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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.227 by root, Sat May 3 09:04:17 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 1.18 2006/09/08 16:51:42 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// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
244/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
245 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
247 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
248 */ 408 */
249signed long sum_weight(object *op) { 409void
250 signed long sum; 410object::update_weight ()
251 object *inv; 411{
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 412 sint32 sum = 0;
413
414 for (object *op = inv; op; op = op->below)
415 {
253 if (inv->inv) 416 if (op->inv)
254 sum_weight(inv); 417 op->update_weight ();
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
256 } 420 }
257 if (op->type == CONTAINER && op->stats.Str) 421
258 sum = (sum * (100 - op->stats.Str))/100; 422 sum = weight_adjust (this, sum);
259 if(op->carrying != sum) 423
424 if (sum != carrying)
425 {
260 op->carrying = sum; 426 carrying = sum;
261 return sum;
262}
263 427
428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
432}
433
264/** 434/*
265 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
266 */ 436 */
267 437char *
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) { 438dump_object (object *op)
340 if(op==NULL) { 439{
341 strcpy(errmsg,"[NULL pointer]"); 440 if (!op)
342 return; 441 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 442
348void dump_all_objects(void) { 443 object_freezer freezer;
349 object *op; 444 op->write (freezer);
350 for(op=objects;op!=NULL;op=op->next) { 445 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 446}
355 447
356/* 448/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
360 */ 452 */
361 453object *
362object *get_nearest_part(object *op, const object *pl) { 454get_nearest_part (object *op, const object *pl)
455{
363 object *tmp,*closest; 456 object *tmp, *closest;
364 int last_dist,i; 457 int last_dist, i;
458
365 if(op->more==NULL) 459 if (!op->more)
366 return op; 460 return op;
461
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 466 closest = tmp, last_dist = i;
467
370 return closest; 468 return closest;
371} 469}
372 470
373/* 471/*
374 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
375 */ 474 */
376 475object *
377object *find_object(tag_t i) { 476find_object (tag_t i)
378 object *op; 477{
379 for(op=objects;op!=NULL;op=op->next) 478 for_all_objects (op)
380 if(op->count==i) 479 if (op->count == i)
381 break;
382 return op; 480 return op;
481
482 return 0;
383} 483}
384 484
385/* 485/*
386 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
389 */ 489 */
390 490object *
391object *find_object_name(const char *str) { 491find_object_name (const char *str)
392 const char *name = shstr::find (str); 492{
493 shstr_cmp str_ (str);
393 object *op; 494 object *op;
394 for(op=objects;op!=NULL;op=op->next) 495
496 for_all_objects (op)
395 if(&op->name == name) 497 if (op->name == str_)
396 break; 498 break;
397 499
398 return op; 500 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} 501}
440 502
441/* 503/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
444 */ 507 */
445void set_owner (object *op, object *owner) 508void
509object::set_owner (object *owner)
446{ 510{
447 if(owner==NULL||op==NULL) 511 // allow objects which own objects
512 if (owner)
513 while (owner->owner)
514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
448 return; 519 return;
520 }
449 521
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; 522 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470} 523}
471 524
472/* Set the owner to clone's current owner and set the skill and experience 525int
473 * objects to clone's objects (typically those objects that where the owner's 526object::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{ 527{
484 object *owner = get_owner (clone); 528 if (type == SKILL)
485 if (owner == NULL) { 529 {
486 /* players don't have owners - they own themselves. Update 530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
487 * as appropriate. 531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
488 */ 565 {
489 if (clone->type == PLAYER) owner=clone; 566 current_weapon = chosen_skill = 0;
490 else return; 567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
491 } 582 {
492 set_owner(op, owner); 583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
493 587
588 return true;
494} 589}
495 590
496/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 592 * refcounts and freeing the links.
498 */ 593 */
594static void
499static void free_key_values(object * op) 595free_key_values (object *op)
500{ 596{
501 for (key_value *i = op->key_values; i != 0; ) 597 for (key_value *i = op->key_values; i; )
502 { 598 {
503 key_value *next = i->next; 599 key_value *next = i->next;
504 delete i; 600 delete i;
601
505 i = next; 602 i = next;
506 } 603 }
507 604
508 op->key_values = 0; 605 op->key_values = 0;
509} 606}
510 607
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 608/*
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, 609 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 610 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 611 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 612 * 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 613 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 614 * will point at garbage.
580 */ 615 */
581 616void
582void copy_object (object *op2, object *op) 617object::copy_to (object *dst)
583{ 618{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 619 dst->remove ();
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 620 *(object_copy *)dst = *this;
586 621 dst->flag [FLAG_REMOVED] = true;
587 op2->clone (op);
588
589 if (is_freed) SET_FLAG (op, FLAG_FREED);
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
591
592 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
594 622
595 /* Copy over key_values, if any. */ 623 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 624 if (key_values)
597 { 625 {
598 key_value *tail = NULL; 626 key_value *tail = 0;
599 key_value *i;
600
601 op->key_values = NULL; 627 dst->key_values = 0;
602 628
603 for (i = op2->key_values; i != NULL; i = i->next) 629 for (key_value *i = key_values; i; i = i->next)
604 { 630 {
605 key_value *new_link = new key_value; 631 key_value *new_link = new key_value;
606 632
607 new_link->next = NULL; 633 new_link->next = 0;
608 new_link->key = i->key; 634 new_link->key = i->key;
609 new_link->value = i->value; 635 new_link->value = i->value;
610 636
611 /* Try and be clever here, too. */ 637 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 638 if (!dst->key_values)
613 { 639 {
614 op->key_values = new_link; 640 dst->key_values = new_link;
615 tail = new_link; 641 tail = new_link;
616 } 642 }
617 else 643 else
618 { 644 {
619 tail->next = new_link; 645 tail->next = new_link;
620 tail = new_link; 646 tail = new_link;
621 } 647 }
622 } 648 }
623 } 649 }
624 650
625 update_ob_speed (op); 651 if (speed < 0)
626} 652 dst->speed_left -= rndm ();
627 653
628/* 654 dst->set_speed (dst->speed);
629 * get_object() grabs an object from the list of unused objects, makes 655}
630 * sure it is initialised, and returns it. 656
631 * If there are no free objects, expand_objects() is called to get more. 657void
658object::instantiate ()
659{
660 if (!uuid.seq) // HACK
661 uuid = UUID::gen ();
662
663 speed_left = -0.1f;
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
632 */ 669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
633 672
634object *get_object () 673 attachable::instantiate ();
635{ 674}
636 object *op = new object;
637 675
638 op->count = ++ob_count; 676object *
639 677object::clone ()
640 op->next = objects; 678{
641 679 object *neu = create ();
642 if (objects) 680 copy_to (neu);
643 objects->prev = op; 681 neu->map = map; // not copied by copy_to
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op; 682 return neu;
654} 683}
655 684
656/* 685/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 686 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can 687 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map. 688 * be called to update the face variable, _and_ how it looks on the map.
660 */ 689 */
661 690void
662void update_turn_face(object *op) { 691update_turn_face (object *op)
692{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 693 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
664 return; 694 return;
695
665 SET_ANIMATION(op, op->direction); 696 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
667} 698}
668 699
669/* 700/*
670 * Updates the speed of an object. If the speed changes from 0 to another 701 * Updates the speed of an object. If the speed changes from 0 to another
671 * value, or vice versa, then add/remove the object from the active list. 702 * value, or vice versa, then add/remove the object from the active list.
672 * This function needs to be called whenever the speed of an object changes. 703 * This function needs to be called whenever the speed of an object changes.
673 */ 704 */
674 705void
675void update_ob_speed(object *op) { 706object::set_speed (float speed)
676 extern int arch_init; 707{
677 708 if (flag [FLAG_FREED] && speed)
678 /* No reason putting the archetypes objects on the speed list, 709 {
679 * since they never really need to be updated.
680 */
681
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 710 LOG (llevError, "Object %s is freed but has speed.\n", &name);
684#ifdef MANY_CORES
685 abort();
686#else
687 op->speed = 0; 711 speed = 0;
688#endif
689 } 712 }
690 if (arch_init) {
691 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 713
698 /* process_events() expects us to insert the object at the beginning 714 this->speed = speed;
699 * of the list. */ 715
700 op->active_next = active_objects; 716 if (has_active_speed ())
701 if (op->active_next!=NULL) 717 activate ();
702 op->active_next->active_prev = op;
703 active_objects = op;
704 }
705 else { 718 else
706 /* If not on the active list, nothing needs to be done */ 719 deactivate ();
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722 }
723} 720}
724 721
725/* This function removes object 'op' from the list of active
726 * objects.
727 * This should only be used for style maps or other such
728 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object.
732 */
733void remove_from_active_list(object *op)
734{
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects)
737 return;
738
739 if (op->active_prev==NULL) {
740 active_objects = op->active_next;
741 if (op->active_next!=NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else {
745 op->active_prev->active_next = op->active_next;
746 if (op->active_next)
747 op->active_next->active_prev = op->active_prev;
748 }
749 op->active_next = NULL;
750 op->active_prev = NULL;
751}
752
753/* 722/*
754 * update_object() updates the array which represents the map. 723 * update_object() updates the the map.
755 * It takes into account invisible objects (and represent squares covered 724 * It takes into account invisible objects (and represent squares covered
756 * by invisible objects by whatever is below them (unless it's another 725 * by invisible objects by whatever is below them (unless it's another
757 * invisible object, etc...) 726 * invisible object, etc...)
