where)
1597{
1598 if (!where)
1556 } 1599 {
1557 else if (op->env != NULL) 1600 char *dump = dump_object (op);
1558 { 1601 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1559 /* is this object in the players inventory, or sub container 1602 free (dump);
1560 * therein?
1561 */
1562 tmp = is_player_inv (op->env);
1563 /* nope. Is this a container the player has opened?
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 }
1575
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op);
1584 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above)
1602 if (tmp->type == PLAYER) {
1603 if (op->nrof)
1604 esrv_send_item(tmp, op);
1605 else
1606 esrv_del_item(tmp->contr, op->count);
1607 }
1608 }
1609
1610 if (op->nrof) {
1611 return op; 1603 return op;
1612 } else { 1604 }
1613 free_object (op); 1605
1614 return NULL; 1606 if (where->head_ () != where)
1615 } 1607 {
1616} 1608 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1617 1609 where = where->head;
1618/*
1619 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying.
1621 */
1622
1623void add_weight (object *op, signed long weight) {
1624 while (op!=NULL) {
1625 if (op->type == CONTAINER) {
1626 weight=(signed long)(weight*(100-op->stats.Str)/100);
1627 }
1628 op->carrying+=weight;
1629 op=op->env;
1630 } 1610 }
1631}
1632 1611
1612 return where->insert (op);
1613}
1614
1633/* 1615/*
1634 * insert_ob_in_ob(op,environment): 1616 * env->insert (op)
1635 * This function inserts the object op in the linked list 1617 * This function inserts the object op in the linked list
1636 * inside the object environment. 1618 * inside the object environment.
1637 * 1619 *
1638 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1639 * the inventory at the last position or next to other objects of the same
1640 * type.
1641 * Frank: Now sorted by type, archetype and magic!
1642 *
1643 * The function returns now pointer to inserted item, and return value can 1620 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1621 * be != op, if items are merged. -Tero
1645 */ 1622 */
1646 1623object *
1647object *insert_ob_in_ob(object *op,object *where) { 1624object::insert (object *op)
1648 object *tmp, *otmp; 1625{
1649
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1651 dump_object(op);
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1653 return op;
1654 }
1655 if(where==NULL) {
1656 dump_object(op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1658 return op;
1659 }
1660 if (where->head) {
1661 LOG(llevDebug,
1662 "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665 if (op->more) { 1626 if (op->more)
1627 {
1666 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1628 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 &op->name, op->count);
1668 return op; 1629 return op;
1669 } 1630 }
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1631
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1632 op->remove ();
1633
1634 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1635
1672 if(op->nrof) { 1636 if (op->nrof)
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1637 for (object *tmp = inv; tmp; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1638 if (object::can_merge (tmp, op))
1639 {
1675 /* return the original object and remove inserted object 1640 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1641 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1642 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1643 adjust_weight (this, op->total_weight ());
1679 * tmp->nrof, we need to increase the weight. 1644
1680 */ 1645 op->destroy (1);
1681 add_weight (where, op->weight*op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */
1684 op = tmp; 1646 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1647 goto inserted;
1686 CLEAR_FLAG(op, FLAG_REMOVED);
1687 break;
1688 } 1648 }
1689 1649
1690 /* I assume combined objects have no inventory 1650 op->owner = 0; // it's his/hers now. period.
1691 * We add the weight - this object could have just been removed 1651 op->map = 0;
1692 * (if it was possible to merge). calling remove_ob will subtract 1652 op->x = 0;
1693 * the weight, so we need to add it in again, since we actually do 1653 op->y = 0;
1694 * the linking below
1695 */
1696 add_weight (where, op->weight*op->nrof);
1697 } else
1698 add_weight (where, (op->weight+op->carrying));
1699 1654
1700 otmp=is_player_inv(where);
1701 if (otmp&&otmp->contr!=NULL) {
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp);
1704 }
1705
1706 op->map=NULL;
1707 op->env=where;
1708 op->above=NULL; 1655 op->above = 0;
1709 op->below=NULL; 1656 op->below = inv;
1710 op->x=0,op->y=0; 1657 op->env = this;
1711 1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668inserted:
1712 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1713 if((op->glow_radius!=0)&&where->map) 1670 if (op->glow_radius && map && map->darkness)
1714 { 1671 update_all_los (map, x, y);
1715#ifdef DEBUG_LIGHTS
1716 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1717 op->name);
1718#endif /* DEBUG_LIGHTS */
1719 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1720 }
1721 1672
1722 /* Client has no idea of ordering so lets not bother ordering it here. 1673 if (object *otmp = in_player ())
1723 * It sure simplifies this function... 1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1724 */ 1675 otmp->update_stats ();
1725 if (where->inv==NULL) 1676
1726 where->inv=op; 1677 INVOKE_OBJECT (INSERT, this);
1727 else { 1678
1728 op->below = where->inv;
1729 op->below->above = op;
1730 where->inv = op;
1731 }
1732 return op; 1679 return op;
1733} 1680}
1734 1681
1735/* 1682/*
1736 * Checks if any objects has a move_type that matches objects 1683 * Checks if any objects has a move_type that matches objects
1750 * 1697 *
1751 * MSW 2001-07-08: Check all objects on space, not just those below 1698 * MSW 2001-07-08: Check all objects on space, not just those below
1752 * object being inserted. insert_ob_in_map may not put new objects 1699 * object being inserted. insert_ob_in_map may not put new objects
1753 * on top. 1700 * on top.
