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Comparing deliantra/server/common/object.C (file contents):
Revision 1.22 by root, Sun Sep 10 00:51:23 2006 UTC vs.
Revision 1.229 by root, Sat May 3 12:29:09 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 1.22 2006/09/10 00:51:23 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};
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}
59 139
60/* 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
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 142compare_ob_value_lists_one (const object *wants, const object *has)
62 key_value * wants_field; 143{
63
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
67 */ 147 */
68 148
69 /* For each field in wants, */ 149 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
71 key_value * has_field; 151 if (has->kv_get (kv->key) != kv->value)
72 152 return false;
73 /* Look for a field in has with the same key. */ 153
74 has_field = get_ob_key_link(has, wants_field->key);
75
76 if (has_field == NULL) {
77 /* No field with that name. */
78 return FALSE;
79 }
80
81 /* Found the matching field. */
82 if (has_field->value != wants_field->value) {
83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89
90 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 155 return true;
92} 156}
93 157
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
159static bool
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 160compare_ob_value_lists (const object *ob1, const object *ob2)
161{
96 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
98 */ 164 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
100} 167}
101 168
102/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 170 * they can be merged together.
104 * 171 *
105 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
108 * 175 *
109 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
110 * 177 *
111 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
112 * check weight 179 * check weight
113 */ 180 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
117{ 182{
118 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
120 return 0; 189 return 0;
121 190
122 if (ob1->speed != ob2->speed) 191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
123 return 0; 197 return 0;
124 198
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof).
128 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31)
130 return 0;
131
132 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
133 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
134 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
135 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
136 * flags lose any meaning. 203 * flags lose any meaning.
137 */ 204 */
138 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 207
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 210
144 211 if (ob1->arch->name != ob2->arch->name
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 212 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 215 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
160 (ob1->attacktype != ob2->attacktype) || 216 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 222 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 223 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 224 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 225 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 226 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 227 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 228 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 229 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 230 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 231 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 235 return 0;
178 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
179 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
181 */ 247 */
182 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
183 { 249 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 250 if (!(ob1->inv && ob2->inv))
190 return 0; 251 return 0; /* inventories differ in length */
252
253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
256 if (!object::can_merge (ob1->inv, ob2->inv))
257 return 0; /* inventory objects differ */
191 258
192 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 260 * if it is valid.
194 */ 261 */
195 } 262 }
203 270
204 /* Note sure why the following is the case - either the object has to 271 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 272 * be animated or have a very low speed. Is this an attempted monster
206 * check? 273 * check?
207 */ 274 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 276 return 0;
211 277
212 switch (ob1->type) 278 switch (ob1->type)
213 { 279 {
214 case SCROLL: 280 case SCROLL:
215 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
216 return 0; 282 return 0;
217 break; 283 break;
218 } 284 }
219 285
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
221 { 287 {
222 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
224 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
225 return 0; 291
226 else if (!compare_ob_value_lists (ob1, ob2)) 292 if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 293 return 0;
228 } 294 }
229 295
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
232 { 297 {
233 ob1->optimise (); 298 ob1->optimise ();
234 ob2->optimise (); 299 ob2->optimise ();
235 300
236 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
237 return 0; 302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
238 } 315 }
239 316
240 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
241 return 1; 318 return 1;
242} 319}
320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
243/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 weight = weight_adjust (op, weight);
376
377 if (!weight)
378 return;
379
380 op->carrying += weight;
381
382 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op);
385
386 op = op->env;
387 }
388}
389
390/*
244 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 392 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
247 */ 394 */
248signed long sum_weight(object *op) { 395void
249 signed long sum; 396object::update_weight ()
250 object *inv; 397{
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 398 sint32 sum = 0;
399
400 for (object *op = inv; op; op = op->below)
401 {
252 if (inv->inv) 402 if (op->inv)
253 sum_weight(inv); 403 op->update_weight ();
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 404
405 sum += op->total_weight ();
255 } 406 }
256 if (op->type == CONTAINER && op->stats.Str) 407
257 sum = (sum * (100 - op->stats.Str))/100; 408 sum = weight_adjust (this, sum);
258 if(op->carrying != sum) 409
410 if (sum != carrying)
411 {
259 op->carrying = sum; 412 carrying = sum;
260 return sum;
261}
262 413
414 if (object *pl = visible_to ())
415 if (pl != this) // player is handled lazily
416 esrv_update_item (UPD_WEIGHT, pl, this);
417 }
418}
419
263/** 420/*
264 * Return the outermost environment object for a given object. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
265 */ 422 */
266 423char *
267object *object_get_env_recursive (object *op) {
268 while (op->env != NULL)
269 op = op->env;
270 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284}
285
286/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array.
290 */
291
292void dump_object2(object *op) {
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 424dump_object (object *op)
339 if(op==NULL) { 425{
340 strcpy(errmsg,"[NULL pointer]"); 426 if (!op)
341 return; 427 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 428
347void dump_all_objects(void) { 429 object_freezer freezer;
348 object *op; 430 op->write (freezer);
349 for(op=objects;op!=NULL;op=op->next) { 431 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 432}
354 433
355/* 434/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 435 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
359 */ 438 */
360 439object *
361object *get_nearest_part(object *op, const object *pl) { 440get_nearest_part (object *op, const object *pl)
441{
362 object *tmp,*closest; 442 object *tmp, *closest;
363 int last_dist,i; 443 int last_dist, i;
444
364 if(op->more==NULL) 445 if (!op->more)
365 return op; 446 return op;
447
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 452 closest = tmp, last_dist = i;
453
369 return closest; 454 return closest;
370} 455}
371 456
372/* 457/*
373 * Returns the object which has the count-variable equal to the argument. 458 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow.
374 */ 460 */
375 461object *
376object *find_object(tag_t i) { 462find_object (tag_t i)
377 object *op; 463{
378 for(op=objects;op!=NULL;op=op->next) 464 for_all_objects (op)
379 if(op->count==i) 465 if (op->count == i)
380 break;
381 return op; 466 return op;
467
468 return 0;
382} 469}
383 470
384/* 471/*
385 * Returns the first object which has a name equal to the argument. 472 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 473 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 474 * Enables features like "patch <name-of-other-player> food 999"
388 */ 475 */
389 476object *
390object *find_object_name(const char *str) { 477find_object_name (const char *str)
391 const char *name = shstr::find (str); 478{
479 shstr_cmp str_ (str);
392 object *op; 480 object *op;
393 for(op=objects;op!=NULL;op=op->next) 481
482 for_all_objects (op)
394 if(&op->name == name) 483 if (op->name == str_)
395 break; 484 break;
396 485
397 return op; 486 return op;
398}
399
400void free_all_object_data ()
401{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 487}
439 488
440/* 489/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 490 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 491 * skill and experience objects.
492 * ACTUALLY NO! investigate! TODO
443 */ 493 */
444void set_owner (object *op, object *owner) 494void
495object::set_owner (object *owner)
445{ 496{
446 if(owner==NULL||op==NULL) 497 // allow objects which own objects
498 if (owner)
499 while (owner->owner)
500 owner = owner->owner;
501
502 if (flag [FLAG_FREED])
503 {
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
447 return; 505 return;
506 }
448 507
449 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid.
455 */
456 while (owner->owner && owner!=owner->owner &&
457 owner->ownercount==owner->owner->count) owner=owner->owner;
458
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 508 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469} 509}
470 510
471/* Set the owner to clone's current owner and set the skill and experience 511int
472 * objects to clone's objects (typically those objects that where the owner's 512object::slottype () const
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{ 513{
483 object *owner = get_owner (clone); 514 if (type == SKILL)
484 if (owner == NULL) { 515 {
485 /* players don't have owners - they own themselves. Update 516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
486 * as appropriate. 517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
527
528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
487 */ 551 {
488 if (clone->type == PLAYER) owner=clone; 552 current_weapon = chosen_skill = 0;
489 else return; 553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
490 } 568 {
491 set_owner(op, owner); 569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
492 573
574 return true;
493} 575}
494 576
495/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 578 * refcounts and freeing the links.
497 */ 579 */
580static void
498static void free_key_values(object * op) 581free_key_values (object *op)
499{ 582{
500 for (key_value *i = op->key_values; i != 0; ) 583 for (key_value *i = op->key_values; i; )
501 { 584 {
502 key_value *next = i->next; 585 key_value *next = i->next;
503 delete i; 586 delete i;
587
504 i = next; 588 i = next;
505 } 589 }
506 590
507 op->key_values = 0; 591 op->key_values = 0;
508} 592}
509 593
510void object::clear ()
511{
512 attachable_base::clear ();
513
514 free_key_values (this);
515
516 name = 0;
517 name_pl = 0;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/* 594/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object, 595 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 596 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 597 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 598 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 599 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 600 * will point at garbage.