758 * If the object being updated is beneath a player, the look-window 727 * If the object being updated is beneath a player, the look-window
759 * of that player is updated (this might be a suboptimal way of 728 * of that player is updated (this might be a suboptimal way of
760 * updating that window, though, since update_object() is called _often_) 729 * updating that window, though, since update_object() is called _often_)
761 * 730 *
762 * action is a hint of what the caller believes need to be done. 731 * action is a hint of what the caller believes need to be done.
763 * For example, if the only thing that has changed is the face (due to
764 * an animation), we don't need to call update_position until that actually
765 * comes into view of a player. OTOH, many other things, like addition/removal
766 * of walls or living creatures may need us to update the flags now.
767 * current action are: 732 * current action are:
768 * UP_OBJ_INSERT: op was inserted 733 * UP_OBJ_INSERT: op was inserted
769 * UP_OBJ_REMOVE: op was removed 734 * UP_OBJ_REMOVE: op was removed
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 735 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed. 736 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 737 * UP_OBJ_FACE: only the objects face has changed.
773 */ 738 */
774 739void
775void update_object(object *op, int action) { 740update_object (object *op, int action)
776 int update_now=0, flags; 741{
777 MoveType move_on, move_off, move_block, move_slow; 742 if (!op)
778 743 {
779 if (op == NULL) {
780 /* this should never happen */ 744 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 745 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
782 return; 746 return;
783 }
784 747 }
785 if(op->env!=NULL) { 748
749 if (!op->is_on_map ())
750 {
786 /* Animation is currently handled by client, so nothing 751 /* Animation is currently handled by client, so nothing
787 * to do in this case. 752 * to do in this case.
788 */ 753 */
789 return; 754 return;
790 }
791
792 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways.
794 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return;
796 755 }
756
797 /* make sure the object is within map boundaries */ 757 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 758 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 759 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 760 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 761#ifdef MANY_CORES
802 abort(); 762 abort ();
803#endif 763#endif
804 return; 764 return;
805 }
806 765 }
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
813 766
767 mapspace &m = op->ms ();
768
769 if (!(m.flags_ & P_UPTODATE))
770 /* nop */;
814 if (action == UP_OBJ_INSERT) { 771 else if (action == UP_OBJ_INSERT)
772 {
773 // this is likely overkill, TODO: revisit (schmorp)
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 774 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
816 update_now=1;
817
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 775 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
819 update_now=1; 776 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
820 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
778 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 779 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
822 update_now=1; 780 || (m.move_on | op->move_on ) != m.move_on
823
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1;
826
827 if ((move_on | op->move_on) != move_on) update_now=1;
828 if ((move_off | op->move_off) != move_off) update_now=1; 781 || (m.move_off | op->move_off ) != m.move_off
782 || (m.move_slow | op->move_slow) != m.move_slow
829 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 784 * to have move_allow right now.
831 */ 785 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
833 update_now=1; 787 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 788 m.flags_ = 0;
835 } 789 }
836 /* if the object is being removed, we can't make intelligent 790 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 791 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 792 * that is being removed.
839 */ 793 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 794 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 795 m.flags_ = 0;
842 } else if (action == UP_OBJ_FACE) { 796 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 797 /* Nothing to do for that case */ ;
844 }
845 else { 798 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 799 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 800
849 if (update_now) {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y);
852 }
853
854 if(op->more!=NULL) 801 if (op->more)
855 update_object(op->more, action); 802 update_object (op->more, action);
856} 803}
857 804
805object::object ()
806{
807 SET_FLAG (this, FLAG_REMOVED);
858 808
859/* 809 expmul = 1.0;
860 * free_object() frees everything allocated by an object, removes 810 face = blank_face;
861 * it from the list of used objects, and puts it on the list of 811}
862 * free objects. The IS_FREED() flag is set in the object. 812
863 * The object must have been removed by remove_ob() first for 813object::~object ()
864 * this function to succeed. 814{
865 * 815 unlink ();
866 * If free_inventory is set, free inventory as well. Else drop items in 816
867 * inventory to the ground. 817 free_key_values (this);
868 */ 818}
819
820static int object_count;
821
822void object::link ()
823{
824 assert (!index);//D
825 uuid = UUID::gen ();
826 count = ++object_count;
827
828 refcnt_inc ();
829 objects.insert (this);
830}
831
832void object::unlink ()
833{
834 if (!index)
835 return;
836
837 objects.erase (this);
838 refcnt_dec ();
839}
869 840
870void 841void
871free_object (object * ob) 842object::activate ()
872{ 843{
873 free_object2 (ob, 0); 844 /* If already on active list, don't do anything */
845 if (active)
846 return;
847
848 if (has_active_speed ())
849 actives.insert (this);
874} 850}
875 851
876void 852void
877free_object2 (object * ob, int free_inventory) 853object::activate_recursive ()
878{ 854{
879 object *tmp, *op; 855 activate ();
880 856
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 857 for (object *op = inv; op; op = op->below)
882 { 858 op->activate_recursive ();
883 LOG (llevDebug, "Free object called with non removed object\n"); 859}
884 dump_object (ob); 860
885#ifdef MANY_CORES 861/* This function removes object 'op' from the list of active
886 abort (); 862 * objects.
887#endif 863 * This should only be used for style maps or other such
864 * reference maps where you don't want an object that isn't
865 * in play chewing up cpu time getting processed.
866 * The reverse of this is to call update_ob_speed, which
867 * will do the right thing based on the speed of the object.
868 */
869void
870object::deactivate ()
871{
872 /* If not on the active list, nothing needs to be done */
873 if (!active)
874 return;
875
876 actives.erase (this);
877}
878
879void
880object::deactivate_recursive ()
881{
882 for (object *op = inv; op; op = op->below)
883 op->deactivate_recursive ();
884
885 deactivate ();
886}
887
888void
889object::set_flag_inv (int flag, int value)
890{
891 for (object *op = inv; op; op = op->below)
888 } 892 {
889 893 op->flag [flag] = value;
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 894 op->set_flag_inv (flag, value);
891 { 895 }
892 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 896}
897
898/*
899 * Remove and free all objects in the inventory of the given object.
900 * object.c ?
901 */
902void
903object::destroy_inv (bool drop_to_ground)
904{
905 // need to check first, because the checks below might segfault
906 // as we might be on an invalid mapspace and crossfire code
907 // is too buggy to ensure that the inventory is empty.
908 // corollary: if you create arrows etc. with stuff in its inventory,
909 // cf will crash below with off-map x and y
910 if (!inv)
911 return;
912
913 /* Only if the space blocks everything do we not process -
914 * if some form of movement is allowed, let objects
915 * drop on that space.
916 */
917 if (!drop_to_ground
918 || !map
919 || map->in_memory != MAP_ACTIVE
920 || map->nodrop
921 || ms ().move_block == MOVE_ALL)
922 {
923 while (inv)
924 {
925 inv->destroy_inv (false);
926 inv->destroy ();
927 }
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 while (inv)
932 {
933 object *op = inv;
934
935 if (op->flag [FLAG_STARTEQUIP]
936 || op->flag [FLAG_NO_DROP]
937 || op->type == RUNE
938 || op->type == TRAP
939 || op->flag [FLAG_IS_A_TEMPLATE]
940 || op->flag [FLAG_DESTROY_ON_DEATH])
941 op->destroy (true);
942 else
943 map->insert (op, x, y);
944 }
945 }
946}
947
948object *object::create ()
949{
950 object *op = new object;
951 op->link ();
952 return op;
953}
954
955static struct freed_map : maptile
956{
957 freed_map ()
958 {
959 path = "<freed objects map>";
960 name = "/internal/freed_objects_map";
961 width = 3;
962 height = 3;
963 nodrop = 1;
964
965 alloc ();
966 in_memory = MAP_ACTIVE;
967 }
968} freed_map; // freed objects are moved here to avoid crashes
969
970void
971object::do_destroy ()
972{
973 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this);
975
976 if (flag [FLAG_FRIENDLY])
893 remove_friendly_object (ob); 977 remove_friendly_object (this);
978
979 remove ();
980
981 attachable::do_destroy ();
982
983 deactivate ();
984 unlink ();
985
986 flag [FLAG_FREED] = 1;
987
988 // hack to ensure that freed objects still have a valid map
989 map = &freed_map;
990 x = 1;
991 y = 1;
992
993 if (more)
894 } 994 {
895 995 more->destroy ();
896 if (QUERY_FLAG (ob, FLAG_FREED)) 996 more = 0;
897 { 997 }
898 dump_object (ob); 998
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 999 head = 0;
1000
1001 // clear those pointers that likely might cause circular references
1002 owner = 0;
1003 enemy = 0;
1004 attacked_by = 0;
1005 current_weapon = 0;
1006}
1007
1008void
1009object::destroy (bool destroy_inventory)
1010{
1011 if (destroyed ())
1012 return;
1013
1014 if (!is_head () && !head->destroyed ())
1015 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory);
900 return; 1018 return;
901 } 1019 }
902 1020
903 if (ob->more != NULL) 1021 destroy_inv (!destroy_inventory);
904 {
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908 1022
909 if (ob->inv) 1023 if (is_head ())
910 { 1024 if (sound_destroy)
911 /* Only if the space blocks everything do we not process - 1025 play_sound (sound_destroy);
912 * if some form of movement is allowed, let objects 1026 else if (flag [FLAG_MONSTER])
913 * drop on that space. 1027 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 */
915 if (free_inventory || ob->map == NULL
916 || ob->map->in_memory != MAP_IN_MEMORY
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
918 {
919 op = ob->inv;
920 1028
921 while (op != NULL) 1029 attachable::destroy ();
922 {
923 tmp = op->below;
924 remove_ob (op);
925 free_object2 (op, free_inventory);
926 op = tmp;
927 }
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 op = ob->inv;
932
933 while (op != NULL)
934 {
935 tmp = op->below;
936 remove_ob (op);
937
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 free_object (op);
942 else
943 {
944 op->x = ob->x;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
947 }
948
949 op = tmp;
950 }
951 }
952 }
953
954 /* Remove object from the active list */
955 ob->speed = 0;
956 update_ob_speed (ob);
957
958 SET_FLAG (ob, FLAG_FREED);
959 ob->count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 }
969 else
970 {
971 ob->prev->next = ob->next;
972
973 if (ob->next != NULL)
974 ob->next->prev = ob->prev;
975 }
976
977 free_key_values (ob);
978
979 /* Now link it with the free_objects list: */
980 ob->prev = 0;
981 ob->next = 0;
982
983 delete ob;
984} 1030}
985 1031
986/* 1032/* op->remove ():
987 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)).