1754 */ 1701 */
1755 1702int
1756int check_move_on (object *op, object *originator) 1703check_move_on (object *op, object *originator)
1757{ 1704{
1758 object *tmp; 1705 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1706 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1707 int x = op->x, y = op->y;
1708
1762 MoveType move_on, move_slow, move_block; 1709 MoveType move_on, move_slow, move_block;
1763 1710
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1712 return 0;
1766 1713
1767 tag = op->count;
1768
1769 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772 1717
1773 /* if nothing on this space will slow op down or be applied, 1718 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1719 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1720 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1721 * as walking.
1777 */ 1722 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1723 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0; 1724 return 0;
1780 1725
1781 /* This is basically inverse logic of that below - basically, 1726 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so, 1727 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is 1728 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct. 1729 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1730 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && 1731 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1732 return 0;
1788 1733
1789 /* The objects have to be checked from top to bottom. 1734 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1735 * Hence, we first go to the top:
1791 */ 1736 */
1792 1737
1793 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1794 tmp->above!=NULL; tmp=tmp->above) { 1739 {
1795 /* Trim the search when we find the first other spell effect 1740 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects, 1741 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them. 1742 * we don't need to check all of them.
1798 */ 1743 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1744 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1745 break;
1746 }
1747
1748 for (; tmp; tmp = tmp->below)
1800 } 1749 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1750 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1751 continue; /* Can't apply yourself */
1803 1752
1804 /* Check to see if one of the movement types should be slowed down. 1753 /* Check to see if one of the movement types should be slowed down.
1805 * Second check makes sure that the movement types not being slowed 1754 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1755 * (~slow_move) is not blocked on this space - just because the
1807 * space doesn't slow down swimming (for example), if you can't actually 1756 * space doesn't slow down swimming (for example), if you can't actually
1808 * swim on that space, can't use it to avoid the penalty. 1757 * swim on that space, can't use it to avoid the penalty.
1809 */ 1758 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1760 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 {
1814 1764
1815 float diff; 1765 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1766 diff = tmp->move_slow_penalty * fabs (op->speed);
1767
1818 if (op->type == PLAYER) { 1768 if (op->type == PLAYER)
1819 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1771 diff /= 4.0;
1822 } 1772
1823 }
1824 op->speed_left -= diff; 1773 op->speed_left -= diff;
1825 } 1774 }
1826 } 1775 }
1827 1776
1828 /* Basically same logic as above, except now for actual apply. */ 1777 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1778 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1779 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1832 1780 {
1833 move_apply(tmp, op, originator); 1781 move_apply (tmp, op, originator);
1782
1834 if (was_destroyed (op, tag)) 1783 if (op->destroyed ())
1835 return 1; 1784 return 1;
1836 1785
1837 /* what the person/creature stepped onto has moved the object 1786 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1787 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1788 * have a feeling strange problems would result.
1840 */ 1789 */
1841 if (op->map != m || op->x != x || op->y != y) return 0; 1790 if (op->map != m || op->x != x || op->y != y)
1791 return 0;
1842 } 1792 }
1843 } 1793 }
1794
1844 return 0; 1795 return 0;
1845} 1796}
1846 1797
1847/* 1798/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1799 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1800 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1801 * The first matching object is returned, or NULL if none.
1851 */ 1802 */
1852 1803object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1804present_arch (const archetype *at, maptile *m, int x, int y)
1854 object *tmp; 1805{
1855 if(m==NULL || out_of_map(m,x,y)) { 1806 if (!m || out_of_map (m, x, y))
1807 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1808 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1809 return NULL;
1858 } 1810 }
1859 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1811
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if(tmp->arch == at) 1813 if (tmp->arch == at)
1861 return tmp; 1814 return tmp;
1815
1862 return NULL; 1816 return NULL;
1863} 1817}
1864 1818
1865/* 1819/*
1866 * present(type, map, x, y) searches for any objects with 1820 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1821 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1822 * The first matching object is returned, or NULL if none.
