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Comparing deliantra/server/common/object.C (file contents):
Revision 1.23 by root, Sun Sep 10 14:54:02 2006 UTC vs.
Revision 1.243 by root, Sat May 17 00:17:02 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 1.23 2006/09/10 14:54:02 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 // some objects are unmergable
192 if (!ob1->nrof || !ob2->nrof)
123 return 0; 193 return 0;
124 194
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 195 /* Do not merge objects if nrof would overflow. First part checks
126 * value could not be stored in a sint32 (which unfortunately sometimes is 196 * for unsigned overflow (2c), second part checks whether the result
127 * used to store nrof). 197 * would fit into a 32 bit signed int, which is often used to hold
198 * nrof values.
128 */ 199 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 200 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
130 return 0; 201 return 0;
131 202
132 /* If the objects have been identified, set the BEEN_APPLIED flag. 203 /* 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 204 * 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 205 * 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 206 * are not equal - just if it has been identified, the been_applied
136 * flags lose any meaning. 207 * flags lose any meaning.
137 */ 208 */
138 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 211
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 212 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 213 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 214
144 215 if (ob1->arch->archname != ob2->arch->archname
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) || 216 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 217 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 218 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 219 || 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) || 220 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 221 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 222 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 223 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 224 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 225 || ob1->animation_id != ob2->animation_id
226 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
166 (ob1->client_type != ob2->client_type) || 227 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 228 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 229 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 230 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 231 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 232 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 233 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 234 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 235 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 236 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 237 || ob1->move_slow_penalty != ob2->move_slow_penalty
238 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 240 return 0;
178 241
242 if ((ob1->flag ^ ob2->flag)
243 .reset (FLAG_INV_LOCKED)
244 .reset (FLAG_CLIENT_SENT)
245 .reset (FLAG_REMOVED)
246 .any ())
247 return 0;
248
179 /* This is really a spellbook check - really, we should 249 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 250 * not merge objects with real inventories, as splitting them
251 * is hard.
181 */ 252 */
182 if (ob1->inv || ob2->inv) 253 if (ob1->inv || ob2->inv)
183 { 254 {
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)) 255 if (!(ob1->inv && ob2->inv))
190 return 0; 256 return 0; /* inventories differ in length */
257
258 if (ob1->inv->below || ob2->inv->below)
259 return 0; /* more than one object in inv */
260
261 if (!object::can_merge (ob1->inv, ob2->inv))
262 return 0; /* inventory objects differ */
191 263
192 /* inventory ok - still need to check rest of this object to see 264 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 265 * if it is valid.
194 */ 266 */
195 } 267 }
203 275
204 /* Note sure why the following is the case - either the object has to 276 /* 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 277 * be animated or have a very low speed. Is this an attempted monster
206 * check? 278 * check?
207 */ 279 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 280 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 281 return 0;
211 282
212 switch (ob1->type) 283 switch (ob1->type)
213 { 284 {
214 case SCROLL: 285 case SCROLL:
215 if (ob1->level != ob2->level) 286 if (ob1->level != ob2->level)
216 return 0; 287 return 0;
217 break; 288 break;
218 } 289 }
219 290
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 291 if (ob1->key_values || ob2->key_values)
221 { 292 {
222 /* At least one of these has key_values. */ 293 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 294 if ((!ob1->key_values) != (!ob2->key_values))
224 /* One has fields, but the other one doesn't. */ 295 return 0; /* One has fields, but the other one doesn't. */
225 return 0; 296
226 else if (!compare_ob_value_lists (ob1, ob2)) 297 if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 298 return 0;
228 } 299 }
229 300
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
232 { 302 {
233 ob1->optimise (); 303 ob1->optimise ();
234 ob2->optimise (); 304 ob2->optimise ();
235 305
236 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
237 return 0; 307 {
308 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
309 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
310
311 if (k1 != k2)
312 return 0;
313
314 if (k1 == 0)
315 return 1;
316
317 if (!cfperl_can_merge (ob1, ob2))
318 return 0;
319 }
238 } 320 }
239 321
240 /* Everything passes, must be OK. */ 322 /* Everything passes, must be OK. */
241 return 1; 323 return 1;
242} 324}
325
326// find player who can see this object
327object *
328object::visible_to () const
329{
330 if (client_visible () && !flag [FLAG_REMOVED])
331 {
332 // see if we are in a container of sorts
333 if (env)
334 {
335 // the player inventory itself is always visible
336 if (env->type == PLAYER)
337 return env;
338
339 // else a player could have our env open
340 object *envest = env->outer_env ();
341
342 // the player itself is always on a map, so we will find him here
343 // even if our inv is in a player.