579 */ 601 */
580 602void
581void copy_object (object *op2, object *op) 603object::copy_to (object *dst)
582{ 604{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 605 dst->remove ();
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 606 *(object_copy *)dst = *this;
585 607 dst->flag [FLAG_REMOVED] = true;
586 op2->clone (op);
587
588 if (is_freed) SET_FLAG (op, FLAG_FREED);
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
590
591 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
593 608
594 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 610 if (key_values)
596 { 611 {
597 key_value *tail = NULL; 612 key_value *tail = 0;
598 key_value *i;
599
600 op->key_values = NULL; 613 dst->key_values = 0;
601 614
602 for (i = op2->key_values; i != NULL; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
603 { 616 {
604 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
605 618
606 new_link->next = NULL; 619 new_link->next = 0;
607 new_link->key = i->key; 620 new_link->key = i->key;
608 new_link->value = i->value; 621 new_link->value = i->value;
609 622
610 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 624 if (!dst->key_values)
612 { 625 {
613 op->key_values = new_link; 626 dst->key_values = new_link;
614 tail = new_link; 627 tail = new_link;
615 } 628 }
616 else 629 else
617 { 630 {
618 tail->next = new_link; 631 tail->next = new_link;
619 tail = new_link; 632 tail = new_link;
620 } 633 }
621 } 634 }
622 } 635 }
623 636
624 update_ob_speed (op); 637 if (speed < 0)
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641}
642
643void
644object::instantiate ()
645{
646 if (!uuid.seq) // HACK
647 uuid = UUID::gen ();
648
649 speed_left = -0.1f;
650 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped.
655 */
656 for (int i = NUM_BODY_LOCATIONS; i--; )
657 slot[i].used = slot[i].info;
658
659 attachable::instantiate ();
660}
661
662object *
663object::clone ()
664{
665 object *neu = create ();
666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
668 return neu;
625} 669}
626 670
627/* 671/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 673 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 674 * be called to update the face variable, _and_ how it looks on the map.
631 */ 675 */
632 676void
633void update_turn_face(object *op) { 677update_turn_face (object *op)
678{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 680 return;
681
636 SET_ANIMATION(op, op->direction); 682 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 683 update_object (op, UP_OBJ_FACE);
638} 684}
639 685
640/* 686/*
641 * Updates the speed of an object. If the speed changes from 0 to another 687 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 688 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 689 * This function needs to be called whenever the speed of an object changes.
644 */ 690 */
645 691void
646void update_ob_speed(object *op) { 692object::set_speed (float speed)
647 extern int arch_init; 693{
648 694 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 695 {
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 697 speed = 0;
659#endif
660 } 698 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 699
669 /* process_events() expects us to insert the object at the beginning 700 this->speed = speed;
670 * of the list. */ 701
671 op->active_next = active_objects; 702 if (has_active_speed ())
672 if (op->active_next!=NULL) 703 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 704 else
677 /* If not on the active list, nothing needs to be done */ 705 deactivate ();
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694} 706}
695 707
696/* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704void remove_from_active_list(object *op)
705{
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 708/*
725 * update_object() updates the array which represents the map. 709 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 710 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 711 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 712 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 713 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 714 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 715 * updating that window, though, since update_object() is called _often_)
732 * 716 *
733 * action is a hint of what the caller believes need to be done. 717 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 718 * current action are:
739 * UP_OBJ_INSERT: op was inserted 719 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 720 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 721 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 722 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
744 */ 724 */
745 725void
746void update_object(object *op, int action) { 726update_object (object *op, int action)
747 int update_now=0, flags; 727{
748 MoveType move_on, move_off, move_block, move_slow; 728 if (!op)
749 729 {
750 if (op == NULL) {
751 /* this should never happen */ 730 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
753 return; 732 return;
754 }
755 733 }
756 if(op->env!=NULL) { 734
735 if (!op->is_on_map ())
736 {
757 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
758 * to do in this case. 738 * to do in this case.
759 */ 739 */
760 return; 740 return;
761 }
762
763 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways.
765 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return;
767 741 }
742
768 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 745 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 747#ifdef MANY_CORES
773 abort(); 748 abort ();
774#endif 749#endif
775 return; 750 return;
776 }
777 751 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 752
753 mapspace &m = op->ms ();
754
755 if (!(m.flags_ & P_UPTODATE))
756 /* nop */;
785 if (action == UP_OBJ_INSERT) { 757 else if (action == UP_OBJ_INSERT)
758 {
759 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 766 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 767 || (m.move_off | op->move_off ) != m.move_off
804 768 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 769 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 770 * to have move_allow right now.
807 */ 771 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 774 m.flags_ = 0;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 775 }
814 /* if the object is being removed, we can't make intelligent 776 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 777 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 778 * that is being removed.
817 */ 779 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 781 m.flags_ = 0;
820 } else if (action == UP_OBJ_FACE) { 782 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 783 /* Nothing to do for that case */ ;
822 }
823 else { 784 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 785 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 786
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 787 if (op->more)
833 update_object(op->more, action); 788 update_object (op->more, action);
834}
835
836static std::vector<object *> mortals;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844} 789}
845 790
846object::object () 791object::object ()
847{ 792{
848 SET_FLAG (this, FLAG_REMOVED); 793 SET_FLAG (this, FLAG_REMOVED);
849 794
850 expmul = 1.0; 795 expmul = 1.0;
851 face = blank_face; 796 face = blank_face;
852 attacked_by_count = -1;
853} 797}
854 798
855object::~object () 799object::~object ()
856{ 800{
801 unlink ();
802
857 free_key_values (this); 803 free_key_values (this);
858} 804}
859 805
860void 806static int object_count;
807
861object::link () 808void object::link ()
862{ 809{
810 assert (!index);//D
811 uuid = UUID::gen ();
863 count = ++ob_count; 812 count = ++object_count;
864 813
865 prev = 0; 814 refcnt_inc ();
866 next = objects; 815 objects.insert (this);
867
868 if (objects)
869 objects->prev = this;
870
871 objects = this;
872} 816}
873 817
874void
875object::unlink () 818void object::unlink ()
876{ 819{
877 count = 0; 820 if (!index)
821 return;
878 822
879 /* Remove this object from the list of used objects */ 823 objects.erase (this);
880 if (prev) prev->next = next; 824 refcnt_dec ();
881 if (next) next->prev = prev; 825}
882 if (this == objects) objects = next; 826
883} 827void
828object::activate ()
829{
830 /* If already on active list, don't do anything */
831 if (active)
832 return;
833
834 if (has_active_speed ())
835 actives.insert (this);
836}
837
838void
839object::activate_recursive ()
840{
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845}
846
847/* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855void
856object::deactivate ()
857{
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863}
864
865void
866object::deactivate_recursive ()
867{
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872}
873
874void
875object::set_flag_inv (int flag, int value)
876{
877 for (object *op = inv; op; op = op->below)
878 {
879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
881 }
882}
883
884/*
885 * Remove and free all objects in the inventory of the given object.
886 * object.c ?
887 */
888void
889object::destroy_inv (bool drop_to_ground)
890{
891 // need to check first, because the checks below might segfault
892 // as we might be on an invalid mapspace and crossfire code
893 // is too buggy to ensure that the inventory is empty.
894 // corollary: if you create arrows etc. with stuff in its inventory,
895 // cf will crash below with off-map x and y
896 if (!inv)
897 return;
898
899 /* Only if the space blocks everything do we not process -
900 * if some form of movement is allowed, let objects
901 * drop on that space.
902 */
903 if (!drop_to_ground
904 || !map
905 || map->in_memory != MAP_ACTIVE
906 || map->nodrop
907 || ms ().move_block == MOVE_ALL)
908 {
909 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy ();
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 while (inv)
918 {
919 object *op = inv;
920
921 if (op->flag [FLAG_STARTEQUIP]
922 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE
924 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true);
928 else
929 map->insert (op, x, y);
930 }
931 }
932}
884 933
885object *object::create () 934object *object::create ()
886{ 935{
887 object *op = new object; 936 object *op = new object;
888 op->link (); 937 op->link ();
889 return op; 938 return op;
890} 939}
891 940
892/* 941static struct freed_map : maptile
893 * free_object() frees everything allocated by an object, removes
894 * it from the list of used objects, and puts it on the list of
895 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for
897 * this function to succeed.
898 *
899 * If free_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground.