1869 */ 1823 */
1870 1824object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 1825present (unsigned char type, maptile *m, int x, int y)
1872 object *tmp; 1826{
1873 if(out_of_map(m,x,y)) { 1827 if (out_of_map (m, x, y))
1828 {
1874 LOG(llevError,"Present called outside map.\n"); 1829 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1830 return NULL;
1876 } 1831 }
1877 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1832
1833 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if(tmp->type==type) 1834 if (tmp->type == type)
1879 return tmp; 1835 return tmp;
1836
1880 return NULL; 1837 return NULL;
1881} 1838}
1882 1839
1883/* 1840/*
1884 * present_in_ob(type, object) searches for any objects with 1841 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1842 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1843 * The first matching object is returned, or NULL if none.
1887 */ 1844 */
1888 1845object *
1889object *present_in_ob(unsigned char type, const object *op) { 1846present_in_ob (unsigned char type, const object *op)
1890 object *tmp; 1847{
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1848 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 1849 if (tmp->type == type)
1893 return tmp; 1850 return tmp;
1851
1894 return NULL; 1852 return NULL;
1895} 1853}
1896 1854
1897/* 1855/*
1898 * present_in_ob (type, str, object) searches for any objects with 1856 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1864 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1865 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1866 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1867 * to be unique.
1910 */ 1868 */
1911 1869object *
1912object *present_in_ob_by_name(int type, const char *str, const object *op) { 1870present_in_ob_by_name (int type, const char *str, const object *op)
1913 object *tmp; 1871{
1914
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1872 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1873 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 1874 return tmp;
1918 } 1875
1919 return NULL; 1876 return 0;
1920} 1877}
1921 1878
1922/* 1879/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 1880 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 1881 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1926 */ 1883 */
1927 1884object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 1885present_arch_in_ob (const archetype *at, const object *op)
1929 object *tmp; 1886{
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 1888 if (tmp->arch == at)
1932 return tmp; 1889 return tmp;
1890
1933 return NULL; 1891 return NULL;
1934} 1892}
1935 1893
1936/* 1894/*
1937 * activate recursively a flag on an object inventory 1895 * activate recursively a flag on an object inventory
1938 */ 1896 */
1897void
1939void flag_inv(object*op, int flag){ 1898flag_inv (object *op, int flag)
1940 object *tmp; 1899{
1941 if(op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 {
1943 SET_FLAG(tmp, flag); 1902 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 1903 flag_inv (tmp, flag);
1945 } 1904 }
1905}
1906
1946}/* 1907/*
1947 * desactivate recursively a flag on an object inventory 1908 * deactivate recursively a flag on an object inventory
1948 */ 1909 */
1910void
1949void unflag_inv(object*op, int flag){ 1911unflag_inv (object *op, int flag)
1950 object *tmp; 1912{
1951 if(op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 {
1953 CLEAR_FLAG(tmp, flag); 1915 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 1916 unflag_inv (tmp, flag);
1955 } 1917 }
1956}
1957
1958/*
1959 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960 * all it's inventory (recursively).
1961 * If checksums are used, a player will get set_cheat called for
1962 * him/her-self and all object carried by a call to this function.
1963 */
1964
1965void set_cheat(object *op) {
1966 SET_FLAG(op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ);
1968} 1918}
1969 1919
1970/* 1920/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 1921 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 1922 * a spot at the given map and coordinates which will be able to contain
1974 * to search (see the freearr_x/y[] definition). 1924 * to search (see the freearr_x/y[] definition).
1975 * It returns a random choice among the alternatives found. 1925 * It returns a random choice among the alternatives found.
1976 * start and stop are where to start relative to the free_arr array (1,9 1926 * start and stop are where to start relative to the free_arr array (1,9
1977 * does all 4 immediate directions). This returns the index into the 1927 * does all 4 immediate directions). This returns the index into the
1978 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1928 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1979 * Note - this only checks to see if there is space for the head of the
1980 * object - if it is a multispace object, this should be called for all
1981 * pieces.
1982 * Note2: This function does correctly handle tiled maps, but does not 1929 * Note: This function does correctly handle tiled maps, but does not
1983 * inform the caller. However, insert_ob_in_map will update as 1930 * inform the caller. However, insert_ob_in_map will update as
1984 * necessary, so the caller shouldn't need to do any special work. 1931 * necessary, so the caller shouldn't need to do any special work.