344 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ())
346 if (pl->container == env)
347 return pl;
348 }
349 else
350 {
351 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ())
354 if (!pl->container || this == pl->container)
355 return pl;
356 }
357 }
358
359 return 0;
360}
361
362// adjust weight per container type ("of holding")
363static sint32
364weight_adjust_for (object *op, sint32 weight)
365{
366 return op->type == CONTAINER
367 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
368 : weight;
369}
370
243/* 371/*
372 * adjust_weight(object, weight) adds the specified weight to an object,
373 * and also updates how much the environment(s) is/are carrying.
374 */
375static void
376adjust_weight (object *op, sint32 weight)
377{
378 while (op)
379 {
380 // adjust by actual difference to account for rounding errors
381 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
382 weight = weight_adjust_for (op, op->carrying)
383 - weight_adjust_for (op, op->carrying - weight);
384
385 if (!weight)
386 return;
387
388 op->carrying += weight;
389
390 if (object *pl = op->visible_to ())
391 if (pl != op) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, op);
393
394 op = op->env;
395 }
396}
397
398/*
244 * sum_weight() is a recursive function which calculates the weight 399 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 400 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 401 * containers are carrying, and sums it up.
247 */ 402 */
248signed long sum_weight(object *op) { 403void
249 signed long sum; 404object::update_weight ()
250 object *inv; 405{
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 406 sint32 sum = 0;
407
408 for (object *op = inv; op; op = op->below)
409 {
252 if (inv->inv) 410 if (op->inv)
253 sum_weight(inv); 411 op->update_weight ();
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 412
413 sum += op->total_weight ();
255 } 414 }
256 if (op->type == CONTAINER && op->stats.Str) 415
257 sum = (sum * (100 - op->stats.Str))/100; 416 sum = weight_adjust_for (this, sum);
258 if(op->carrying != sum) 417
418 if (sum != carrying)
419 {
259 op->carrying = sum; 420 carrying = sum;
260 return sum;
261}
262 421
422 if (object *pl = visible_to ())
423 if (pl != this) // player is handled lazily
424 esrv_update_item (UPD_WEIGHT, pl, this);
425 }
426}
427
263/** 428/*
264 * Return the outermost environment object for a given object. 429 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
265 */ 430 */
266 431char *
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) { 432dump_object (object *op)
339 if(op==NULL) { 433{
340 strcpy(errmsg,"[NULL pointer]"); 434 if (!op)
341 return; 435 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 436
347void dump_all_objects(void) { 437 object_freezer freezer;
348 object *op; 438 op->write (freezer);
349 for(op=objects;op!=NULL;op=op->next) { 439 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 440}
354 441
355/* 442/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 443 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 445 * If it's not a multi-object, it is returned.
359 */ 446 */
360 447object *
361object *get_nearest_part(object *op, const object *pl) { 448get_nearest_part (object *op, const object *pl)
449{
362 object *tmp,*closest; 450 object *tmp, *closest;
363 int last_dist,i; 451 int last_dist, i;
452
364 if(op->more==NULL) 453 if (!op->more)
365 return op; 454 return op;
455
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 459 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 460 closest = tmp, last_dist = i;
461
369 return closest; 462 return closest;
370} 463}
371 464
372/* 465/*
373 * Returns the object which has the count-variable equal to the argument. 466 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow.
374 */ 468 */
375 469object *
376object *find_object(tag_t i) { 470find_object (tag_t i)
377 object *op; 471{
378 for(op=objects;op!=NULL;op=op->next) 472 for_all_objects (op)
379 if(op->count==i) 473 if (op->count == i)
380 break;
381 return op; 474 return op;
475
476 return 0;
382} 477}
383 478
384/* 479/*
385 * Returns the first object which has a name equal to the argument. 480 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 481 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 482 * Enables features like "patch <name-of-other-player> food 999"
388 */ 483 */
389 484object *
390object *find_object_name(const char *str) { 485find_object_name (const char *str)
391 const char *name = shstr::find (str); 486{
392 object *op; 487 shstr_cmp str_ (str);
393 for(op=objects;op!=NULL;op=op->next) 488
489 if (str_)
490 for_all_objects (op)
394 if(&op->name == name) 491 if (op->name == str_)
395 break; 492 return op;
396 493
397 return op; 494 return 0;
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} 495}
439 496
440/* 497/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 498 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 499 * skill and experience objects.