901 */
902void
903object::free (bool free_inventory)
904{ 942{
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 943 freed_map ()
906 { 944 {
907 LOG (llevDebug, "Free object called with non removed object\n"); 945 path = "<freed objects map>";
908 dump_object (this); 946 name = "/internal/freed_objects_map";
909#ifdef MANY_CORES 947 width = 3;
910 abort (); 948 height = 3;
911#endif 949 nodrop = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
912 } 953 }
913 954
914 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 955 ~freed_map ()
915 { 956 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
961void
962object::do_destroy ()
963{
964 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this);
966
967 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 968 remove_friendly_object (this);
969
970 remove ();
971
972 attachable::do_destroy ();
973
974 deactivate ();
975 unlink ();
976
977 flag [FLAG_FREED] = 1;
978
979 // hack to ensure that freed objects still have a valid map
980 map = &freed_map;
981 x = 1;
982 y = 1;
983
984 if (more)
918 } 985 {
919 986 more->destroy ();
920 if (QUERY_FLAG (this, FLAG_FREED)) 987 more = 0;
921 { 988 }
922 dump_object (this); 989
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 990 head = 0;
991
992 // clear those pointers that likely might cause circular references
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996 current_weapon = 0;
997}
998
999void
1000object::destroy (bool destroy_inventory)
1001{
1002 if (destroyed ())
1003 return;
1004
1005 if (!is_head () && !head->destroyed ())
1006 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory);
924 return; 1009 return;
925 } 1010 }
926 1011
927 if (more) 1012 destroy_inv (!destroy_inventory);
928 {
929 more->free (free_inventory);
930 more = 0;
931 }
932 1013
933 if (inv) 1014 if (is_head ())
934 { 1015 if (sound_destroy)
935 /* Only if the space blocks everything do we not process - 1016 play_sound (sound_destroy);
936 * if some form of movement is allowed, let objects 1017 else if (flag [FLAG_MONSTER])
937 * drop on that space. 1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
938 */
939 if (free_inventory || !map
940 || map->in_memory != MAP_IN_MEMORY
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv;
944 1019
945 while (op) 1020 attachable::destroy ();
946 {
947 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory);
950 op = tmp;
951 }
952 }
953 else
954 { /* Put objects in inventory onto this space */
955 object *op = inv;
956
957 while (op)
958 {
959 object *tmp = op->below;
960 remove_ob (op);
961
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
965 free_object (op);
966 else
967 {
968 op->x = x;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 }
972
973 op = tmp;
974 }
975 }
976 }
977
978 /* Remove object from the active list */
979 speed = 0;
980 update_ob_speed (this);
981
982 unlink ();
983
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this);
987} 1021}
988 1022
989/* 1023/* op->remove ():
990 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)).
992 */
993
994void sub_weight (object *op, signed long weight) {
995 while (op != NULL) {
996 if (op->type == CONTAINER) {
997 weight=(signed long)(weight*(100-op->stats.Str)/100);
998 }
999 op->carrying-=weight;
1000 op = op->env;
1001 }
1002}
1003
1004/* remove_ob(op):
1005 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1028 * the previous environment.
1010 * Beware: This function is called from the editor as well!
1011 */ 1029 */
1012 1030void
1013void remove_ob(object *op) { 1031object::do_remove ()
1032{
1014 object *tmp,*last=NULL; 1033 object *tmp, *last = 0;
1015 object *otmp; 1034 object *otmp;
1016 tag_t tag;
1017 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 1035
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1036 if (flag [FLAG_REMOVED])
1023 dump_object(op); 1037 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1038
1026 /* Changed it to always dump core in this case. As has been learned 1039 INVOKE_OBJECT (REMOVE, this);
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040 1040
1041 SET_FLAG(op, FLAG_REMOVED); 1041 flag [FLAG_REMOVED] = true;
1042 1042
1043 if (more)
1044 more->remove ();
1045
1043 /* 1046 /*
1044 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1045 * inventory. 1048 * inventory.
1049 */
1050 if (env)
1051 {
1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 *(above ? &above->below : &env->inv) = below;
1060
1061 if (below)
1062 below->above = above;
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1046 */ 1067 */
1047 if(op->env!=NULL) { 1068 map = env->map;
1048 if(op->nrof) 1069 x = env->x;
1049 sub_weight(op->env, op->weight*op->nrof); 1070 y = env->y;
1050 else 1071 above = 0;
1051 sub_weight(op->env, op->weight+op->carrying); 1072 below = 0;
1073 env = 0;
1052 1074
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1077 * to save cpu time.
1078 */
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080 otmp->update_stats ();
1081 }
1082 else if (map)
1083 {
1084 map->dirty = true;
1085 mapspace &ms = this->ms ();
1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
1108
1109 /* link the object above us */
1110 if (above)
1111 above->below = below;
1112 else
1113 ms.top = below; /* we were top, set new top */
1114
1115 /* Relink the object below us, if there is one */
1116 if (below)
1117 below->above = above;
1118 else
1119 {
1120 /* Nothing below, which means we need to relink map object for this space
1121 * use translated coordinates in case some oddness with map tiling is
1122 * evident
1056 */ 1123 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1124 if (GET_MAP_OB (map, x, y) != this)
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1125 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 ());
1059 fix_player(otmp);
1060 1126
1061 if(op->above!=NULL) 1127 ms.bot = above; /* goes on above it. */
1062 op->above->below=op->below;
1063 else
1064 op->env->inv=op->below;
1065
1066 if(op->below!=NULL)
1067 op->below->above=op->above;
1068
1069 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do.
1072 */ 1128 }
1073 op->x=op->env->x,op->y=op->env->y; 1129
1074 op->map=op->env->map; 1130 above = 0;
1075 op->above=NULL,op->below=NULL; 1131 below = 0;
1076 op->env=NULL; 1132
1133 if (map->in_memory == MAP_SAVING)
1077 return; 1134 return;
1078 }
1079 1135
1080 /* If we get here, we are removing it from a map */ 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1081 if (op->map == NULL) return;
1082 1137
1083 x = op->x; 1138 if (object *pl = ms.player ())
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 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);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 } 1139 {
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1140 if (pl->container == this)
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1136 /* No point updating the players look faces if he is the object
1137 * being removed.
1138 */
1139
1140 if(tmp->type==PLAYER && tmp!=op) {
1141 /* If a container that the player is currently using somehow gets 1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1142 * removed (most likely destroyed), update the player view
1143 * appropriately. 1143 * appropriately.
1144 */ 1144 */
1145 if (tmp->container==op) { 1145 pl->close_container ();
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1146
1147 tmp->container=NULL; 1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1153
1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1155 {
1156 /* No point updating the players look faces if he is the object
1157 * being removed.
1158 */
1159
1160 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1164 {
1165 move_apply (tmp, this, 0);
1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1148 } 1169 }
1149 tmp->contr->socket.update_look=1; 1170
1171 last = tmp;
1150 } 1172 }
1151 /* See if player moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1154 1173
1155 move_apply(tmp, op, NULL);
1156 if (was_destroyed (op, tag)) {
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 }
1160 }
1161
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163
1164 if(tmp->above == tmp)
1165 tmp->above = NULL;
1166 last=tmp;
1167 }
1168 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL if there are no objects on this space */
1169 if (last==NULL) { 1175 //TODO: this makes little sense, why only update the topmost object?
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1176 if (!last)
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1177 map->at (x, y).flags_ = 0;
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y);
1177 }
1178 else 1178 else
1179 update_object(last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1180 1180
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1183 1183 }
1184} 1184}
1185 1185
1186/* 1186/*
1187 * merge_ob(op,top): 1187 * merge_ob(op,top):
1188 * 1188 *
1189 * This function goes through all objects below and including top, and 1189 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1190 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1191 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1192 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1193 */
1194 1194object *
1195object *merge_ob(object *op, object *top) { 1195merge_ob (object *op, object *top)
1196{
1196 if(!op->nrof) 1197 if (!op->nrof)
1197 return 0; 1198 return 0;
1198 if(top==NULL) 1199
1200 if (!top)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1201 for (top = op; top && top->above; top = top->above)
1202 ;
1203
1200 for(;top!=NULL;top=top->below) { 1204 for (; top; top = top->below)
1201 if(top==op) 1205 if (object::can_merge (op, top))
1202 continue;
1203 if (CAN_MERGE(op,top))
1204 { 1206 {
1205 top->nrof+=op->nrof; 1207 top->nrof += op->nrof;
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1208
1207 op->weight = 0; /* Don't want any adjustements now */ 1209 if (object *pl = top->visible_to ())
1208 remove_ob(op); 1210 esrv_update_item (UPD_NROF, pl, top);
1209 free_object(op); 1211
1212 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already
1214
1215 op->destroy (1);
1216
1210 return top; 1217 return top;
1211 } 1218 }
1212 } 1219
1213 return NULL; 1220 return 0;
1214} 1221}
1215 1222
1223void
1224object::expand_tail ()
1225{
1226 if (more)
1227 return;
1228
1229 object *prev = this;
1230
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 {
1233 object *op = arch_to_object (at);
1234
1235 op->name = name;
1236 op->name_pl = name_pl;
1237 op->title = title;
1238
1239 op->head = this;
1240 prev->more = op;
1241
1242 prev = op;
1243 }
1244}
1245
1216/* 1246/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1247 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1218 * job preparing multi-part monsters 1248 * job preparing multi-part monsters.