1985 * Note - updated to take an object instead of archetype - this is necessary 1932 * Note - updated to take an object instead of archetype - this is necessary
1986 * because arch_blocked (now ob_blocked) needs to know the movement type 1933 * because arch_blocked (now ob_blocked) needs to know the movement type
1987 * to know if the space in question will block the object. We can't use 1934 * to know if the space in question will block the object. We can't use
1988 * the archetype because that isn't correct if the monster has been 1935 * the archetype because that isn't correct if the monster has been
1989 * customized, changed states, etc. 1936 * customized, changed states, etc.
1990 */ 1937 */
1991 1938int
1992int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1939find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1940{
1941 int altern[SIZEOFFREE];
1993 int i,index=0, flag; 1942 int index = 0, flag;
1994 static int altern[SIZEOFFREE];
1995 1943
1996 for(i=start;i<stop;i++) { 1944 for (int i = start; i < stop; i++)
1997 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1945 {
1998 if(!flag) 1946 mapxy pos (m, x, y); pos.move (i);
1947
1948 if (!pos.normalise ())
1949 continue;
1950
1951 mapspace &ms = *pos;
1952
1953 if (ms.flags () & P_IS_ALIVE)
1954 continue;
1955
1956 /* However, often
1957 * ob doesn't have any move type (when used to place exits)
1958 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1959 */
1960 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1961 {
1999 altern[index++]=i; 1962 altern [index++] = i;
1963 continue;
1964 }
2000 1965
2001 /* Basically, if we find a wall on a space, we cut down the search size. 1966 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 1967 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 1968 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 1969 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 1970 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 1971 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 1972 * won't look 2 spaces south of the target space.
2008 */ 1973 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1974 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1975 {
2010 stop=maxfree[i]; 1976 stop = maxfree[i];
2011 } 1977 continue;
2012 if(!index) return -1; 1978 }
2013 return altern[RANDOM()%index];
2014}
2015 1979
1980 /* Note it is intentional that we check ob - the movement type of the
1981 * head of the object should correspond for the entire object.
1982 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue;
1985
1986 if (ob->blocked (m, pos.x, pos.y))
1987 continue;
1988
1989 altern [index++] = i;
1990 }
1991
1992 if (!index)
1993 return -1;
1994
1995 return altern [rndm (index)];
1996}
1997
2016/* 1998/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice. 2001 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */ 2003 */
2022 2004int
2023int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2024 int i; 2006{
2025 for(i=0;i<SIZEOFFREE;i++) { 2007 for (int i = 0; i < SIZEOFFREE; i++)
2026 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2008 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 2009 return i;
2028 } 2010
2029 return -1; 2011 return -1;
2030} 2012}
2031 2013
2032/* 2014/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2035 */ 2018 */
2019static void
2036static void permute(int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2037{ 2021{
2038 int i, j, tmp, len; 2022 arr += begin;
2023 end -= begin;
2039 2024
2040 len = end-begin; 2025 while (--end)
2041 for(i = begin; i < end; i++) 2026 swap (arr [end], arr [rndm (end + 1)]);
2042 {
2043 j = begin+RANDOM()%len;
2044
2045 tmp = arr[i];
2046 arr[i] = arr[j];
2047 arr[j] = tmp;
2048 }
2049} 2027}
2050 2028
2051/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2030 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2031 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2032 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2033 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2034 * the 3x3 area will be searched, just not in a predictable order.
2057 */ 2035 */
2036void
2058void get_search_arr(int *search_arr) 2037get_search_arr (int *search_arr)
2059{ 2038{
2060 int i; 2039 int i;
2061 2040
2062 for(i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2063 {
2064 search_arr[i] = i; 2042 search_arr[i] = i;
2065 }
2066 2043
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2047}
2071 2048
2072/* 2049/*
2073 * find_dir(map, x, y, exclude) will search some close squares in the 2050 * find_dir(map, x, y, exclude) will search some close squares in the
2074 * given map at the given coordinates for live objects. 2051 * given map at the given coordinates for live objects.
2079 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * Perhaps incorrectly, but I'm making the assumption that exclude
2080 * is actually want is going to try and move there. We need this info 2057 * is actually want is going to try and move there. We need this info
2081 * because we have to know what movement the thing looking to move 2058 * because we have to know what movement the thing looking to move
2082 * there is capable of. 2059 * there is capable of.