989 */
990
991void sub_weight (object *op, signed long weight) {
992 while (op != NULL) {
993 if (op->type == CONTAINER) {
994 weight=(signed long)(weight*(100-op->stats.Str)/100);
995 }
996 op->carrying-=weight;
997 op = op->env;
998 }
999}
1000
1001/* remove_ob(op):
1002 * This function removes the object op from the linked list of objects 1033 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 1034 * which it is currently tied to. When this function is done, the
1004 * object will have no environment. If the object previously had an 1035 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to 1036 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 1037 * the previous environment.
1007 * Beware: This function is called from the editor as well!
1008 */ 1038 */
1009 1039void
1010void remove_ob(object *op) { 1040object::do_remove ()
1041{
1011 object *tmp,*last=NULL; 1042 object *tmp, *last = 0;
1012 object *otmp; 1043 object *otmp;
1013 tag_t tag;
1014 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018 1044
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1045 if (flag [FLAG_REMOVED])
1020 dump_object(op); 1046 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 1047
1023 /* Changed it to always dump core in this case. As has been learned 1048 INVOKE_OBJECT (REMOVE, this);
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037 1049
1038 SET_FLAG(op, FLAG_REMOVED); 1050 flag [FLAG_REMOVED] = true;
1039 1051
1052 if (more)
1053 more->remove ();
1054
1040 /* 1055 /*
1041 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
1042 * inventory. 1057 * inventory.
1058 */
1059 if (env)
1060 {
1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065
1066 adjust_weight (env, -total_weight ());
1067
1068 *(above ? &above->below : &env->inv) = below;
1069
1070 if (below)
1071 below->above = above;
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1043 */ 1076 */
1044 if(op->env!=NULL) { 1077 map = env->map;
1045 if(op->nrof) 1078 x = env->x;
1046 sub_weight(op->env, op->weight*op->nrof); 1079 y = env->y;
1047 else 1080 above = 0;
1048 sub_weight(op->env, op->weight+op->carrying); 1081 below = 0;
1082 env = 0;
1049 1083
1050 /* NO_FIX_PLAYER is set when a great many changes are being 1084 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 1085 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1086 * to save cpu time.
1087 */
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1089 otmp->update_stats ();
1090 }
1091 else if (map)
1092 {
1093 map->dirty = true;
1094 mapspace &ms = this->ms ();
1095
1096 if (object *pl = ms.player ())
1097 {
1098 if (type == PLAYER) // this == pl(!)
1099 {
1100 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent.
1104 close_container ();
1105
1106 --map->players;
1107 map->touch ();
1108 }
1109 else if (pl->container == this)
1110 {
1111 // removing a container should close it
1112 close_container ();
1113 }
1114
1115 esrv_del_item (pl->contr, count);
1116 }
1117
1118 /* link the object above us */
1119 if (above)
1120 above->below = below;
1121 else
1122 ms.top = below; /* we were top, set new top */
1123
1124 /* Relink the object below us, if there is one */
1125 if (below)
1126 below->above = above;
1127 else
1128 {
1129 /* Nothing below, which means we need to relink map object for this space
1130 * use translated coordinates in case some oddness with map tiling is
1131 * evident
1053 */ 1132 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1133 if (GET_MAP_OB (map, x, y) != this)
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1134 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 ());
1056 fix_player(otmp);
1057 1135
1058 if(op->above!=NULL) 1136 ms.bot = above; /* goes on above it. */
1059 op->above->below=op->below;
1060 else
1061 op->env->inv=op->below;
1062
1063 if(op->below!=NULL)
1064 op->below->above=op->above;
1065
1066 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do.
1069 */ 1137 }
1070 op->x=op->env->x,op->y=op->env->y; 1138
1071 op->map=op->env->map; 1139 above = 0;
1072 op->above=NULL,op->below=NULL; 1140 below = 0;
1073 op->env=NULL; 1141
1142 if (map->in_memory == MAP_SAVING)
1074 return; 1143 return;
1075 }
1076 1144
1077 /* If we get here, we are removing it from a map */ 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 if (op->map == NULL) return;
1079 1146
1080 x = op->x; 1147 if (object *pl = ms.player ())
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 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);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 } 1148 {
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1149 if (pl->container == this)
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1133 /* No point updating the players look faces if he is the object
1134 * being removed.
1135 */
1136
1137 if(tmp->type==PLAYER && tmp!=op) {
1138 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1140 * appropriately. 1152 * appropriately.
1141 */ 1153 */
1142 if (tmp->container==op) { 1154 pl->close_container ();
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1155
1144 tmp->container=NULL; 1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update ();
1161 }
1162
1163 for (tmp = ms.bot; tmp; tmp = tmp->above)
1164 {
1165 /* No point updating the players look faces if he is the object
1166 * being removed.
1167 */
1168
1169 /* See if object moving off should effect something */
1170 if (check_walk_off
1171 && ((move_type & tmp->move_off)
1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1173 {
1174 move_apply (tmp, this, 0);
1175
1176 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1145 } 1178 }
1146 tmp->contr->socket.update_look=1; 1179
1180 last = tmp;
1147 } 1181 }
1148 /* See if player moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1151 1182
1152 move_apply(tmp, op, NULL);
1153 if (was_destroyed (op, tag)) {
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 }
1157 }
1158
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160
1161 if(tmp->above == tmp)
1162 tmp->above = NULL;
1163 last=tmp;
1164 }
1165 /* last == NULL of there are no objects on this space */ 1183 /* last == NULL if there are no objects on this space */
1166 if (last==NULL) { 1184 //TODO: this makes little sense, why only update the topmost object?
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1185 if (!last)
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1186 map->at (x, y).flags_ = 0;
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y);
1174 }
1175 else 1187 else
1176 update_object(last, UP_OBJ_REMOVE); 1188 update_object (last, UP_OBJ_REMOVE);
1177 1189
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1190 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los(op->map, op->x, op->y); 1191 update_all_los (map, x, y);
1180 1192 }
1181} 1193}
1182 1194
1183/* 1195/*
1184 * merge_ob(op,top): 1196 * merge_ob(op,top):
1185 * 1197 *
1186 * This function goes through all objects below and including top, and 1198 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1199 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1200 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1201 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1202 */
1191 1203object *
1192object *merge_ob(object *op, object *top) { 1204merge_ob (object *op, object *top)
1205{
1193 if(!op->nrof) 1206 if (!op->nrof)
1194 return 0; 1207 return 0;
1195 if(top==NULL) 1208
1209 if (!top)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1210 for (top = op; top && top->above; top = top->above)
1211 ;
1212
1197 for(;top!=NULL;top=top->below) { 1213 for (; top; top = top->below)
1198 if(top==op) 1214 if (object::can_merge (op, top))
1199 continue;
1200 if (CAN_MERGE(op,top))
1201 { 1215 {
1202 top->nrof+=op->nrof; 1216 top->nrof += op->nrof;
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1217
1204 op->weight = 0; /* Don't want any adjustements now */ 1218 if (object *pl = top->visible_to ())
1205 remove_ob(op); 1219 esrv_update_item (UPD_NROF, pl, top);
1206 free_object(op); 1220
1221 op->weight = 0; // cancel the addition above
1222 op->carrying = 0; // must be 0 already
1223
1224 op->destroy (1);
1225
1207 return top; 1226 return top;
1208 } 1227 }
1209 } 1228
1210 return NULL; 1229 return 0;
1211} 1230}
1212 1231
1232void
1233object::expand_tail ()
1234{
1235 if (more)
1236 return;
1237
1238 object *prev = this;
1239
1240 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1241 {
1242 object *op = arch_to_object (at);
1243
1244 op->name = name;
1245 op->name_pl = name_pl;
1246 op->title = title;
1247
1248 op->head = this;
1249 prev->more = op;
1250
1251 prev = op;
1252 }
1253}
1254
1213/* 1255/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1256 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1215 * job preparing multi-part monsters 1257 * job preparing multi-part monsters.