1219 */ 1249 */
1250object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221 object* tmp; 1252{
1222 if (op->head) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 op=op->head; 1254 {
1224 for (tmp=op;tmp;tmp=tmp->more){
1225 tmp->x=x+tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1226 tmp->y=y+tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1227 } 1257 }
1258
1228 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1229} 1260}
1230 1261
1231/* 1262/*
1232 * insert_ob_in_map (op, map, originator, flag): 1263 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1264 * This function inserts the object in the two-way linked list
1246 * Return value: 1277 * Return value:
1247 * new object if 'op' was merged with other object 1278 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1279 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1280 * just 'op' otherwise
1250 */ 1281 */
1251 1282object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1284{
1254 object *tmp, *top, *floor=NULL; 1285 assert (!op->flag [FLAG_FREED]);
1255 sint16 x,y;
1256 1286
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1287 op->remove ();
1258 LOG (llevError, "Trying to insert freed object!\n"); 1288
1259 return NULL; 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work
1292 */
1293 if (!xy_normalise (m, op->x, op->y))
1260 } 1294 {
1261 if(m==NULL) { 1295 op->destroy (1);
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op; 1296 return 0;
1265 } 1297 }
1266 if(out_of_map(m,op->x,op->y)) { 1298
1267 dump_object(op); 1299 if (object *more = op->more)
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1300 if (!insert_ob_in_map (more, m, originator, flag))
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op; 1301 return 0;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1302
1286 object *more = op->more; 1303 CLEAR_FLAG (op, FLAG_REMOVED);
1287 1304
1288 /* We really need the caller to normalize coordinates - if 1305 op->map = m;
1289 * we set the map, that doesn't work if the location is within 1306 mapspace &ms = op->ms ();
1290 * a map and this is straddling an edge. So only if coordinate 1307
1291 * is clear wrong do we normalize it. 1308 /* this has to be done after we translate the coordinates.
1309 */
1310 if (op->nrof && !(flag & INS_NO_MERGE))
1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 if (object::can_merge (op, tmp))
1292 */ 1313 {
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1314 // TODO: we atcually want to update tmp, not op,
1294 more->map = get_map_from_coord(m, &more->x, &more->y); 1315 // but some caller surely breaks when we return tmp
1295 } else if (!more->map) { 1316 // from here :/
1296 /* For backwards compatibility - when not dealing with tiled maps, 1317 op->nrof += tmp->nrof;
1297 * more->map should always point to the parent. 1318 tmp->destroy (1);
1298 */
1299 more->map = m;
1300 } 1319 }
1301 1320
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1303 if ( ! op->head) 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1323
1305 return NULL; 1324 if (!QUERY_FLAG (op, FLAG_ALIVE))
1325 CLEAR_FLAG (op, FLAG_NO_STEAL);
1326
1327 if (flag & INS_BELOW_ORIGINATOR)
1328 {
1329 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1330 {
1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1332 abort ();
1306 } 1333 }
1334
1335 op->above = originator;
1336 op->below = originator->below;
1337
1338 if (op->below)
1339 op->below->above = op;
1340 else
1341 ms.bot = op;
1342
1343 /* since *below* originator, no need to update top */
1344 originator->below = op;
1345 }
1346 else
1307 } 1347 {
1308 CLEAR_FLAG(op,FLAG_REMOVED); 1348 object *top, *floor = NULL;
1309 1349
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1350 top = ms.bot;
1311 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work
1313 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y);
1315 x = op->x;
1316 y = op->y;
1317 1351
1318 /* this has to be done after we translate the coordinates. 1352 /* If there are other objects, then */
1319 */ 1353 if (top)
1320 if(op->nrof && !(flag & INS_NO_MERGE)) { 1354 {
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1355 object *last = 0;
1322 if (CAN_MERGE(op,tmp)) { 1356
1323 op->nrof+=tmp->nrof; 1357 /*
1324 remove_ob(tmp); 1358 * If there are multiple objects on this space, we do some trickier handling.
1325 free_object(tmp); 1359 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1362 * floor, we want to insert above that and no further.
1363 * Also, if there are spell objects on this space, we stop processing
1364 * once we get to them. This reduces the need to traverse over all of
1365 * them when adding another one - this saves quite a bit of cpu time
1366 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects.
1368 */
1369 for (top = ms.bot; top; top = top->above)
1370 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1372 floor = top;
1373
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1375 {
1376 /* We insert above top, so we want this object below this */
1377 top = top->below;
1378 break;
1379 }
1380
1381 last = top;
1326 } 1382 }
1327 }
1328 1383
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 /* Don't want top to be NULL, so set it to the last valid object */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1385 top = last;
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333 1386
1334 if (flag & INS_BELOW_ORIGINATOR) { 1387 /* We let update_position deal with figuring out what the space
1335 if (originator->map != op->map || originator->x != op->x || 1388 * looks like instead of lots of conditions here.
1336 originator->y != op->y) { 1389 * makes things faster, and effectively the same result.
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1390 */
1338 abort(); 1391
1392 /* Have object 'fall below' other objects that block view.
1393 * Unless those objects are exits.
1394 * If INS_ON_TOP is used, don't do this processing
1395 * Need to find the object that in fact blocks view, otherwise
1396 * stacking is a bit odd.
1397 */
1398 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1401 {
1402 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break;
1405
1406 /* Check to see if we found the object that blocks view,
1407 * and make sure we have a below pointer for it so that
1408 * we can get inserted below this one, which requires we
1409 * set top to the object below us.
1410 */
1411 if (last && last->below && last != floor)
1412 top = last->below;
1413 }
1414 } /* If objects on this space */
1415
1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor;
1418
1419 /* Top is the object that our object (op) is going to get inserted above.
1420 */
1421
1422 /* First object on this space */
1423 if (!top)
1424 {
1425 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op;
1339 } 1432 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else { 1433 else
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */ 1434 { /* get inserted into the stack above top */
1418 op->above = top->above; 1435 op->above = top->above;
1436
1437 if (op->above)
1419 if (op->above) op->above->below = op; 1438 op->above->below = op;
1439
1420 op->below = top; 1440 op->below = top;
1421 top->above = op; 1441 top->above = op;
1422 } 1442 }
1443
1423 if (op->above==NULL) 1444 if (!op->above)
1424 SET_MAP_TOP(op->map,op->x, op->y, op); 1445 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1446 } /* else not INS_BELOW_ORIGINATOR */
1426 1447
1427 if(op->type==PLAYER) 1448 if (op->type == PLAYER)
1449 {
1428 op->contr->do_los=1; 1450 op->contr->do_los = 1;
1451 ++op->map->players;
1452 op->map->touch ();
1453 }
1429 1454
1430 /* If we have a floor, we know the player, if any, will be above 1455 op->map->dirty = true;
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438 1456
1457 if (object *pl = ms.player ())
1458 //TODO: the floorbox prev/next might need updating
1459 //esrv_send_item (pl, op);
1460 //TODO: update floorbox to preserve ordering
1461 if (pl->contr->ns)
1462 pl->contr->ns->floorbox_update ();
1463
1439 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really 1465 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players 1466 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well 1467 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way - 1468 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range, 1469 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area 1470 * or just updating the P_UPTODATE for spaces within this area
1446 * of effect may be sufficient. 1471 * of effect may be sufficient.
1447 */ 1472 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1473 if (op->map->darkness && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1450 1475
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1454 1478
1479 INVOKE_OBJECT (INSERT, op);
1455 1480
1456 /* Don't know if moving this to the end will break anything. However, 1481 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this. 1482 * we want to have floorbox_update called before calling this.
1458 * 1483 *
1459 * check_move_on() must be after this because code called from 1484 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like 1485 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object(). 1487 * update_object().
1463 */ 1488 */
1464 1489
1465 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1492 {
1468 if (check_move_on(op, originator)) 1493 if (check_move_on (op, originator))
1469 return NULL; 1494 return 0;
1470 1495
1471 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1497 * walk on's.