2083 */ 2060 */
2084 2061int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2062find_dir (maptile *m, int x, int y, object *exclude)
2063{
2086 int i,max=SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2065
2087 sint16 nx, ny; 2066 sint16 nx, ny;
2088 object *tmp; 2067 object *tmp;
2089 mapstruct *mp; 2068 maptile *mp;
2069
2090 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2091 2071
2092 if (exclude && exclude->head) { 2072 if (exclude && exclude->head_ () != exclude)
2073 {
2093 exclude = exclude->head; 2074 exclude = exclude->head;
2094 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2095 } else { 2076 }
2077 else
2078 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2079 /* If we don't have anything, presume it can use all movement types. */
2097 move_type=MOVE_ALL; 2080 move_type = MOVE_ALL;
2081 }
2082
2083 for (i = 1; i < max; i++)
2098 } 2084 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2085 mp = m;
2102 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2104 2088
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2106 if (mflags & P_OUT_OF_MAP) { 2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i];
2093 else
2094 {
2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type)
2107 max = maxfree[i]; 2100 max = maxfree[i];
2108 } else {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2110
2111 if ((move_type & blocked) == move_type) {
2112 max=maxfree[i];
2113 } else if (mflags & P_IS_ALIVE) { 2101 else if (mflags & P_IS_ALIVE)
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2102 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 break; 2106 break;
2118 } 2107
2119 }
2120 if(tmp) { 2108 if (tmp)
2121 return freedir[i]; 2109 return freedir[i];
2122 }
2123 } 2110 }
2124 } 2111 }
2125 } 2112 }
2113
2126 return 0; 2114 return 0;
2127} 2115}
2128 2116
2129/* 2117/*
2130 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2119 * distance between the two given objects.
2132 */ 2120 */
2133 2121int
2134int distance(const object *ob1, const object *ob2) { 2122distance (const object *ob1, const object *ob2)
2135 int i; 2123{
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2138 return i;
2139} 2125}
2140 2126
2141/* 2127/*
2142 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * find_dir_2(delta-x,delta-y) will return a direction in which
2143 * an object which has subtracted the x and y coordinates of another 2129 * an object which has subtracted the x and y coordinates of another
2144 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2145 */ 2131 */
2146 2132int
2147int find_dir_2(int x, int y) { 2133find_dir_2 (int x, int y)
2134{
2148 int q; 2135 int q;
2149 2136
2150 if(y) 2137 if (y)
2151 q=x*100/y; 2138 q = x * 100 / y;
2152 else if (x) 2139 else if (x)
2153 q= -300*x; 2140 q = -300 * x;
2154 else 2141 else
2155 return 0; 2142 return 0;
2156 2143
2157 if(y>0) { 2144 if (y > 0)
2145 {
2158 if(q < -242) 2146 if (q < -242)
2159 return 3 ; 2147 return 3;
2160 if (q < -41) 2148 if (q < -41)
2161 return 2 ; 2149 return 2;
2162 if (q < 41) 2150 if (q < 41)
2163 return 1 ; 2151 return 1;
2164 if (q < 242) 2152 if (q < 242)
2165 return 8 ; 2153 return 8;
2166 return 7 ; 2154 return 7;
2167 } 2155 }
2168 2156
2169 if (q < -242) 2157 if (q < -242)
2170 return 7 ; 2158 return 7;
2171 if (q < -41) 2159 if (q < -41)
2172 return 6 ; 2160 return 6;
2173 if (q < 41) 2161 if (q < 41)
2174 return 5 ; 2162 return 5;
2175 if (q < 242) 2163 if (q < 242)
2176 return 4 ; 2164 return 4;
2177 2165
2178 return 3 ; 2166 return 3;
2179}
2180
2181/*
2182 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction).
2185 */
2186
2187int absdir(int d) {
2188 while(d<1) d+=8;
2189 while(d>8) d-=8;
2190 return d;
2191} 2167}
2192 2168
2193/* 2169/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2170 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2171 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2172 */
2197 2173int
2198int dirdiff(int dir1, int dir2) { 2174dirdiff (int dir1, int dir2)
2175{
2199 int d; 2176 int d;
2177
2200 d = abs(dir1 - dir2); 2178 d = abs (dir1 - dir2);
2201 if(d>4) 2179 if (d > 4)
2202 d = 8 - d; 2180 d = 8 - d;
2181
2203 return d; 2182 return d;
2204} 2183}
2205 2184
2206/* peterm: 2185/* peterm:
2207 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2186 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2210 * This basically means that if direction is 15, then it could either go 2189 * This basically means that if direction is 15, then it could either go
2211 * direction 4, 14, or 16 to get back to where we are. 2190 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2191 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2192 * functions.