500 * ACTUALLY NO! investigate! TODO
443 */ 501 */
444void set_owner (object *op, object *owner) 502void
503object::set_owner (object *owner)
445{ 504{
446 if(owner==NULL||op==NULL) 505 // allow objects which own objects
506 if (owner)
507 while (owner->owner)
508 owner = owner->owner;
509
510 if (flag [FLAG_FREED])
511 {
512 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
447 return; 513 return;
514 }
448 515
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; 516 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469} 517}
470 518
471/* Set the owner to clone's current owner and set the skill and experience 519int
472 * objects to clone's objects (typically those objects that where the owner's 520object::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{ 521{
483 object *owner = get_owner (clone); 522 if (type == SKILL)
484 if (owner == NULL) { 523 {
485 /* players don't have owners - they own themselves. Update 524 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
486 * as appropriate. 525 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526 }
527 else
528 {
529 if (slot [body_combat].info) return slot_combat;
530 if (slot [body_range ].info) return slot_ranged;
531 }
532
533 return slot_none;
534}
535
536bool
537object::change_weapon (object *ob)
538{
539 if (current_weapon == ob)
540 return true;
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
487 */ 559 {
488 if (clone->type == PLAYER) owner=clone; 560 current_weapon = chosen_skill = 0;
489 else return; 561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first.]", &ob->name);
567 return false;
568 }
569
570 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
571 }
572 else
573 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
574
575 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
490 } 576 {
491 set_owner(op, owner); 577 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
578 &name, ob->debug_desc ());
579 return false;
580 }
492 581
582 return true;
493} 583}
494 584
495/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 586 * refcounts and freeing the links.
497 */ 587 */
588static void
498static void free_key_values(object * op) 589free_key_values (object *op)
499{ 590{
500 for (key_value *i = op->key_values; i != 0; ) 591 for (key_value *i = op->key_values; i; )
501 { 592 {
502 key_value *next = i->next; 593 key_value *next = i->next;
503 delete i; 594 delete i;
595
504 i = next; 596 i = next;
505 } 597 }
506 598
507 op->key_values = 0; 599 op->key_values = 0;
508} 600}
509 601
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 = *this;
535 *(object_pod *)destination = *this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/* 602/*
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, 603 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 604 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 605 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 606 * 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 607 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 608 * will point at garbage.
579 */ 609 */
580 610void
581void copy_object (object *op2, object *op) 611object::copy_to (object *dst)
582{ 612{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 613 dst->remove ();
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 614 *(object_copy *)dst = *this;
585 615 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;
593 616
594 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
595 if (op2->key_values) 618 if (key_values)
596 { 619 {
597 key_value *tail = 0; 620 key_value *tail = 0;
598 key_value *i;
599
600 op->key_values = 0; 621 dst->key_values = 0;
601 622
602 for (i = op2->key_values; i; i = i->next) 623 for (key_value *i = key_values; i; i = i->next)
603 { 624 {
604 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
605 626
606 new_link->next = 0; 627 new_link->next = 0;
607 new_link->key = i->key; 628 new_link->key = i->key;
608 new_link->value = i->value; 629 new_link->value = i->value;
609 630
610 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
611 if (!op->key_values) 632 if (!dst->key_values)
612 { 633 {
613 op->key_values = new_link; 634 dst->key_values = new_link;
614 tail = new_link; 635 tail = new_link;
615 } 636 }
616 else 637 else
617 { 638 {
618 tail->next = new_link; 639 tail->next = new_link;
619 tail = new_link; 640 tail = new_link;
620 } 641 }
621 } 642 }
622 } 643 }
623 644
624 update_ob_speed (op); 645 if (speed < 0)
646 dst->speed_left -= rndm ();
647
648 dst->set_speed (dst->speed);
649}
650
651void
652object::instantiate ()
653{
654 if (!uuid.seq) // HACK
655 uuid = UUID::gen ();
656
657 speed_left = -0.1f;
658 /* copy the body_info to the body_used - this is only really
659 * need for monsters, but doesn't hurt to do it for everything.
660 * by doing so, when a monster is created, it has good starting
661 * values for the body_used info, so when items are created
662 * for it, they can be properly equipped.
663 */
664 for (int i = NUM_BODY_LOCATIONS; i--; )
665 slot[i].used = slot[i].info;
666
667 attachable::instantiate ();
668}
669
670object *
671object::clone ()
672{
673 object *neu = create ();
674 copy_to (neu);
675 neu->map = map; // not copied by copy_to
676 return neu;
625} 677}
626 678
627/* 679/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 680 * 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 681 * 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. 682 * be called to update the face variable, _and_ how it looks on the map.
631 */ 683 */
632 684void
633void update_turn_face(object *op) { 685update_turn_face (object *op)
686{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 687 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 688 return;
689
636 SET_ANIMATION(op, op->direction); 690 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 691 update_object (op, UP_OBJ_FACE);
638} 692}
639 693
640/* 694/*
641 * Updates the speed of an object. If the speed changes from 0 to another 695 * 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. 696 * 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. 697 * This function needs to be called whenever the speed of an object changes.