1473 */ 1498 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1476 return NULL; 1501 return 0;
1477 } 1502 }
1503
1478 return op; 1504 return op;
1479} 1505}
1480 1506
1481/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1484 */ 1510 */
1511void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1512replace_insert_ob_in_map (const char *arch_string, object *op)
1486 object *tmp; 1513{
1487 object *tmp1;
1488
1489 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1490 1515
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1518 tmp->destroy (1);
1494 free_object(tmp);
1495 }
1496 }
1497 1519
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1520 object *tmp = arch_to_object (archetype::find (arch_string));
1499 1521
1500 1522 tmp->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1502 insert_ob_in_map(tmp1,op->map,op,0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1503}
1504
1505/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array.
1511 */
1512
1513object *get_split_ob(object *orig_ob, uint32 nr) {
1514 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516
1517 if(orig_ob->nrof<nr) {
1518 sprintf(errmsg,"There are only %d %ss.",
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1520 return NULL;
1521 }
1522 newob = object_create_clone(orig_ob);
1523 if((orig_ob->nrof-=nr)<1) {
1524 if ( ! is_removed)
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) {
1529 if(orig_ob->env!=NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL;
1536 }
1537 }
1538 newob->nrof=nr;
1539
1540 return newob;
1541} 1526}
1542 1527
1528object *
1529object::insert_at (object *where, object *originator, int flags)
1530{
1531 if (where->env)
1532 return where->env->insert (this);
1533 else
1534 return where->map->insert (this, where->x, where->y, originator, flags);
1535}
1536
1543/* 1537/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1547 * 1541 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1543 */
1550 1544bool
1551object *decrease_ob_nr (object *op, uint32 i) 1545object::decrease (sint32 nr)
1552{ 1546{
1553 object *tmp; 1547 if (!nr)
1554 player *pl; 1548 return true;
1555 1549
1556 if (i == 0) /* objects with op->nrof require this check */ 1550 nr = min (nr, nrof);
1551
1552 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy (1);
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1576object *
1577object::split (sint32 nr)
1578{
1579 int have = number_of ();
1580
1581 if (have < nr)
1582 return 0;
1583 else if (have == nr)
1584 {
1585 remove ();
1586 return this;
1587 }
1588 else
1589 {
1590 decrease (nr);
1591
1592 object *op = object_create_clone (this);
1593 op->nrof = nr;
1557 return op; 1594 return op;
1558
1559 if (i > op->nrof)
1560 i = op->nrof;
1561
1562 if (QUERY_FLAG (op, FLAG_REMOVED))
1563 { 1595 }
1564 op->nrof -= i; 1596}
1597
1598object *
1599insert_ob_in_ob (object *op, object *where)
1600{
1601 if (!where)
1565 } 1602 {
1566 else if (op->env != NULL) 1603 char *dump = dump_object (op);
1567 { 1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1568 /* is this object in the players inventory, or sub container 1605 free (dump);
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 }
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op);
1593 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above)
1611 if (tmp->type == PLAYER) {
1612 if (op->nrof)
1613 esrv_send_item(tmp, op);
1614 else
1615 esrv_del_item(tmp->contr, op->count);
1616 }
1617 }
1618
1619 if (op->nrof) {
1620 return op; 1606 return op;
1621 } else { 1607 }
1622 free_object (op); 1608
1623 return NULL; 1609 if (where->head_ () != where)
1624 } 1610 {
1625} 1611 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 1612 where = where->head;
1627/*
1628 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying.
1630 */
1631
1632void add_weight (object *op, signed long weight) {
1633 while (op!=NULL) {
1634 if (op->type == CONTAINER) {
1635 weight=(signed long)(weight*(100-op->stats.Str)/100);
1636 }
1637 op->carrying+=weight;
1638 op=op->env;
1639 } 1613 }
1640}
1641 1614
1615 return where->insert (op);
1616}
1617
1642/* 1618/*
1643 * insert_ob_in_ob(op,environment): 1619 * env->insert (op)
1644 * This function inserts the object op in the linked list 1620 * This function inserts the object op in the linked list
1645 * inside the object environment. 1621 * inside the object environment.
1646 * 1622 *
1647 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1648 * the inventory at the last position or next to other objects of the same
1649 * type.
1650 * Frank: Now sorted by type, archetype and magic!
1651 *
1652 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1654 */ 1625 */
1655 1626object *
1656object *insert_ob_in_ob(object *op,object *where) { 1627object::insert (object *op)
1657 object *tmp, *otmp; 1628{
1658
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if(where==NULL) {
1665 dump_object(op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1667 return op;
1668 }
1669 if (where->head) {
1670 LOG(llevDebug,
1671 "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674 if (op->more) { 1629 if (op->more)
1630 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1632 return op;
1678 } 1633 }
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1634
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1635 op->remove ();
1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1681 if(op->nrof) { 1639 if (op->nrof)
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1641 if (object::can_merge (tmp, op))
1642 {
1684 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1644 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1646
1688 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1689 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1690 add_weight (where, op->weight*op->nrof); 1649
1691 SET_FLAG(op, FLAG_REMOVED); 1650 adjust_weight (this, op->total_weight ());
1692 free_object(op); /* free the inserted object */ 1651
1652 op->destroy (1);
1693 op = tmp; 1653 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1654 goto inserted;
1695 CLEAR_FLAG(op, FLAG_REMOVED);
1696 break;
1697 } 1655 }
1698 1656
1699 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1700 * We add the weight - this object could have just been removed 1658 op->map = 0;
1701 * (if it was possible to merge). calling remove_ob will subtract 1659 op->x = 0;
1702 * the weight, so we need to add it in again, since we actually do 1660 op->y = 0;
1703 * the linking below
1704 */
1705 add_weight (where, op->weight*op->nrof);
1706 } else
1707 add_weight (where, (op->weight+op->carrying));
1708 1661
1709 otmp=is_player_inv(where);
1710 if (otmp&&otmp->contr!=NULL) {
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp);
1713 }
1714
1715 op->map=NULL;
1716 op->env=where;
1717 op->above=NULL; 1662 op->above = 0;
1718 op->below=NULL; 1663 op->below = inv;
1719 op->x=0,op->y=0; 1664 op->env = this;
1720 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1721 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1680 if (op->glow_radius && map && map->darkness)
1723 { 1681 update_all_los (map, x, y);
1724#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1726 op->name);
1727#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1729 }
1730 1682
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1683 // if this is a player's inventory, update stats
1732 * It sure simplifies this function... 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1733 */ 1685 update_stats ();
1734 if (where->inv==NULL) 1686
1735 where->inv=op; 1687 INVOKE_OBJECT (INSERT, this);
1736 else { 1688
1737 op->below = where->inv;
1738 op->below->above = op;
1739 where->inv = op;
1740 }
1741 return op; 1689 return op;
1742} 1690}
1743 1691
1744/* 1692/*
1745 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1759 * 1707 *
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1709 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1710 * on top.
1763 */ 1711 */
1764 1712int
1765int check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1766{ 1714{
1767 object *tmp; 1715 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1716 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1717 int x = op->x, y = op->y;
1718
1771 MoveType move_on, move_slow, move_block; 1719 MoveType move_on, move_slow, move_block;
1772 1720
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1722 return 0;
1775 1723
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1727
1782 /* if nothing on this space will slow op down or be applied, 1728 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1729 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1730 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1731 * as walking.
1786 */ 1732 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1733 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1734 return 0;
1789 1735
1790 /* This is basically inverse logic of that below - basically, 1736 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1737 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1738 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1739 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1740 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1741 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1742 return 0;
1797 1743
1798 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1800 */ 1746 */
1801 1747
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1749 {
1804 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1752 * we don't need to check all of them.
1807 */ 1753 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1754 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755 break;
1756 }
1757
1758 for (; tmp; tmp = tmp->below)
1809 } 1759 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1760 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1761 continue; /* Can't apply yourself */
1812 1762
1813 /* Check to see if one of the movement types should be slowed down. 1763 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1764 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1765 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1766 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1767 * swim on that space, can't use it to avoid the penalty.