2214 */ 2193 */
2215
2216int reduction_dir[SIZEOFFREE][3] = { 2194int reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2195 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2196 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2197 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2198 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2199 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2200 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2201 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2202 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2203 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2204 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2205 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2206 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2207 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2208 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2209 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2210 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2211 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2212 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2213 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2214 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2215 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2216 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2217 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2218 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2219 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2220 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2221 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2222 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2223 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2224 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2225 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2226 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2227 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2228 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2229 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2230 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2231 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2232 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2233 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2234 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2235 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2236 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2237 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2238 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2239 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2240 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2241 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2242 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2243 {24, 9, -1}
2244}; /* 48 */
2266 2245
2267/* Recursive routine to step back and see if we can 2246/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2247 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2248 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2249 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2250 * Modified to be map tile aware -.MSW
2272 */ 2251 */
2273 2252int
2274
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2253can_see_monsterP (maptile *m, int x, int y, int dir)
2254{
2276 sint16 dx, dy; 2255 sint16 dx, dy;
2277 int mflags; 2256 int mflags;
2278 2257
2258 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2259 return 0; /* exit condition: invalid direction */
2280 2260
2281 dx = x + freearr_x[dir]; 2261 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2262 dy = y + freearr_y[dir];
2283 2263
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2264 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2265
2286 /* This functional arguably was incorrect before - it was 2266 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2267 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2268 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually 2269 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or 2270 * move to the monster, we'd need the monster passed in or
2291 * at least its move type. 2271 * at least its move type.
2292 */ 2272 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2273 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2274 return 0;
2294 2275
2295 /* yes, can see. */ 2276 /* yes, can see. */
2296 if(dir < 9) return 1; 2277 if (dir < 9)
2278 return 1;
2279
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2280 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2281 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2282 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2300} 2283}
2301 2284
2302
2303
2304/* 2285/*
2305 * can_pick(picker, item): finds out if an object is possible to be 2286 * can_pick(picker, item): finds out if an object is possible to be
2306 * picked up by the picker. Returnes 1 if it can be 2287 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2288 * picked up, otherwise 0.
2308 * 2289 *
2309 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2290 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2310 * core dumps if they do. 2291 * core dumps if they do.
2311 * 2292 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2293 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2294 */
2314 2295int
2315int can_pick(const object *who, const object *item) { 2296can_pick (const object *who, const object *item)
2297{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2301}
2321
2322 2302
2323/* 2303/*
2324 * create clone from object to another 2304 * create clone from object to another
2325 */ 2305 */
2306object *
2326object *object_create_clone (object *asrc) { 2307object_create_clone (object *asrc)
2308{
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2309 object *dst = 0, *tmp, *src, *prev, *item;
2328 2310
2329 if(!asrc) return NULL; 2311 if (!asrc)
2330 src = asrc; 2312 return 0;
2331 if(src->head) 2313
2332 src = src->head; 2314 src = asrc->head_ ();
2333 2315
2334 prev = NULL; 2316 prev = 0;
2335 for(part = src; part; part = part->more) { 2317 for (object *part = src; part; part = part->more)
2336 tmp = get_object(); 2318 {
2337 copy_object(part,tmp); 2319 tmp = part->clone ();
2338 tmp->x -= src->x; 2320 tmp->x -= src->x;
2339 tmp->y -= src->y; 2321 tmp->y -= src->y;
2322
2340 if(!part->head) { 2323 if (!part->head)
2324 {
2341 dst = tmp; 2325 dst = tmp;
2342 tmp->head = NULL; 2326 tmp->head = 0;
2327 }
2343 } else { 2328 else
2344 tmp->head = dst; 2329 tmp->head = dst;
2345 } 2330
2346 tmp->more = NULL; 2331 tmp->more = 0;
2332
2347 if(prev) 2333 if (prev)
2348 prev->more = tmp; 2334 prev->more = tmp;
2335
2349 prev = tmp; 2336 prev = tmp;
2350 } 2337 }
2351 /*** copy inventory ***/ 2338
2352 for(item = src->inv; item; item = item->below) { 2339 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2340 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2341
2356 return dst; 2342 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365}
2366
2367/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */
2373
2374object* load_object_str(const char *obstr)
2375{
2376 object *op;
2377 char filename[MAX_BUF];
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2379
2380 FILE *tempfile=fopen(filename,"w");
2381 if (tempfile == NULL)
2382 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n");
2384 return NULL;
2385 };
2386 fprintf(tempfile,obstr);
2387 fclose(tempfile);
2388
2389 op=get_object();
2390
2391 object_thawer thawer (filename);
2392
2393 if (thawer)
2394 load_object(thawer,op,0);
2395
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED);
2398
2399 return op;
2400} 2343}
2401 2344
2402/* This returns the first object in who's inventory that 2345/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2346 * has the same type and subtype match.
2404 * returns NULL if no match. 2347 * returns NULL if no match.