1216 */ 1258 */
1259object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1260insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1218 object* tmp; 1261{
1219 if (op->head) 1262 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1220 op=op->head; 1263 {
1221 for (tmp=op;tmp;tmp=tmp->more){
1222 tmp->x=x+tmp->arch->clone.x; 1264 tmp->x = x + tmp->arch->x;
1223 tmp->y=y+tmp->arch->clone.y; 1265 tmp->y = y + tmp->arch->y;
1224 } 1266 }
1267
1225 return insert_ob_in_map (op, m, originator, flag); 1268 return insert_ob_in_map (op, m, originator, flag);
1226} 1269}
1227 1270
1228/* 1271/*
1229 * insert_ob_in_map (op, map, originator, flag): 1272 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1273 * This function inserts the object in the two-way linked list
1243 * Return value: 1286 * Return value:
1244 * new object if 'op' was merged with other object 1287 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1288 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1289 * just 'op' otherwise
1247 */ 1290 */
1248 1291object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1292insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1293{
1251 object *tmp, *top, *floor=NULL; 1294 assert (!op->flag [FLAG_FREED]);
1252 sint16 x,y;
1253 1295
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1296 op->remove ();
1255 LOG (llevError, "Trying to insert freed object!\n"); 1297
1256 return NULL; 1298 /* Ideally, the caller figures this out. However, it complicates a lot
1299 * of areas of callers (eg, anything that uses find_free_spot would now
1300 * need extra work
1301 */
1302 if (!xy_normalise (m, op->x, op->y))
1257 } 1303 {
1258 if(m==NULL) { 1304 op->destroy (1);
1259 dump_object(op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1261 return op; 1305 return 0;
1262 } 1306 }
1263 if(out_of_map(m,op->x,op->y)) { 1307
1264 dump_object(op); 1308 if (object *more = op->more)
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1309 if (!insert_ob_in_map (more, m, originator, flag))
1266#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted.
1270 */
1271 abort();
1272#endif
1273 return op; 1310 return 0;
1274 }
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1276 dump_object(op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1278 return op;
1279 }
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */
1282 1311
1283 object *more = op->more; 1312 CLEAR_FLAG (op, FLAG_REMOVED);
1284 1313
1285 /* We really need the caller to normalize coordinates - if 1314 op->map = m;
1286 * we set the map, that doesn't work if the location is within 1315 mapspace &ms = op->ms ();
1287 * a map and this is straddling an edge. So only if coordinate 1316
1288 * is clear wrong do we normalize it. 1317 /* this has to be done after we translate the coordinates.
1318 */
1319 if (op->nrof && !(flag & INS_NO_MERGE))
1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 if (object::can_merge (op, tmp))
1289 */ 1322 {
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1323 // TODO: we atcually want to update tmp, not op,
1291 more->map = get_map_from_coord(m, &more->x, &more->y); 1324 // but some caller surely breaks when we return tmp
1292 } else if (!more->map) { 1325 // from here :/
1293 /* For backwards compatibility - when not dealing with tiled maps, 1326 op->nrof += tmp->nrof;
1294 * more->map should always point to the parent. 1327 tmp->destroy (1);
1295 */
1296 more->map = m;
1297 } 1328 }
1298 1329
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1300 if ( ! op->head) 1331 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1332
1302 return NULL; 1333 if (!QUERY_FLAG (op, FLAG_ALIVE))
1334 CLEAR_FLAG (op, FLAG_NO_STEAL);
1335
1336 if (flag & INS_BELOW_ORIGINATOR)
1337 {
1338 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1339 {
1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1341 abort ();
1303 } 1342 }
1343
1344 op->above = originator;
1345 op->below = originator->below;
1346
1347 if (op->below)
1348 op->below->above = op;
1349 else
1350 ms.bot = op;
1351
1352 /* since *below* originator, no need to update top */
1353 originator->below = op;
1354 }
1355 else
1304 } 1356 {
1305 CLEAR_FLAG(op,FLAG_REMOVED); 1357 object *top, *floor = NULL;
1306 1358
1307 /* Ideally, the caller figures this out. However, it complicates a lot 1359 top = ms.bot;
1308 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work
1310 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y);
1312 x = op->x;
1313 y = op->y;
1314 1360
1315 /* this has to be done after we translate the coordinates. 1361 /* If there are other objects, then */
1316 */ 1362 if (top)
1317 if(op->nrof && !(flag & INS_NO_MERGE)) { 1363 {
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1364 object *last = 0;
1319 if (CAN_MERGE(op,tmp)) { 1365
1320 op->nrof+=tmp->nrof; 1366 /*
1321 remove_ob(tmp); 1367 * If there are multiple objects on this space, we do some trickier handling.
1322 free_object(tmp); 1368 * We've already dealt with merging if appropriate.
1369 * Generally, we want to put the new object on top. But if
1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1371 * floor, we want to insert above that and no further.
1372 * Also, if there are spell objects on this space, we stop processing
1373 * once we get to them. This reduces the need to traverse over all of
1374 * them when adding another one - this saves quite a bit of cpu time
1375 * when lots of spells are cast in one area. Currently, it is presumed
1376 * that flying non pickable objects are spell objects.
1377 */
1378 for (top = ms.bot; top; top = top->above)
1379 {
1380 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1381 floor = top;
1382
1383 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1384 {
1385 /* We insert above top, so we want this object below this */
1386 top = top->below;
1387 break;
1388 }
1389
1390 last = top;
1323 } 1391 }
1324 }
1325 1392
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1393 /* Don't want top to be NULL, so set it to the last valid object */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1394 top = last;
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330 1395
1331 if (flag & INS_BELOW_ORIGINATOR) { 1396 /* We let update_position deal with figuring out what the space
1332 if (originator->map != op->map || originator->x != op->x || 1397 * looks like instead of lots of conditions here.
1333 originator->y != op->y) { 1398 * makes things faster, and effectively the same result.
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1399 */
1335 abort(); 1400
1401 /* Have object 'fall below' other objects that block view.
1402 * Unless those objects are exits.
1403 * If INS_ON_TOP is used, don't do this processing
1404 * Need to find the object that in fact blocks view, otherwise
1405 * stacking is a bit odd.
1406 */
1407 if (!(flag & INS_ON_TOP)
1408 && ms.flags () & P_BLOCKSVIEW
1409 && (op->face && !faces [op->face].visibility))
1410 {
1411 for (last = top; last != floor; last = last->below)
1412 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1413 break;
1414
1415 /* Check to see if we found the object that blocks view,
1416 * and make sure we have a below pointer for it so that
1417 * we can get inserted below this one, which requires we
1418 * set top to the object below us.
1419 */
1420 if (last && last->below && last != floor)
1421 top = last->below;
1422 }
1423 } /* If objects on this space */
1424
1425 if (flag & INS_ABOVE_FLOOR_ONLY)
1426 top = floor;
1427
1428 /* Top is the object that our object (op) is going to get inserted above.
1429 */
1430
1431 /* First object on this space */
1432 if (!top)
1433 {
1434 op->above = ms.bot;
1435
1436 if (op->above)
1437 op->above->below = op;
1438
1439 op->below = 0;
1440 ms.bot = op;
1336 } 1441 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else { 1442 else
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /*
1348 * If there are multiple objects on this space, we do some trickier handling.
1349 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above;
1373 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */
1401 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y);
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1404
1405 /* Top is the object that our object (op) is going to get inserted above.
1406 */
1407
1408 /* First object on this space */
1409 if (!top) {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y);
1411 if (op->above) op->above->below = op;
1412 op->below = NULL;
1413 SET_MAP_OB(op->map, op->x, op->y, op);
1414 } else { /* get inserted into the stack above top */ 1443 { /* get inserted into the stack above top */
1415 op->above = top->above; 1444 op->above = top->above;
1445
1446 if (op->above)
1416 if (op->above) op->above->below = op; 1447 op->above->below = op;
1448
1417 op->below = top; 1449 op->below = top;
1418 top->above = op; 1450 top->above = op;
1419 } 1451 }
1452
1420 if (op->above==NULL) 1453 if (!op->above)
1421 SET_MAP_TOP(op->map,op->x, op->y, op); 1454 ms.top = op;
1422 } /* else not INS_BELOW_ORIGINATOR */ 1455 } /* else not INS_BELOW_ORIGINATOR */
1423 1456
1424 if(op->type==PLAYER) 1457 if (op->type == PLAYER)
1458 {
1425 op->contr->do_los=1; 1459 op->contr->do_los = 1;
1460 ++op->map->players;
1461 op->map->touch ();
1462 }
1426 1463
1427 /* If we have a floor, we know the player, if any, will be above 1464 op->map->dirty = true;
1428 * it, so save a few ticks and start from there.
1429 */
1430 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1432 if (tmp->type == PLAYER)
1433 tmp->contr->socket.update_look=1;
1434 }
1435 1465
1466 if (object *pl = ms.player ())
1467 //TODO: the floorbox prev/next might need updating
1468 //esrv_send_item (pl, op);
1469 //TODO: update floorbox to preserve ordering
1470 if (pl->contr->ns)
1471 pl->contr->ns->floorbox_update ();
1472
1436 /* If this object glows, it may affect lighting conditions that are 1473 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really 1474 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players 1475 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well 1476 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way - 1477 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range, 1478 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area 1479 * or just updating the P_UPTODATE for spaces within this area
1443 * of effect may be sufficient. 1480 * of effect may be sufficient.
1444 */ 1481 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1482 if (op->map->darkness && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y); 1483 update_all_los (op->map, op->x, op->y);
1447 1484
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1485 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT); 1486 update_object (op, UP_OBJ_INSERT);
1451 1487
1488 INVOKE_OBJECT (INSERT, op);
1452 1489
1453 /* Don't know if moving this to the end will break anything. However, 1490 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this. 1491 * we want to have floorbox_update called before calling this.
1455 * 1492 *
1456 * check_move_on() must be after this because code called from 1493 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like 1494 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by 1495 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object(). 1496 * update_object().