1818 */ 1768 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1769 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1770 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 {
1823 1774
1824 float diff; 1775 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1776 diff = tmp->move_slow_penalty * fabs (op->speed);
1777
1827 if (op->type == PLAYER) { 1778 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1781 diff /= 4.0;
1831 } 1782
1832 }
1833 op->speed_left -= diff; 1783 op->speed_left -= diff;
1834 } 1784 }
1835 } 1785 }
1836 1786
1837 /* Basically same logic as above, except now for actual apply. */ 1787 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1790 {
1842 move_apply(tmp, op, originator); 1791 move_apply (tmp, op, originator);
1792
1843 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
1844 return 1; 1794 return 1;
1845 1795
1846 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
1849 */ 1799 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1800 if (op->map != m || op->x != x || op->y != y)
1801 return 0;
1851 } 1802 }
1852 } 1803 }
1804
1853 return 0; 1805 return 0;
1854} 1806}
1855 1807
1856/* 1808/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1860 */ 1812 */
1861 1813object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1814present_arch (const archetype *at, maptile *m, int x, int y)
1863 object *tmp; 1815{
1864 if(m==NULL || out_of_map(m,x,y)) { 1816 if (!m || out_of_map (m, x, y))
1817 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1819 return NULL;
1867 } 1820 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1869 if(tmp->arch == at) 1823 if (tmp->arch == at)
1870 return tmp; 1824 return tmp;
1825
1871 return NULL; 1826 return NULL;
1872} 1827}
1873 1828
1874/* 1829/*
1875 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1878 */ 1833 */
1879 1834object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1835present (unsigned char type, maptile *m, int x, int y)
1881 object *tmp; 1836{
1882 if(out_of_map(m,x,y)) { 1837 if (out_of_map (m, x, y))
1838 {
1883 LOG(llevError,"Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1840 return NULL;
1885 } 1841 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if(tmp->type==type) 1844 if (tmp->type == type)
1888 return tmp; 1845 return tmp;
1846
1889 return NULL; 1847 return NULL;
1890} 1848}
1891 1849
1892/* 1850/*
1893 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
1896 */ 1854 */
1897 1855object *
1898object *present_in_ob(unsigned char type, const object *op) { 1856present_in_ob (unsigned char type, const object *op)
1899 object *tmp; 1857{
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1859 if (tmp->type == type)
1902 return tmp; 1860 return tmp;
1861
1903 return NULL; 1862 return NULL;
1904} 1863}
1905 1864
1906/* 1865/*
1907 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
1915 * str is the string to match against. Note that we match against 1874 * str is the string to match against. Note that we match against
1916 * the object name, not the archetype name. this is so that the 1875 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 1876 * spell code can use one object type (force), but change it's name
1918 * to be unique. 1877 * to be unique.
1919 */ 1878 */
1920 1879object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 1880present_in_ob_by_name (int type, const char *str, const object *op)
1922 object *tmp; 1881{
1923
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 1884 return tmp;
1927 } 1885
1928 return NULL; 1886 return 0;
1929} 1887}
1930 1888
1931/* 1889/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
1935 */ 1893 */
1936 1894object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 1895present_arch_in_ob (const archetype *at, const object *op)
1938 object *tmp; 1896{
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 1898 if (tmp->arch == at)
1941 return tmp; 1899 return tmp;
1900
1942 return NULL; 1901 return NULL;
1943} 1902}
1944 1903
1945/* 1904/*
1946 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
1947 */ 1906 */
1907void
1948void flag_inv(object*op, int flag){ 1908flag_inv (object *op, int flag)
1949 object *tmp; 1909{
1950 if(op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 {
1952 SET_FLAG(tmp, flag); 1912 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 1913 flag_inv (tmp, flag);
1954 } 1914 }
1915}
1916
1955}/* 1917/*
1956 * desactivate recursively a flag on an object inventory 1918 * deactivate recursively a flag on an object inventory
1957 */ 1919 */
1920void
1958void unflag_inv(object*op, int flag){ 1921unflag_inv (object *op, int flag)
1959 object *tmp; 1922{
1960 if(op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1923 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1924 {
1962 CLEAR_FLAG(tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 1926 unflag_inv (tmp, flag);
1964 } 1927 }
1965}
1966
1967/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function.
1972 */
1973
1974void set_cheat(object *op) {
1975 SET_FLAG(op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ);
1977} 1928}
1978 1929
1979/* 1930/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1931 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 1932 * a spot at the given map and coordinates which will be able to contain
1983 * to search (see the freearr_x/y[] definition). 1934 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found. 1935 * It returns a random choice among the alternatives found.
1985 * start and stop are where to start relative to the free_arr array (1,9 1936 * start and stop are where to start relative to the free_arr array (1,9
1986 * does all 4 immediate directions). This returns the index into the 1937 * does all 4 immediate directions). This returns the index into the
1987 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1938 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988 * Note - this only checks to see if there is space for the head of the
1989 * object - if it is a multispace object, this should be called for all
1990 * pieces.
1991 * Note2: This function does correctly handle tiled maps, but does not 1939 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as 1940 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work. 1941 * necessary, so the caller shouldn't need to do any special work.
1994 * Note - updated to take an object instead of archetype - this is necessary 1942 * Note - updated to take an object instead of archetype - this is necessary
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 1943 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 1944 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 1945 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 1946 * customized, changed states, etc.
1999 */ 1947 */
2000 1948int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1949find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1950{
1951 int altern[SIZEOFFREE];
2002 int i,index=0, flag; 1952 int index = 0, flag;
2003 static int altern[SIZEOFFREE];
2004 1953
2005 for(i=start;i<stop;i++) { 1954 for (int i = start; i < stop; i++)
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1955 {
2007 if(!flag) 1956 mapxy pos (m, x, y); pos.move (i);
1957
1958 if (!pos.normalise ())
1959 continue;
1960
1961 mapspace &ms = *pos;
1962
1963 if (ms.flags () & P_IS_ALIVE)
1964 continue;
1965
1966 /* However, often
1967 * ob doesn't have any move type (when used to place exits)
1968 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1969 */
1970 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1971 {
2008 altern[index++]=i; 1972 altern [index++] = i;
1973 continue;
1974 }
2009 1975
2010 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2017 */ 1983 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1984 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985 {
2019 stop=maxfree[i]; 1986 stop = maxfree[i];
2020 } 1987 continue;
2021 if(!index) return -1; 1988 }
2022 return altern[RANDOM()%index];
2023}
2024 1989
1990 /* Note it is intentional that we check ob - the movement type of the
1991 * head of the object should correspond for the entire object.
1992 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue;
1995
1996 if (ob->blocked (m, pos.x, pos.y))
1997 continue;
1998
1999 altern [index++] = i;
2000 }
2001
2002 if (!index)
2003 return -1;
2004
2005 return altern [rndm (index)];
2006}
2007
2025/* 2008/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2011 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2012 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2013 */
2031 2014int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2015find_first_free_spot (const object *ob, maptile *m, int x, int y)
2033 int i; 2016{
2034 for(i=0;i<SIZEOFFREE;i++) { 2017 for (int i = 0; i < SIZEOFFREE; i++)
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2018 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2019 return i;
2037 } 2020
2038 return -1; 2021 return -1;
2039} 2022}
2040 2023
2041/* 2024/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2025 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2026 * arr[begin..end-1].
2027 * now uses a fisher-yates shuffle, old permute was broken
2044 */ 2028 */
2029static void
2045static void permute(int *arr, int begin, int end) 2030permute (int *arr, int begin, int end)
2046{ 2031{
2047 int i, j, tmp, len; 2032 arr += begin;
2033 end -= begin;
2048 2034
2049 len = end-begin; 2035 while (--end)
2050 for(i = begin; i < end; i++) 2036 swap (arr [end], arr [rndm (end + 1)]);
2051 {
2052 j = begin+RANDOM()%len;
2053
2054 tmp = arr[i];
2055 arr[i] = arr[j];
2056 arr[j] = tmp;
2057 }
2058} 2037}
2059 2038
2060/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2040 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2041 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2042 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2043 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2044 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2045 */
2046void
2067void get_search_arr(int *search_arr) 2047get_search_arr (int *search_arr)
2068{ 2048{
2069 int i; 2049 int i;
2070 2050
2071 for(i = 0; i < SIZEOFFREE; i++) 2051 for (i = 0; i < SIZEOFFREE; i++)
2072 {
2073 search_arr[i] = i; 2052 search_arr[i] = i;
2074 }
2075 2053
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2054 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2055 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2056 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2057}
2080 2058
2081/* 2059/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2060 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2061 * given map at the given coordinates for live objects.
2088 * Perhaps incorrectly, but I'm making the assumption that exclude 2066 * Perhaps incorrectly, but I'm making the assumption that exclude
2089 * is actually want is going to try and move there. We need this info 2067 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2068 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2069 * there is capable of.