2405 */ 2348 */
2349object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2350find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2351{
2408 object *tmp;
2409
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2352 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2353 if (tmp->type == type && tmp->subtype == subtype)
2354 return tmp;
2412 2355
2413 return NULL; 2356 return 0;
2414} 2357}
2415 2358
2416/* If ob has a field named key, return the link from the list, 2359/* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL. 2360 * otherwise return NULL.
2418 * 2361 *
2419 * key must be a passed in shared string - otherwise, this won't 2362 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing. 2363 * do the desired thing.
2421 */ 2364 */
2365key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2366get_ob_key_link (const object *ob, const char *key)
2423 key_value * link; 2367{
2424
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2368 for (key_value *link = ob->key_values; link; link = link->next)
2426 if (link->key == key) { 2369 if (link->key == key)
2427 return link; 2370 return link;
2428 } 2371
2429 } 2372 return 0;
2430 2373}
2431 return NULL;
2432}
2433 2374
2434/* 2375/*
2435 * Returns the value of op has an extra_field for key, or NULL. 2376 * Returns the value of op has an extra_field for key, or NULL.
2436 * 2377 *
2437 * The argument doesn't need to be a shared string. 2378 * The argument doesn't need to be a shared string.
2438 * 2379 *
2439 * The returned string is shared. 2380 * The returned string is shared.
2440 */ 2381 */
2382const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2383get_ob_key_value (const object *op, const char *const key)
2384{
2442 key_value * link; 2385 key_value *link;
2443 const char * canonical_key; 2386 shstr_cmp canonical_key (key);
2387
2388 if (!canonical_key)
2444 2389 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2390 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2391 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2392 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2393 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2394 */
2453 return NULL; 2395 return 0;
2454 } 2396 }
2455 2397
2456 /* This is copied from get_ob_key_link() above - 2398 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2399 * only 4 lines, and saves the function call overhead.
2458 */ 2400 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2401 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2402 if (link->key == canonical_key)
2461 return link->value; 2403 return link->value;
2462 }
2463 }
2464 return NULL;
2465}
2466 2404
2405 return 0;
2406}
2467 2407
2468/* 2408/*
2469 * Updates the canonical_key in op to value. 2409 * Updates the canonical_key in op to value.
2470 * 2410 *
2471 * canonical_key is a shared string (value doesn't have to be). 2411 * canonical_key is a shared string (value doesn't have to be).
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2413 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys. 2414 * keys.
2475 * 2415 *
2476 * Returns TRUE on success. 2416 * Returns TRUE on success.
2477 */ 2417 */
2418int
2478int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2420{
2479 key_value * field = NULL, *last=NULL; 2421 key_value *field = NULL, *last = NULL;
2480 2422
2481 for (field=op->key_values; field != NULL; field=field->next) { 2423 for (field = op->key_values; field != NULL; field = field->next)
2424 {
2482 if (field->key != canonical_key) { 2425 if (field->key != canonical_key)
2426 {
2483 last = field; 2427 last = field;
2484 continue; 2428 continue;
2485 } 2429 }
2486 2430
2487 if (value) 2431 if (value)
2488 field->value = value; 2432 field->value = value;
2489 else { 2433 else
2434 {
2490 /* Basically, if the archetype has this key set, 2435 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2436 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2437 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2438 * we get this value back again.
2494 */ 2439 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2440 if (get_ob_key_link (op->arch, canonical_key))
2496 field->value = 0; 2441 field->value = 0;
2442 else
2443 {
2444 if (last)
2445 last->next = field->next;
2497 else 2446 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2447 op->key_values = field->next;
2501 2448
2502 delete field; 2449 delete field;
2503 } 2450 }
2504 } 2451 }
2505 return TRUE; 2452 return TRUE;
2506 } 2453 }
2507 /* IF we get here, key doesn't exist */ 2454 /* IF we get here, key doesn't exist */
2508 2455
2509 /* No field, we'll have to add it. */ 2456 /* No field, we'll have to add it. */
2510 2457
2511 if (!add_key) { 2458 if (!add_key)
2512 return FALSE; 2459 return FALSE;
2513 } 2460
2514 /* There isn't any good reason to store a null 2461 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2462 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2463 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2464 * be here. If user wants to store empty strings,
2518 * should pass in "" 2465 * should pass in ""
2519 */ 2466 */
2520 if (value == NULL) return TRUE; 2467 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 return TRUE; 2468 return TRUE;
2469
2470 field = new key_value;
2471
2472 field->key = canonical_key;
2473 field->value = value;
2474 /* Usual prepend-addition. */
2475 field->next = op->key_values;
2476 op->key_values = field;
2477
2478 return TRUE;
2531} 2479}
2532 2480
2533/* 2481/*
2534 * Updates the key in op to value. 2482 * Updates the key in op to value.