1460 */ 1497 */
1461 1498
1462 /* if this is not the head or flag has been passed, don't check walk on status */ 1499 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1500 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1501 {
1465 if (check_move_on(op, originator)) 1502 if (check_move_on (op, originator))
1466 return NULL; 1503 return 0;
1467 1504
1468 /* If we are a multi part object, lets work our way through the check 1505 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1506 * walk on's.
1470 */ 1507 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1508 for (object *tmp = op->more; tmp; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1509 if (check_move_on (tmp, originator))
1473 return NULL; 1510 return 0;
1474 } 1511 }
1512
1475 return op; 1513 return op;
1476} 1514}
1477 1515
1478/* this function inserts an object in the map, but if it 1516/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1517 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1518 * op is the object to insert it under: supplies x and the map.
1481 */ 1519 */
1520void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1521replace_insert_ob_in_map (const char *arch_string, object *op)
1483 object *tmp; 1522{
1484 object *tmp1;
1485
1486 /* first search for itself and remove any old instances */ 1523 /* first search for itself and remove any old instances */
1487 1524
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1525 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1526 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1490 remove_ob(tmp); 1527 tmp->destroy (1);
1491 free_object(tmp);
1492 }
1493 }
1494 1528
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1529 object *tmp = arch_to_object (archetype::find (arch_string));
1496 1530
1497 1531 tmp->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1532 tmp->y = op->y;
1533
1499 insert_ob_in_map(tmp1,op->map,op,0); 1534 insert_ob_in_map (tmp, op->map, op, 0);
1500}
1501
1502/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array.
1508 */
1509
1510object *get_split_ob(object *orig_ob, uint32 nr) {
1511 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513
1514 if(orig_ob->nrof<nr) {
1515 sprintf(errmsg,"There are only %d %ss.",
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1517 return NULL;
1518 }
1519 newob = object_create_clone(orig_ob);
1520 if((orig_ob->nrof-=nr)<1) {
1521 if ( ! is_removed)
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) {
1526 if(orig_ob->env!=NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL;
1533 }
1534 }
1535 newob->nrof=nr;
1536
1537 return newob;
1538} 1535}
1539 1536
1537object *
1538object::insert_at (object *where, object *originator, int flags)
1539{
1540 if (where->env)
1541 return where->env->insert (this);
1542 else
1543 return where->map->insert (this, where->x, where->y, originator, flags);
1544}
1545
1540/* 1546/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1547 * decrease(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1548 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1549 * is subsequently removed and freed.
1544 * 1550 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1551 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1552 */
1547 1553bool
1548object *decrease_ob_nr (object *op, uint32 i) 1554object::decrease (sint32 nr)
1549{ 1555{
1550 object *tmp; 1556 if (!nr)
1551 player *pl; 1557 return true;
1552 1558
1553 if (i == 0) /* objects with op->nrof require this check */ 1559 nr = min (nr, nrof);
1560
1561 nrof -= nr;
1562
1563 if (nrof)
1564 {
1565 adjust_weight (env, -weight * nr); // carrying == 0
1566
1567 if (object *pl = visible_to ())
1568 esrv_update_item (UPD_NROF, pl, this);
1569
1570 return true;
1571 }
1572 else
1573 {
1574 destroy (1);
1575 return false;
1576 }
1577}
1578
1579/*
1580 * split(ob,nr) splits up ob into two parts. The part which
1581 * is returned contains nr objects, and the remaining parts contains
1582 * the rest (or is removed and returned if that number is 0).
1583 * On failure, NULL is returned.
1584 */
1585object *
1586object::split (sint32 nr)
1587{
1588 int have = number_of ();
1589
1590 if (have < nr)
1591 return 0;
1592 else if (have == nr)
1593 {
1594 remove ();
1595 return this;
1596 }
1597 else
1598 {
1599 decrease (nr);
1600
1601 object *op = object_create_clone (this);
1602 op->nrof = nr;
1554 return op; 1603 return op;
1555
1556 if (i > op->nrof)
1557 i = op->nrof;
1558
1559 if (QUERY_FLAG (op, FLAG_REMOVED))
1560 { 1604 }
1561 op->nrof -= i; 1605}
1606
1607object *
1608insert_ob_in_ob (object *op, object *where)
1609{
1610 if (!where)
1562 } 1611 {
1563 else if (op->env != NULL) 1612 char *dump = dump_object (op);
1564 { 1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1565 /* is this object in the players inventory, or sub container 1614 free (dump);
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 }
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above)
1608 if (tmp->type == PLAYER) {
1609 if (op->nrof)
1610 esrv_send_item(tmp, op);
1611 else
1612 esrv_del_item(tmp->contr, op->count);
1613 }
1614 }
1615
1616 if (op->nrof) {
1617 return op; 1615 return op;
1618 } else { 1616 }
1619 free_object (op); 1617
1620 return NULL; 1618 if (where->head_ () != where)
1621 } 1619 {
1622} 1620 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1623 1621 where = where->head;
1624/*
1625 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying.
1627 */
1628
1629void add_weight (object *op, signed long weight) {
1630 while (op!=NULL) {
1631 if (op->type == CONTAINER) {
1632 weight=(signed long)(weight*(100-op->stats.Str)/100);
1633 }
1634 op->carrying+=weight;
1635 op=op->env;
1636 } 1622 }
1637}
1638 1623
1624 return where->insert (op);
1625}
1626
1639/* 1627/*
1640 * insert_ob_in_ob(op,environment): 1628 * env->insert (op)
1641 * This function inserts the object op in the linked list 1629 * This function inserts the object op in the linked list
1642 * inside the object environment. 1630 * inside the object environment.
1643 * 1631 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can 1632 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1633 * be != op, if items are merged. -Tero
1651 */ 1634 */
1652 1635object *
1653object *insert_ob_in_ob(object *op,object *where) { 1636object::insert (object *op)
1654 object *tmp, *otmp; 1637{
1655
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1657 dump_object(op);
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) { 1638 if (op->more)
1639 {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 &op->name, op->count);
1674 return op; 1641 return op;
1675 } 1642 }
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1643
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1644 op->remove ();
1645
1646 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1647
1678 if(op->nrof) { 1648 if (op->nrof)
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1649 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1650 if (object::can_merge (tmp, op))
1651 {
1681 /* return the original object and remove inserted object 1652 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1653 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1654 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1655
1685 * tmp->nrof, we need to increase the weight. 1656 if (object *pl = tmp->visible_to ())
1686 */ 1657 esrv_update_item (UPD_NROF, pl, tmp);
1687 add_weight (where, op->weight*op->nrof); 1658
1688 SET_FLAG(op, FLAG_REMOVED); 1659 adjust_weight (this, op->total_weight ());
1689 free_object(op); /* free the inserted object */ 1660
1661 op->destroy (1);
1690 op = tmp; 1662 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1663 goto inserted;
1692 CLEAR_FLAG(op, FLAG_REMOVED);
1693 break;
1694 } 1664 }
1695 1665
1696 /* I assume combined objects have no inventory 1666 op->owner = 0; // it's his/hers now. period.
1697 * We add the weight - this object could have just been removed 1667 op->map = 0;
1698 * (if it was possible to merge). calling remove_ob will subtract 1668 op->x = 0;
1699 * the weight, so we need to add it in again, since we actually do 1669 op->y = 0;
1700 * the linking below
1701 */
1702 add_weight (where, op->weight*op->nrof);
1703 } else
1704 add_weight (where, (op->weight+op->carrying));
1705 1670
1706 otmp=is_player_inv(where);
1707 if (otmp&&otmp->contr!=NULL) {
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp);
1710 }
1711
1712 op->map=NULL;
1713 op->env=where;
1714 op->above=NULL; 1671 op->above = 0;
1715 op->below=NULL; 1672 op->below = inv;
1716 op->x=0,op->y=0; 1673 op->env = this;
1717 1674
1675 if (inv)
1676 inv->above = op;
1677
1678 inv = op;
1679
1680 op->flag [FLAG_REMOVED] = 0;
1681
1682 if (object *pl = op->visible_to ())
1683 esrv_send_item (pl, op);
1684
1685 adjust_weight (this, op->total_weight ());
1686
1687inserted:
1718 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1689 if (op->glow_radius && map && map->darkness)
1720 { 1690 update_all_los (map, x, y);
1721#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1723 op->name);
1724#endif /* DEBUG_LIGHTS */
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1726 }
1727 1691
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1692 // if this is a player's inventory, update stats
1729 * It sure simplifies this function... 1693 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1730 */ 1694 update_stats ();
1731 if (where->inv==NULL) 1695
1732 where->inv=op; 1696 INVOKE_OBJECT (INSERT, this);
1733 else { 1697
1734 op->below = where->inv;
1735 op->below->above = op;
1736 where->inv = op;
1737 }
1738 return op; 1698 return op;
1739} 1699}
1740 1700
1741/* 1701/*
1742 * Checks if any objects has a move_type that matches objects 1702 * Checks if any objects has a move_type that matches objects
1756 * 1716 *
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1717 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1718 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1719 * on top.
1760 */ 1720 */
1761 1721int
1762int check_move_on (object *op, object *originator) 1722check_move_on (object *op, object *originator)
1763{ 1723{
1764 object *tmp; 1724 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1725 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1726 int x = op->x, y = op->y;
1727
1768 MoveType move_on, move_slow, move_block; 1728 MoveType move_on, move_slow, move_block;
1769 1729
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1730 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1731 return 0;
1772 1732
1773 tag = op->count;
1774
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1733 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1734 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1735 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1736
1779 /* if nothing on this space will slow op down or be applied, 1737 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type 1738 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that 1739 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1740 * as walking.