2092 */ 2070 */
2093 2071int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2072find_dir (maptile *m, int x, int y, object *exclude)
2073{
2095 int i,max=SIZEOFFREE, mflags; 2074 int i, max = SIZEOFFREE, mflags;
2075
2096 sint16 nx, ny; 2076 sint16 nx, ny;
2097 object *tmp; 2077 object *tmp;
2098 mapstruct *mp; 2078 maptile *mp;
2079
2099 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2100 2081
2101 if (exclude && exclude->head) { 2082 if (exclude && exclude->head_ () != exclude)
2083 {
2102 exclude = exclude->head; 2084 exclude = exclude->head;
2103 move_type = exclude->move_type; 2085 move_type = exclude->move_type;
2104 } else { 2086 }
2087 else
2088 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2089 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2090 move_type = MOVE_ALL;
2091 }
2092
2093 for (i = 1; i < max; i++)
2107 } 2094 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2095 mp = m;
2111 nx = x + freearr_x[i]; 2096 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2097 ny = y + freearr_y[i];
2113 2098
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2100
2115 if (mflags & P_OUT_OF_MAP) { 2101 if (mflags & P_OUT_OF_MAP)
2102 max = maxfree[i];
2103 else
2104 {
2105 mapspace &ms = mp->at (nx, ny);
2106
2107 blocked = ms.move_block;
2108
2109 if ((move_type & blocked) == move_type)
2116 max = maxfree[i]; 2110 max = maxfree[i];
2117 } else {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2119
2120 if ((move_type & blocked) == move_type) {
2121 max=maxfree[i];
2122 } else if (mflags & P_IS_ALIVE) { 2111 else if (mflags & P_IS_ALIVE)
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2112 {
2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2126 break; 2116 break;
2127 } 2117
2128 }
2129 if(tmp) { 2118 if (tmp)
2130 return freedir[i]; 2119 return freedir[i];
2131 }
2132 } 2120 }
2133 } 2121 }
2134 } 2122 }
2123
2135 return 0; 2124 return 0;
2136} 2125}
2137 2126
2138/* 2127/*
2139 * distance(object 1, object 2) will return the square of the 2128 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2129 * distance between the two given objects.
2141 */ 2130 */
2142 2131int
2143int distance(const object *ob1, const object *ob2) { 2132distance (const object *ob1, const object *ob2)
2144 int i; 2133{
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2134 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2147 return i;
2148} 2135}
2149 2136
2150/* 2137/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2138 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2139 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2140 * object, needs to travel toward it.
2154 */ 2141 */
2155 2142int
2156int find_dir_2(int x, int y) { 2143find_dir_2 (int x, int y)
2144{
2157 int q; 2145 int q;
2158 2146
2159 if(y) 2147 if (y)
2160 q=x*100/y; 2148 q = x * 100 / y;
2161 else if (x) 2149 else if (x)
2162 q= -300*x; 2150 q = -300 * x;
2163 else 2151 else
2164 return 0; 2152 return 0;
2165 2153
2166 if(y>0) { 2154 if (y > 0)
2155 {
2167 if(q < -242) 2156 if (q < -242)
2168 return 3 ; 2157 return 3;
2169 if (q < -41) 2158 if (q < -41)
2170 return 2 ; 2159 return 2;
2171 if (q < 41) 2160 if (q < 41)
2172 return 1 ; 2161 return 1;
2173 if (q < 242) 2162 if (q < 242)
2174 return 8 ; 2163 return 8;
2175 return 7 ; 2164 return 7;
2176 } 2165 }
2177 2166
2178 if (q < -242) 2167 if (q < -242)
2179 return 7 ; 2168 return 7;
2180 if (q < -41) 2169 if (q < -41)
2181 return 6 ; 2170 return 6;
2182 if (q < 41) 2171 if (q < 41)
2183 return 5 ; 2172 return 5;
2184 if (q < 242) 2173 if (q < 242)
2185 return 4 ; 2174 return 4;
2186 2175
2187 return 3 ; 2176 return 3;
2188}
2189
2190/*
2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction).
2194 */
2195
2196int absdir(int d) {
2197 while(d<1) d+=8;
2198 while(d>8) d-=8;
2199 return d;
2200} 2177}
2201 2178
2202/* 2179/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2182 */
2206 2183int
2207int dirdiff(int dir1, int dir2) { 2184dirdiff (int dir1, int dir2)
2185{
2208 int d; 2186 int d;
2187
2209 d = abs(dir1 - dir2); 2188 d = abs (dir1 - dir2);
2210 if(d>4) 2189 if (d > 4)
2211 d = 8 - d; 2190 d = 8 - d;
2191
2212 return d; 2192 return d;
2213} 2193}
2214 2194
2215/* peterm: 2195/* peterm:
2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2196 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2219 * This basically means that if direction is 15, then it could either go 2199 * This basically means that if direction is 15, then it could either go
2220 * direction 4, 14, or 16 to get back to where we are. 2200 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2201 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2202 * functions.
2223 */ 2203 */
2224
2225int reduction_dir[SIZEOFFREE][3] = { 2204int reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2205 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2206 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2207 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2208 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2209 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2210 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2211 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2212 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2213 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2214 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2215 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2216 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2217 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2218 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2219 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2220 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2221 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2222 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2223 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2224 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2225 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2226 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2227 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2228 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2229 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2230 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2231 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2232 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2233 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2234 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2235 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2236 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2237 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2238 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2239 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2240 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2241 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2242 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2243 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2244 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2245 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2246 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2247 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2248 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2249 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2250 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2251 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2252 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2253 {24, 9, -1}
2254}; /* 48 */
2275 2255
2276/* Recursive routine to step back and see if we can 2256/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2257 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2258 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2259 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2260 * Modified to be map tile aware -.MSW
2281 */ 2261 */
2282 2262int
2283
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2263can_see_monsterP (maptile *m, int x, int y, int dir)
2264{
2285 sint16 dx, dy; 2265 sint16 dx, dy;
2286 int mflags; 2266 int mflags;
2287 2267
2268 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2269 return 0; /* exit condition: invalid direction */
2289 2270
2290 dx = x + freearr_x[dir]; 2271 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2272 dy = y + freearr_y[dir];
2292 2273
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2274 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2275
2295 /* This functional arguably was incorrect before - it was 2276 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2277 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2278 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2279 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2280 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2281 * at least its move type.
2301 */ 2282 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2283 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2284 return 0;
2303 2285
2304 /* yes, can see. */ 2286 /* yes, can see. */
2305 if(dir < 9) return 1; 2287 if (dir < 9)
2288 return 1;
2289
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2290 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2291 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2292 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309} 2293}
2310 2294
2311
2312
2313/* 2295/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2296 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2297 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2298 * picked up, otherwise 0.
2317 * 2299 *
2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2300 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2319 * core dumps if they do. 2301 * core dumps if they do.
2320 * 2302 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2303 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2304 */
2323 2305int
2324int can_pick(const object *who, const object *item) { 2306can_pick (const object *who, const object *item)
2307{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2311}
2330
2331 2312
2332/* 2313/*
2333 * create clone from object to another 2314 * create clone from object to another
2334 */ 2315 */
2316object *
2335object *object_create_clone (object *asrc) { 2317object_create_clone (object *asrc)
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2318{
2319 object *dst = 0;
2337 2320
2338 if(!asrc) return NULL; 2321 if (!asrc)
2339 src = asrc; 2322 return 0;
2340 if(src->head)
2341 src = src->head;
2342 2323
2343 prev = NULL; 2324 object *src = asrc->head_ ();
2325
2326 object *prev = 0;
2344 for(part = src; part; part = part->more) { 2327 for (object *part = src; part; part = part->more)
2345 tmp = get_object(); 2328 {
2346 copy_object(part,tmp); 2329 object *tmp = part->clone ();
2330
2347 tmp->x -= src->x; 2331 tmp->x -= src->x;
2348 tmp->y -= src->y; 2332 tmp->y -= src->y;
2333
2349 if(!part->head) { 2334 if (!part->head)
2335 {
2350 dst = tmp; 2336 dst = tmp;
2351 tmp->head = NULL;
2352 } else {
2353 tmp->head = dst; 2337 tmp->head = 0;
2354 } 2338 }
2339 else
2340 tmp->head = dst;
2341
2355 tmp->more = NULL; 2342 tmp->more = 0;
2343
2356 if(prev) 2344 if (prev)
2357 prev->more = tmp; 2345 prev->more = tmp;
2346
2358 prev = tmp; 2347 prev = tmp;
2359 } 2348 }
2360 /*** copy inventory ***/ 2349
2361 for(item = src->inv; item; item = item->below) { 2350 for (object *item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2352
2365 return dst; 2353 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374}
2375
2376/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */
2382
2383object* load_object_str(const char *obstr)
2384{
2385 object *op;
2386 char filename[MAX_BUF];
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2388
2389 FILE *tempfile=fopen(filename,"w");
2390 if (tempfile == NULL)
2391 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n");
2393 return NULL;
2394 };
2395 fprintf(tempfile,obstr);
2396 fclose(tempfile);
2397
2398 op=get_object();
2399
2400 object_thawer thawer (filename);
2401
2402 if (thawer)
2403 load_object(thawer,op,0);
2404
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED);
2407
2408 return op;
2409} 2354}
2410 2355
2411/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2357 * has the same type and subtype match.