2535 * 2483 *
2537 * and not add new ones. 2485 * and not add new ones.
2538 * In general, should be little reason FALSE is ever passed in for add_key 2486 * In general, should be little reason FALSE is ever passed in for add_key
2539 * 2487 *
2540 * Returns TRUE on success. 2488 * Returns TRUE on success.
2541 */ 2489 */
2490int
2542int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2491set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2543{ 2492{
2544 shstr key_ (key); 2493 shstr key_ (key);
2494
2545 return set_ob_key_value_s (op, key_, value, add_key); 2495 return set_ob_key_value_s (op, key_, value, add_key);
2546} 2496}
2497
2498object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container)
2500{
2501 while (item->inv)
2502 item = item->inv;
2503}
2504
2505void
2506object::depth_iterator::next ()
2507{
2508 if (item->below)
2509 {
2510 item = item->below;
2511
2512 while (item->inv)
2513 item = item->inv;
2514 }
2515 else
2516 item = item->env;
2517}
2518
2519const char *
2520object::flag_desc (char *desc, int len) const
2521{
2522 char *p = desc;
2523 bool first = true;
2524
2525 *p = 0;
2526
2527 for (int i = 0; i < NUM_FLAGS; i++)
2528 {
2529 if (len <= 10) // magic constant!
2530 {
2531 snprintf (p, len, ",...");
2532 break;
2533 }
2534
2535 if (flag [i])
2536 {
2537 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2538 len -= cnt;
2539 p += cnt;
2540 first = false;
2541 }
2542 }
2543
2544 return desc;
2545}
2546
2547// return a suitable string describing an object in enough detail to find it
2548const char *
2549object::debug_desc (char *info) const
2550{
2551 char flagdesc[512];
2552 char info2[256 * 4];
2553 char *p = info;
2554
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2556 count,
2557 uuid.c_str (),
2558 &name,
2559 title ? "\",title:\"" : "",
2560 title ? (const char *)title : "",
2561 flag_desc (flagdesc, 512), type);
2562
2563 if (!this->flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565
2566 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568
2569 return info;
2570}
2571
2572const char *
2573object::debug_desc () const
2574{
2575 static char info[3][256 * 4];
2576 static int info_idx;
2577
2578 return debug_desc (info [++info_idx % 3]);
2579}
2580
2581struct region *
2582object::region () const
2583{
2584 return map ? map->region (x, y)
2585 : region::default_region ();
2586}
2587
2588const materialtype_t *
2589object::dominant_material () const
2590{
2591 if (materialtype_t *mt = name_to_material (materialname))
2592 return mt;
2593
2594 return name_to_material (shstr_unknown);
2595}
2596
2597void
2598object::open_container (object *new_container)
2599{
2600 if (container == new_container)
2601 return;
2602
2603 if (object *old_container = container)
2604 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return;
2607
2608#if 0
2609 // remove the "Close old_container" object.
2610 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON)
2612 closer->destroy ();
2613#endif
2614
2615 old_container->flag [FLAG_APPLIED] = 0;
2616 container = 0;
2617
2618 esrv_update_item (UPD_FLAGS, this, old_container);
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2620 play_sound (sound_find ("chest_close"));
2621 }
2622
2623 if (new_container)
2624 {
2625 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2626 return;
2627
2628 // TODO: this does not seem to serve any purpose anymore?
2629#if 0
2630 // insert the "Close Container" object.
2631 if (archetype *closer = new_container->other_arch)
2632 {
2633 object *closer = arch_to_object (new_container->other_arch);
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer);
2636 }
2637#endif
2638
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2640
2641 new_container->flag [FLAG_APPLIED] = 1;
2642 container = new_container;
2643
2644 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open"));
2647 }
2648}
2649
2650object *
2651object::force_find (const shstr name)
2652{
2653 /* cycle through his inventory to look for the MARK we want to
2654 * place
2655 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below)
2657 if (tmp->type == FORCE && tmp->slaying == name)
2658 return splay (tmp);
2659
2660 return 0;
2661}
2662
2663void
2664object::force_add (const shstr name, int duration)
2665{
2666 if (object *force = force_find (name))
2667 force->destroy ();
2668
2669 object *force = get_archetype (FORCE_NAME);
2670
2671 force->slaying = name;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680}
2681
2682void
2683object::play_sound (faceidx sound)
2684{
2685 if (!sound)
2686 return;
2687
2688 if (flag [FLAG_REMOVED])
2689 return;
2690
2691 if (env)
2692 {
2693 if (object *pl = in_player ())
2694 pl->contr->play_sound (sound);
2695 }
2696 else
2697 map->play_sound (sound, x, y);
2698}
2699

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