1783 */ 1741 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1742 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1743 return 0;
1786 1744
1787 /* This is basically inverse logic of that below - basically, 1745 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1746 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is 1747 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1748 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1749 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 1750 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1751 return 0;
1794 1752
1795 /* The objects have to be checked from top to bottom. 1753 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1754 * Hence, we first go to the top:
1797 */ 1755 */
1798 1756
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1800 tmp->above!=NULL; tmp=tmp->above) { 1758 {
1801 /* Trim the search when we find the first other spell effect 1759 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 1760 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 1761 * we don't need to check all of them.
1804 */ 1762 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1763 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1764 break;
1765 }
1766
1767 for (; tmp; tmp = tmp->below)
1806 } 1768 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1769 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1770 continue; /* Can't apply yourself */
1809 1771
1810 /* Check to see if one of the movement types should be slowed down. 1772 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1773 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1774 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1775 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1776 * swim on that space, can't use it to avoid the penalty.
1815 */ 1777 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1778 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1779 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1782 {
1820 1783
1821 float diff; 1784 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1785 diff = tmp->move_slow_penalty * fabs (op->speed);
1786
1824 if (op->type == PLAYER) { 1787 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1788 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 1790 diff /= 4.0;
1828 } 1791
1829 }
1830 op->speed_left -= diff; 1792 op->speed_left -= diff;
1831 } 1793 }
1832 } 1794 }
1833 1795
1834 /* Basically same logic as above, except now for actual apply. */ 1796 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1797 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1798 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1799 {
1839 move_apply(tmp, op, originator); 1800 move_apply (tmp, op, originator);
1801
1840 if (was_destroyed (op, tag)) 1802 if (op->destroyed ())
1841 return 1; 1803 return 1;
1842 1804
1843 /* what the person/creature stepped onto has moved the object 1805 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1806 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1807 * have a feeling strange problems would result.
1846 */ 1808 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 1809 if (op->map != m || op->x != x || op->y != y)
1810 return 0;
1848 } 1811 }
1849 } 1812 }
1813
1850 return 0; 1814 return 0;
1851} 1815}
1852 1816
1853/* 1817/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1818 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1819 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
1857 */ 1821 */
1858 1822object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1823present_arch (const archetype *at, maptile *m, int x, int y)
1860 object *tmp; 1824{
1861 if(m==NULL || out_of_map(m,x,y)) { 1825 if (!m || out_of_map (m, x, y))
1826 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1827 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1828 return NULL;
1864 } 1829 }
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1830
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1866 if(tmp->arch == at) 1832 if (tmp->arch == at)
1867 return tmp; 1833 return tmp;
1834
1868 return NULL; 1835 return NULL;
1869} 1836}
1870 1837
1871/* 1838/*
1872 * present(type, map, x, y) searches for any objects with 1839 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1840 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1841 * The first matching object is returned, or NULL if none.
1875 */ 1842 */
1876 1843object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 1844present (unsigned char type, maptile *m, int x, int y)
1878 object *tmp; 1845{
1879 if(out_of_map(m,x,y)) { 1846 if (out_of_map (m, x, y))
1847 {
1880 LOG(llevError,"Present called outside map.\n"); 1848 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 1849 return NULL;
1882 } 1850 }
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1851
1852 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1884 if(tmp->type==type) 1853 if (tmp->type == type)
1885 return tmp; 1854 return tmp;
1855
1886 return NULL; 1856 return NULL;
1887} 1857}
1888 1858
1889/* 1859/*
1890 * present_in_ob(type, object) searches for any objects with 1860 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 1861 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1893 */ 1863 */
1894 1864object *
1895object *present_in_ob(unsigned char type, const object *op) { 1865present_in_ob (unsigned char type, const object *op)
1896 object *tmp; 1866{
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1867 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 1868 if (tmp->type == type)
1899 return tmp; 1869 return tmp;
1870
1900 return NULL; 1871 return NULL;
1901} 1872}
1902 1873
1903/* 1874/*
1904 * present_in_ob (type, str, object) searches for any objects with 1875 * present_in_ob (type, str, object) searches for any objects with
1912 * str is the string to match against. Note that we match against 1883 * str is the string to match against. Note that we match against
1913 * the object name, not the archetype name. this is so that the 1884 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name 1885 * spell code can use one object type (force), but change it's name
1915 * to be unique. 1886 * to be unique.
1916 */ 1887 */
1917 1888object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 1889present_in_ob_by_name (int type, const char *str, const object *op)
1919 object *tmp; 1890{
1920
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1892 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 1893 return tmp;
1924 } 1894
1925 return NULL; 1895 return 0;
1926} 1896}
1927 1897
1928/* 1898/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 1899 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 1900 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 1901 * The first matching object is returned, or NULL if none.
1932 */ 1902 */
1933 1903object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 1904present_arch_in_ob (const archetype *at, const object *op)
1935 object *tmp; 1905{
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 1907 if (tmp->arch == at)
1938 return tmp; 1908 return tmp;
1909
1939 return NULL; 1910 return NULL;
1940} 1911}
1941 1912
1942/* 1913/*
1943 * activate recursively a flag on an object inventory 1914 * activate recursively a flag on an object inventory
1944 */ 1915 */
1916void
1945void flag_inv(object*op, int flag){ 1917flag_inv (object *op, int flag)
1946 object *tmp; 1918{
1947 if(op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 {
1949 SET_FLAG(tmp, flag); 1921 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 1922 flag_inv (tmp, flag);
1951 } 1923 }
1924}
1925
1952}/* 1926/*
1953 * desactivate recursively a flag on an object inventory 1927 * deactivate recursively a flag on an object inventory
1954 */ 1928 */
1929void
1955void unflag_inv(object*op, int flag){ 1930unflag_inv (object *op, int flag)
1956 object *tmp; 1931{
1957 if(op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1933 {
1959 CLEAR_FLAG(tmp, flag); 1934 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 1935 unflag_inv (tmp, flag);
1961 } 1936 }
1962}
1963
1964/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function.
1969 */
1970
1971void set_cheat(object *op) {
1972 SET_FLAG(op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ);
1974} 1937}
1975 1938
1976/* 1939/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 1940 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain 1941 * a spot at the given map and coordinates which will be able to contain
1980 * to search (see the freearr_x/y[] definition). 1943 * to search (see the freearr_x/y[] definition).
1981 * It returns a random choice among the alternatives found. 1944 * It returns a random choice among the alternatives found.
1982 * start and stop are where to start relative to the free_arr array (1,9 1945 * start and stop are where to start relative to the free_arr array (1,9
1983 * does all 4 immediate directions). This returns the index into the 1946 * does all 4 immediate directions). This returns the index into the
1984 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1947 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1985 * Note - this only checks to see if there is space for the head of the
1986 * object - if it is a multispace object, this should be called for all
1987 * pieces.
1988 * Note2: This function does correctly handle tiled maps, but does not 1948 * Note: This function does correctly handle tiled maps, but does not
1989 * inform the caller. However, insert_ob_in_map will update as 1949 * inform the caller. However, insert_ob_in_map will update as
1990 * necessary, so the caller shouldn't need to do any special work. 1950 * necessary, so the caller shouldn't need to do any special work.
1991 * Note - updated to take an object instead of archetype - this is necessary 1951 * Note - updated to take an object instead of archetype - this is necessary
1992 * because arch_blocked (now ob_blocked) needs to know the movement type 1952 * because arch_blocked (now ob_blocked) needs to know the movement type
1993 * to know if the space in question will block the object. We can't use 1953 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been 1954 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 1955 * customized, changed states, etc.
1996 */ 1956 */
1997 1957int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1958find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1959{
1960 int altern[SIZEOFFREE];
1999 int i,index=0, flag; 1961 int index = 0, flag;
2000 static int altern[SIZEOFFREE];
2001 1962
2002 for(i=start;i<stop;i++) { 1963 for (int i = start; i < stop; i++)
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1964 {
2004 if(!flag) 1965 mapxy pos (m, x, y); pos.move (i);
1966
1967 if (!pos.normalise ())
1968 continue;
1969
1970 mapspace &ms = *pos;
1971
1972 if (ms.flags () & P_IS_ALIVE)
1973 continue;
1974
1975 /* However, often
1976 * ob doesn't have any move type (when used to place exits)
1977 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1978 */
1979 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1980 {
2005 altern[index++]=i; 1981 altern [index++] = i;
1982 continue;
1983 }
2006 1984
2007 /* Basically, if we find a wall on a space, we cut down the search size. 1985 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall. 1986 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions - 1987 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty 1988 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space 1989 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 1990 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 1991 * won't look 2 spaces south of the target space.
2014 */ 1992 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1993 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1994 {
2016 stop=maxfree[i]; 1995 stop = maxfree[i];
2017 } 1996 continue;
2018 if(!index) return -1; 1997 }
2019 return altern[RANDOM()%index];
2020}
2021 1998
1999 /* Note it is intentional that we check ob - the movement type of the
2000 * head of the object should correspond for the entire object.