2413 * returns NULL if no match. 2358 * returns NULL if no match.
2414 */ 2359 */
2360object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2362{
2417 object *tmp;
2418
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2364 if (tmp->type == type && tmp->subtype == subtype)
2365 return tmp;
2421 2366
2422 return NULL; 2367 return 0;
2423} 2368}
2424 2369
2425/* If ob has a field named key, return the link from the list, 2370const shstr &
2426 * otherwise return NULL. 2371object::kv_get (const shstr &key) const
2427 * 2372{
2428 * key must be a passed in shared string - otherwise, this won't 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2429 * do the desired thing. 2374 if (kv->key == key)
2430 */ 2375 return kv->value;
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2376
2432 key_value * link; 2377 return shstr_null;
2378}
2379
2380void
2381object::kv_set (const shstr &key, const shstr &value)
2382{
2383 for (key_value *kv = key_values; kv; kv = kv->next)
2384 if (kv->key == key)
2385 {
2386 kv->value = value;
2387 return;
2388 }
2389
2390 key_value *kv = new key_value;
2391
2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (const shstr &key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2404 {
2405 key_value *kv = *kvp;
2406 *kvp = (*kvp)->next;
2407 delete kv;
2408 return;
2409 }
2410}
2411
2412object::depth_iterator::depth_iterator (object *container)
2413: iterator_base (container)
2414{
2415 while (item->inv)
2416 item = item->inv;
2417}
2418
2419void
2420object::depth_iterator::next ()
2421{
2422 if (item->below)
2433 2423 {
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2424 item = item->below;
2435 if (link->key == key) { 2425
2436 return link; 2426 while (item->inv)
2427 item = item->inv;
2428 }
2429 else
2430 item = item->env;
2431}
2432
2433const char *
2434object::flag_desc (char *desc, int len) const
2435{
2436 char *p = desc;
2437 bool first = true;
2438
2439 *p = 0;
2440
2441 for (int i = 0; i < NUM_FLAGS; i++)
2442 {
2443 if (len <= 10) // magic constant!
2444 {
2445 snprintf (p, len, ",...");
2446 break;
2437 } 2447 }
2438 }
2439
2440 return NULL;
2441}
2442 2448
2443/* 2449 if (flag [i])
2444 * Returns the value of op has an extra_field for key, or NULL.
2445 *
2446 * The argument doesn't need to be a shared string.
2447 *
2448 * The returned string is shared.
2449 */
2450const char * get_ob_key_value(const object * op, const char * const key) {
2451 key_value * link;
2452 const char * canonical_key;
2453
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2450 {
2462 return NULL; 2451 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2463 } 2452 len -= cnt;
2464 2453 p += cnt;
2465 /* This is copied from get_ob_key_link() above - 2454 first = false;
2466 * only 4 lines, and saves the function call overhead.
2467 */
2468 for (link = op->key_values; link != NULL; link = link->next) {
2469 if (link->key == canonical_key) {
2470 return link->value;
2471 } 2455 }
2472 } 2456 }
2457
2458 return desc;
2459}
2460
2461// return a suitable string describing an object in enough detail to find it
2462const char *
2463object::debug_desc (char *info) const
2464{
2465 char flagdesc[512];
2466 char info2[256 * 4];
2467 char *p = info;
2468
2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2470 count,
2471 uuid.c_str (),
2472 &name,
2473 title ? "\",title:\"" : "",
2474 title ? (const char *)title : "",
2475 flag_desc (flagdesc, 512), type);
2476
2477 if (!flag[FLAG_REMOVED] && env)
2478 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2479
2480 if (map)
2481 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2482
2483 return info;
2484}
2485
2486const char *
2487object::debug_desc () const
2488{
2489 static char info[3][256 * 4];
2490 static int info_idx;
2491
2492 return debug_desc (info [++info_idx % 3]);
2493}
2494
2495struct region *
2496object::region () const
2497{
2498 return map ? map->region (x, y)
2499 : region::default_region ();
2500}
2501
2502const materialtype_t *
2503object::dominant_material () const
2504{
2505 if (materialtype_t *mt = name_to_material (materialname))
2506 return mt;
2507
2508 return name_to_material (shstr_unknown);
2509}
2510
2511void
2512object::open_container (object *new_container)
2513{
2514 if (container == new_container)
2473 return NULL; 2515 return;
2474}
2475 2516
2517 object *old_container = container;
2476 2518
2477/* 2519 if (old_container)
2478 * Updates the canonical_key in op to value.
2479 *
2480 * canonical_key is a shared string (value doesn't have to be).
2481 *
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys.
2484 *
2485 * Returns TRUE on success.
2486 */
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2488 key_value * field = NULL, *last=NULL;
2489 2520 {
2490 for (field=op->key_values; field != NULL; field=field->next) { 2521 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491 if (field->key != canonical_key) { 2522 return;
2492 last = field; 2523
2493 continue; 2524#if 0
2525 // remove the "Close old_container" object.
2526 if (object *closer = old_container->inv)
2527 if (closer->type == CLOSE_CON)
2528 closer->destroy ();
2529#endif
2530
2531 // make sure the container is available
2532 esrv_send_item (this, old_container);
2533
2534 old_container->flag [FLAG_APPLIED] = false;
2535 container = 0;
2536
2537 // client needs item update to make it work, client bug requires this to be separate
2538 esrv_update_item (UPD_FLAGS, this, old_container);
2539
2540 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2541 play_sound (sound_find ("chest_close"));
2542 }
2543
2544 if (new_container)
2545 {
2546 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2547 return;
2548
2549 // TODO: this does not seem to serve any purpose anymore?
2550#if 0
2551 // insert the "Close Container" object.
2552 if (archetype *closer = new_container->other_arch)
2553 {
2554 object *closer = arch_to_object (new_container->other_arch);
2555 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2556 new_container->insert (closer);
2494 } 2557 }
2558#endif
2559
2560 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2561
2562 // make sure the container is available, client bug requires this to be separate
2563 esrv_send_item (this, new_container);
2564
2565 new_container->flag [FLAG_APPLIED] = true;
2566 container = new_container;
2567
2568 // client needs flag change
2569 esrv_update_item (UPD_FLAGS, this, new_container);
2570 esrv_send_inventory (this, new_container);
2571 play_sound (sound_find ("chest_open"));
2495 2572 }
2496 if (value) 2573// else if (!old_container->env && contr && contr->ns)
2497 field->value = value; 2574// contr->ns->floorbox_reset ();
2498 else { 2575}
2499 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load,
2502 * we get this value back again.
2503 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0;
2506 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next;
2510 2576
2511 delete field; 2577object *
2512 } 2578object::force_find (const shstr name)
2513 } 2579{
2514 return TRUE; 2580 /* cycle through his inventory to look for the MARK we want to
2515 } 2581 * place
2516 /* IF we get here, key doesn't exist */ 2582 */
2583 for (object *tmp = inv; tmp; tmp = tmp->below)
2584 if (tmp->type == FORCE && tmp->slaying == name)
2585 return splay (tmp);
2517 2586
2518 /* No field, we'll have to add it. */ 2587 return 0;
2588}
2589
2590void
2591object::force_add (const shstr name, int duration)
2592{
2593 if (object *force = force_find (name))
2594 force->destroy ();
2595
2596 object *force = get_archetype (FORCE_NAME);
2597
2598 force->slaying = name;
2599 force->stats.food = 1;
2600 force->speed_left = -1.f;
2601
2602 force->set_speed (duration ? 1.f / duration : 0.f);
2603 force->flag [FLAG_IS_USED_UP] = true;
2604 force->flag [FLAG_APPLIED] = true;
2605
2606 insert (force);
2607}
2608
2609void
2610object::play_sound (faceidx sound)
2611{
2612 if (!sound)
2613 return;
2614
2615 if (flag [FLAG_REMOVED])
2616 return;
2617
2618 if (env)
2519 2619 {
2520 if (!add_key) { 2620 if (object *pl = in_player ())
2521 return FALSE; 2621 pl->contr->play_sound (sound);
2522 }
2523 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings,
2527 * should pass in ""
2528 */
2529 if (value == NULL) return TRUE;
2530 2622 }
2531 field = new key_value; 2623 else
2532 2624 map->play_sound (sound, x, y);
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE;
2540} 2625}
2541 2626
2542/*
2543 * Updates the key in op to value.
2544 *
2545 * If add_key is FALSE, this will only update existing keys,
2546 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key
2548 *
2549 * Returns TRUE on success.
2550 */
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2552{
2553 shstr key_ (key);
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555}

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