2001 */
2002 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2003 continue;
2004
2005 if (ob->blocked (m, pos.x, pos.y))
2006 continue;
2007
2008 altern [index++] = i;
2009 }
2010
2011 if (!index)
2012 return -1;
2013
2014 return altern [rndm (index)];
2015}
2016
2022/* 2017/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2018 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2019 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2020 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2021 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2022 */
2028 2023int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2024find_first_free_spot (const object *ob, maptile *m, int x, int y)
2030 int i; 2025{
2031 for(i=0;i<SIZEOFFREE;i++) { 2026 for (int i = 0; i < SIZEOFFREE; i++)
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2027 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2028 return i;
2034 } 2029
2035 return -1; 2030 return -1;
2036} 2031}
2037 2032
2038/* 2033/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2034 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2035 * arr[begin..end-1].
2036 * now uses a fisher-yates shuffle, old permute was broken
2041 */ 2037 */
2038static void
2042static void permute(int *arr, int begin, int end) 2039permute (int *arr, int begin, int end)
2043{ 2040{
2044 int i, j, tmp, len; 2041 arr += begin;
2042 end -= begin;
2045 2043
2046 len = end-begin; 2044 while (--end)
2047 for(i = begin; i < end; i++) 2045 swap (arr [end], arr [rndm (end + 1)]);
2048 {
2049 j = begin+RANDOM()%len;
2050
2051 tmp = arr[i];
2052 arr[i] = arr[j];
2053 arr[j] = tmp;
2054 }
2055} 2046}
2056 2047
2057/* new function to make monster searching more efficient, and effective! 2048/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2049 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2050 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2051 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2052 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2053 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2054 */
2055void
2064void get_search_arr(int *search_arr) 2056get_search_arr (int *search_arr)
2065{ 2057{
2066 int i; 2058 int i;
2067 2059
2068 for(i = 0; i < SIZEOFFREE; i++) 2060 for (i = 0; i < SIZEOFFREE; i++)
2069 {
2070 search_arr[i] = i; 2061 search_arr[i] = i;
2071 }
2072 2062
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2063 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2064 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2065 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2066}
2077 2067
2078/* 2068/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2069 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2070 * given map at the given coordinates for live objects.
2085 * Perhaps incorrectly, but I'm making the assumption that exclude 2075 * Perhaps incorrectly, but I'm making the assumption that exclude
2086 * is actually want is going to try and move there. We need this info 2076 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2077 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2078 * there is capable of.
2089 */ 2079 */
2090 2080int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2081find_dir (maptile *m, int x, int y, object *exclude)
2082{
2092 int i,max=SIZEOFFREE, mflags; 2083 int i, max = SIZEOFFREE, mflags;
2084
2093 sint16 nx, ny; 2085 sint16 nx, ny;
2094 object *tmp; 2086 object *tmp;
2095 mapstruct *mp; 2087 maptile *mp;
2088
2096 MoveType blocked, move_type; 2089 MoveType blocked, move_type;
2097 2090
2098 if (exclude && exclude->head) { 2091 if (exclude && exclude->head_ () != exclude)
2092 {
2099 exclude = exclude->head; 2093 exclude = exclude->head;
2100 move_type = exclude->move_type; 2094 move_type = exclude->move_type;
2101 } else { 2095 }
2096 else
2097 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2098 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2099 move_type = MOVE_ALL;
2100 }
2101
2102 for (i = 1; i < max; i++)
2104 } 2103 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2104 mp = m;
2108 nx = x + freearr_x[i]; 2105 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2106 ny = y + freearr_y[i];
2110 2107
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2109
2112 if (mflags & P_OUT_OF_MAP) { 2110 if (mflags & P_OUT_OF_MAP)
2111 max = maxfree[i];
2112 else
2113 {
2114 mapspace &ms = mp->at (nx, ny);
2115
2116 blocked = ms.move_block;
2117
2118 if ((move_type & blocked) == move_type)
2113 max = maxfree[i]; 2119 max = maxfree[i];
2114 } else {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2116
2117 if ((move_type & blocked) == move_type) {
2118 max=maxfree[i];
2119 } else if (mflags & P_IS_ALIVE) { 2120 else if (mflags & P_IS_ALIVE)
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2121 {
2122 for (tmp = ms.bot; tmp; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2124 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2123 break; 2125 break;
2124 } 2126
2125 }
2126 if(tmp) { 2127 if (tmp)
2127 return freedir[i]; 2128 return freedir[i];
2128 }
2129 } 2129 }
2130 } 2130 }
2131 } 2131 }
2132
2132 return 0; 2133 return 0;
2133} 2134}
2134 2135
2135/* 2136/*
2136 * distance(object 1, object 2) will return the square of the 2137 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2138 * distance between the two given objects.
2138 */ 2139 */
2139 2140int
2140int distance(const object *ob1, const object *ob2) { 2141distance (const object *ob1, const object *ob2)
2141 int i; 2142{
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2143 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2144 return i;
2145} 2144}
2146 2145
2147/* 2146/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2147 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another 2148 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2149 * object, needs to travel toward it.
2151 */ 2150 */
2152 2151int
2153int find_dir_2(int x, int y) { 2152find_dir_2 (int x, int y)
2153{
2154 int q; 2154 int q;
2155 2155
2156 if(y) 2156 if (y)
2157 q=x*100/y; 2157 q = x * 100 / y;
2158 else if (x) 2158 else if (x)
2159 q= -300*x; 2159 q = -300 * x;
2160 else 2160 else
2161 return 0; 2161 return 0;
2162 2162
2163 if(y>0) { 2163 if (y > 0)
2164 {
2164 if(q < -242) 2165 if (q < -242)
2165 return 3 ; 2166 return 3;
2166 if (q < -41) 2167 if (q < -41)
2167 return 2 ; 2168 return 2;
2168 if (q < 41) 2169 if (q < 41)
2169 return 1 ; 2170 return 1;
2170 if (q < 242) 2171 if (q < 242)
2171 return 8 ; 2172 return 8;
2172 return 7 ; 2173 return 7;
2173 } 2174 }
2174 2175
2175 if (q < -242) 2176 if (q < -242)
2176 return 7 ; 2177 return 7;
2177 if (q < -41) 2178 if (q < -41)
2178 return 6 ; 2179 return 6;
2179 if (q < 41) 2180 if (q < 41)
2180 return 5 ; 2181 return 5;
2181 if (q < 242) 2182 if (q < 242)
2182 return 4 ; 2183 return 4;
2183 2184
2184 return 3 ; 2185 return 3;
2185}
2186
2187/*
2188 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction).
2191 */
2192
2193int absdir(int d) {
2194 while(d<1) d+=8;
2195 while(d>8) d-=8;
2196 return d;
2197} 2186}
2198 2187
2199/* 2188/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2189 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2190 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2191 */
2203 2192int
2204int dirdiff(int dir1, int dir2) { 2193dirdiff (int dir1, int dir2)
2194{
2205 int d; 2195 int d;
2196
2206 d = abs(dir1 - dir2); 2197 d = abs (dir1 - dir2);
2207 if(d>4) 2198 if (d > 4)
2208 d = 8 - d; 2199 d = 8 - d;
2200
2209 return d; 2201 return d;
2210} 2202}
2211 2203
2212/* peterm: 2204/* peterm:
2213 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2216 * This basically means that if direction is 15, then it could either go 2208 * This basically means that if direction is 15, then it could either go
2217 * direction 4, 14, or 16 to get back to where we are. 2209 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction 2210 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2211 * functions.
2220 */ 2212 */
2221
2222int reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2219 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2220 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2221 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2222 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2223 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2224 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2225 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2226 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2227 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2228 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2229 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2230 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2231 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2232 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2233 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2234 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2235 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2236 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2237 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2238 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2239 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2240 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2241 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2242 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2243 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2244 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2245 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2246 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2247 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2248 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2249 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2250 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2251 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2252 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2253 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2254 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2255 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2256 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2257 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2258 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2259 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2260 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2261 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2262 {24, 9, -1}
2263}; /* 48 */
2272 2264
2273/* Recursive routine to step back and see if we can 2265/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2268 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2278 */ 2270 */
2279 2271int
2280
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2273{
2282 sint16 dx, dy; 2274 sint16 dx, dy;
2283 int mflags; 2275 int mflags;
2284 2276
2277 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2286 2279
2287 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2281 dy = y + freearr_y[dir];
2289 2282
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2283 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2284
2292 /* This functional arguably was incorrect before - it was 2285 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2286 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2287 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2288 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or 2289 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2290 * at least its move type.
2298 */ 2291 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2292 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2293 return 0;
2300 2294
2301 /* yes, can see. */ 2295 /* yes, can see. */
2302 if(dir < 9) return 1; 2296 if (dir < 9)
2297 return 1;
2298
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2299 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306} 2302}
2307 2303
2308
2309
2310/* 2304/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2305 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be 2306 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2314 * 2308 *
2315 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2309 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2316 * core dumps if they do. 2310 * core dumps if they do.
2317 * 2311 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2312 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2313 */
2320 2314int
2321int can_pick(const object *who, const object *item) { 2315can_pick (const object *who, const object *item)
2316{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2317 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2318 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2319 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2320}
2327
2328 2321
2329/* 2322/*
2330 * create clone from object to another 2323 * create clone from object to another
2331 */ 2324 */
2325object *
2332object *object_create_clone (object *asrc) { 2326object_create_clone (object *asrc)
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2327{
2328 object *dst = 0;
2334 2329
2335 if(!asrc) return NULL; 2330 if (!asrc)
2336 src = asrc; 2331 return 0;
2337 if(src->head)
2338 src = src->head;
2339 2332
2340 prev = NULL; 2333 object *src = asrc->head_ ();
2334
2335 object *prev = 0;
2341 for(part = src; part; part = part->more) { 2336 for (object *part = src; part; part = part->more)
2342 tmp = get_object(); 2337 {
2343 copy_object(part,tmp); 2338 object *tmp = part->clone ();
2339
2344 tmp->x -= src->x; 2340 tmp->x -= src->x;
2345 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2346 if(!part->head) { 2343 if (!part->head)
2344 {
2347 dst = tmp; 2345 dst = tmp;
2348 tmp->head = NULL;
2349 } else {
2350 tmp->head = dst; 2346 tmp->head = 0;
2351 } 2347 }
2348 else
2349 tmp->head = dst;
2350
2352 tmp->more = NULL; 2351 tmp->more = 0;
2352
2353 if(prev) 2353 if (prev)
2354 prev->more = tmp; 2354 prev->more = tmp;
2355
2355 prev = tmp; 2356 prev = tmp;
2356 } 2357 }
2357 /*** copy inventory ***/ 2358
2358 for(item = src->inv; item; item = item->below) { 2359 for (object *item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2361
2362 return dst; 2362 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371}
2372
2373/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */
2379
2380object* load_object_str(const char *obstr)
2381{
2382 object *op;
2383 char filename[MAX_BUF];
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2385
2386 FILE *tempfile=fopen(filename,"w");
2387 if (tempfile == NULL)
2388 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n");
2390 return NULL;
2391 };
2392 fprintf(tempfile,obstr);
2393 fclose(tempfile);
2394
2395 op=get_object();
2396
2397 object_thawer thawer (filename);
2398
2399 if (thawer)
2400 load_object(thawer,op,0);
2401
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED);
2404
2405 return op;
2406} 2363}
2407 2364
2408/* This returns the first object in who's inventory that 2365/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2366 * has the same type and subtype match.
2410 * returns NULL if no match. 2367 * returns NULL if no match.
2411 */ 2368 */
2369object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2370find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2371{
2414 object *tmp;
2415
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2372 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2373 if (tmp->type == type && tmp->subtype == subtype)
2374 return tmp;
2418 2375
2419 return NULL; 2376 return 0;
2420} 2377}
2421 2378
2422/* If ob has a field named key, return the link from the list, 2379/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2380 * otherwise return NULL.
2424 * 2381 *
2425 * key must be a passed in shared string - otherwise, this won't 2382 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2383 * do the desired thing.
2427 */ 2384 */
2385key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2386get_ob_key_link (const object *ob, const char *key)
2429 key_value * link; 2387{
2430
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2388 for (key_value *link = ob->key_values; link; link = link->next)
2432 if (link->key == key) { 2389 if (link->key == key)
2433 return link; 2390 return link;
2434 } 2391
2435 } 2392 return 0;
2436 2393}
2437 return NULL;
2438}
2439 2394
2440/* 2395/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2396 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2397 *
2443 * The argument doesn't need to be a shared string. 2398 * The argument doesn't need to be a shared string.
2444 * 2399 *
2445 * The returned string is shared. 2400 * The returned string is shared.
2446 */ 2401 */
2402const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2403get_ob_key_value (const object *op, const char *const key)
2404{
2448 key_value * link; 2405 key_value *link;
2449 const char * canonical_key; 2406 shstr_cmp canonical_key (key);
2407
2408 if (!canonical_key)
2450 2409 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2410 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2411 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2412 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2413 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2414 */
2459 return NULL; 2415 return 0;
2460 } 2416 }
2461 2417
2462 /* This is copied from get_ob_key_link() above - 2418 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2419 * only 4 lines, and saves the function call overhead.
2464 */ 2420 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2421 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2422 if (link->key == canonical_key)
2467 return link->value; 2423 return link->value;
2468 }
2469 }
2470 return NULL;
2471}
2472 2424
2425 return 0;
2426}
2473 2427
2474/* 2428/*
2475 * Updates the canonical_key in op to value. 2429 * Updates the canonical_key in op to value.
2476 * 2430 *
2477 * canonical_key is a shared string (value doesn't have to be). 2431 * canonical_key is a shared string (value doesn't have to be).
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2433 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2434 * keys.
2481 * 2435 *
2482 * Returns TRUE on success. 2436 * Returns TRUE on success.
2483 */ 2437 */
2438int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2439set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2440{
2485 key_value * field = NULL, *last=NULL; 2441 key_value *field = NULL, *last = NULL;
2486 2442
2487 for (field=op->key_values; field != NULL; field=field->next) { 2443 for (field = op->key_values; field != NULL; field = field->next)
2444 {
2488 if (field->key != canonical_key) { 2445 if (field->key != canonical_key)
2446 {
2489 last = field; 2447 last = field;
2490 continue; 2448 continue;
2491 } 2449 }
2492 2450
2493 if (value) 2451 if (value)
2494 field->value = value; 2452 field->value = value;
2495 else { 2453 else
2454 {
2496 /* Basically, if the archetype has this key set, 2455 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2456 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2457 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2458 * we get this value back again.
2500 */ 2459 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2460 if (get_ob_key_link (op->arch, canonical_key))
2502 field->value = 0; 2461 field->value = 0;
2462 else
2463 {
2464 if (last)
2465 last->next = field->next;
2503 else 2466 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2467 op->key_values = field->next;
2507 2468
2508 delete field; 2469 delete field;
2509 } 2470 }
2510 } 2471 }
2511 return TRUE; 2472 return TRUE;
2512 } 2473 }
2513 /* IF we get here, key doesn't exist */ 2474 /* IF we get here, key doesn't exist */
2514 2475
2515 /* No field, we'll have to add it. */ 2476 /* No field, we'll have to add it. */
2516 2477
2517 if (!add_key) { 2478 if (!add_key)
2518 return FALSE; 2479 return FALSE;
2519 } 2480
2520 /* There isn't any good reason to store a null 2481 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2482 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2483 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2484 * be here. If user wants to store empty strings,
2524 * should pass in "" 2485 * should pass in ""
2525 */ 2486 */
2526 if (value == NULL) return TRUE; 2487 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 2488 return TRUE;
2489
2490 field = new key_value;
2491
2492 field->key = canonical_key;
2493 field->value = value;
2494 /* Usual prepend-addition. */
2495 field->next = op->key_values;
2496 op->key_values = field;
2497
2498 return TRUE;
2537} 2499}
2538 2500
2539/* 2501/*
2540 * Updates the key in op to value. 2502 * Updates the key in op to value.
2541 * 2503 *
2543 * and not add new ones. 2505 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2506 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2507 *
2546 * Returns TRUE on success. 2508 * Returns TRUE on success.
2547 */ 2509 */
2510int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2511set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2512{
2550 shstr key_ (key); 2513 shstr key_ (key);
2514
2551 return set_ob_key_value_s (op, key_, value, add_key); 2515 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2516}
2517
2518object::depth_iterator::depth_iterator (object *container)
2519: iterator_base (container)
2520{
2521 while (item->inv)
2522 item = item->inv;
2523}
2524
2525void
2526object::depth_iterator::next ()
2527{
2528 if (item->below)
2529 {
2530 item = item->below;
2531
2532 while (item->inv)
2533 item = item->inv;
2534 }
2535 else
2536 item = item->env;
2537}
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2567// return a suitable string describing an object in enough detail to find it
2568const char *
2569object::debug_desc (char *info) const
2570{
2571 char flagdesc[512];
2572 char info2[256 * 4];
2573 char *p = info;
2574
2575 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2576 count,
2577 uuid.c_str (),
2578 &name,
2579 title ? "\",title:\"" : "",
2580 title ? (const char *)title : "",
2581 flag_desc (flagdesc, 512), type);
2582
2583 if (!flag[FLAG_REMOVED] && env)
2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2585
2586 if (map)
2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2588
2589 return info;
2590}
2591
2592const char *
2593object::debug_desc () const
2594{
2595 static char info[3][256 * 4];
2596 static int info_idx;
2597
2598 return debug_desc (info [++info_idx % 3]);
2599}
2600
2601struct region *
2602object::region () const
2603{
2604 return map ? map->region (x, y)
2605 : region::default_region ();
2606}
2607
2608const materialtype_t *
2609object::dominant_material () const
2610{
2611 if (materialtype_t *mt = name_to_material (materialname))
2612 return mt;
2613
2614 return name_to_material (shstr_unknown);
2615}
2616
2617void
2618object::open_container (object *new_container)
2619{
2620 if (container == new_container)
2621 return;
2622
2623 object *old_container = container;
2624
2625 if (old_container)
2626 {
2627 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2628 return;
2629
2630#if 0
2631 // remove the "Close old_container" object.
2632 if (object *closer = old_container->inv)
2633 if (closer->type == CLOSE_CON)
2634 closer->destroy ();
2635#endif
2636
2637 // make sure the container is available
2638 esrv_send_item (this, old_container);
2639
2640 old_container->flag [FLAG_APPLIED] = false;
2641 container = 0;
2642
2643 // client needs item update to make it work, client bug requires this to be separate
2644 esrv_update_item (UPD_FLAGS, this, old_container);
2645
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 play_sound (sound_find ("chest_close"));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 // make sure the container is available, client bug requires this to be separate
2669 esrv_send_item (this, new_container);
2670
2671 new_container->flag [FLAG_APPLIED] = true;
2672 container = new_container;
2673
2674 // client needs flag change
2675 esrv_update_item (UPD_FLAGS, this, new_container);
2676 esrv_send_inventory (this, new_container);
2677 play_sound (sound_find ("chest_open"));
2678 }
2679// else if (!old_container->env && contr && contr->ns)
2680// contr->ns->floorbox_reset ();
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound)
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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