644 */ 698 */
645 699void
646void update_ob_speed(object *op) { 700object::set_speed (float speed)
647 extern int arch_init; 701{
648 702 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 703 {
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); 704 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 705 speed = 0;
659#endif
660 } 706 }
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;
668 707
669 /* process_events() expects us to insert the object at the beginning 708 this->speed = speed;
670 * of the list. */ 709
671 op->active_next = active_objects; 710 if (has_active_speed ())
672 if (op->active_next!=NULL) 711 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 712 else
677 /* If not on the active list, nothing needs to be done */ 713 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} 714}
695 715
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/* 716/*
725 * update_object() updates the array which represents the map. 717 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 718 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 719 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 720 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 721 * 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 722 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 723 * updating that window, though, since update_object() is called _often_)
732 * 724 *
733 * action is a hint of what the caller believes need to be done. 725 * 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: 726 * current action are:
739 * UP_OBJ_INSERT: op was inserted 727 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 728 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 729 * 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. 730 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
744 */ 732 */
745 733void
746void update_object(object *op, int action) { 734update_object (object *op, int action)
747 int update_now=0, flags; 735{
748 MoveType move_on, move_off, move_block, move_slow; 736 if (!op)
749 737 {
750 if (op == NULL) {
751 /* this should never happen */ 738 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
753 return; 740 return;
754 }
755 741 }
756 if(op->env!=NULL) { 742
743 if (!op->is_on_map ())
744 {
757 /* Animation is currently handled by client, so nothing 745 /* Animation is currently handled by client, so nothing
758 * to do in this case. 746 * to do in this case.
759 */ 747 */
760 return; 748 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;
767 749 }
750
768 /* make sure the object is within map boundaries */ 751 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 752 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)) { 753 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 754 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 755#ifdef MANY_CORES
773 abort(); 756 abort ();
774#endif 757#endif
775 return; 758 return;
776 }
777 759 }
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);
784 760
761 mapspace &m = op->ms ();
762
763 if (!(m.flags_ & P_UPTODATE))
764 /* nop */;
785 if (action == UP_OBJ_INSERT) { 765 else if (action == UP_OBJ_INSERT)
766 {
767 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 768 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)) 769 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 770 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 771 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 773 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 774 || (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; 775 || (m.move_off | op->move_off ) != m.move_off
804 776 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 777 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 778 * to have move_allow right now.
807 */ 779 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 780 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 781 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 782 m.flags_ = 0;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 783 }
814 /* if the object is being removed, we can't make intelligent 784 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 785 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 786 * that is being removed.
817 */ 787 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 788 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 789 m.flags_ = 0;
820 } else if (action == UP_OBJ_FACE) { 790 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 791 /* Nothing to do for that case */ ;
822 }
823 else { 792 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 793 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 794
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) 795 if (op->more)
833 update_object(op->more, action); 796 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} 797}
845 798
846object::object () 799object::object ()
847{ 800{
848 SET_FLAG (this, FLAG_REMOVED); 801 SET_FLAG (this, FLAG_REMOVED);
849 802
850 expmul = 1.0; 803 expmul = 1.0;
851 face = blank_face; 804 face = blank_face;
852 attacked_by_count = -1;
853} 805}
854 806
855object::~object () 807object::~object ()
856{ 808{
809 unlink ();
810
857 free_key_values (this); 811 free_key_values (this);
858} 812}
859 813
860void 814static int object_count;
815
861object::link () 816void object::link ()
862{ 817{
818 assert (!index);//D
819 uuid = UUID::gen ();
863 count = ++ob_count; 820 count = ++object_count;
864 821
865 prev = 0; 822 refcnt_inc ();
866 next = objects; 823 objects.insert (this);
867
868 if (objects)
869 objects->prev = this;
870
871 objects = this;
872} 824}
873 825
874void
875object::unlink () 826void object::unlink ()
876{ 827{
877 count = 0; 828 if (!index)
829 return;
878 830
879 /* Remove this object from the list of used objects */ 831 objects.erase (this);
880 if (prev) prev->next = next; 832 refcnt_dec ();
881 if (next) next->prev = prev; 833}
882 if (this == objects) objects = next; 834
883} 835void
836object::activate ()
837{
838 /* If already on active list, don't do anything */
839 if (active)
840 return;
841
842 if (has_active_speed ())
843 actives.insert (this);
844}
845
846void
847object::activate_recursive ()
848{
849 activate ();
850
851 for (object *op = inv; op; op = op->below)
852 op->activate_recursive ();
853}
854
855/* This function removes object 'op' from the list of active
856 * objects.
857 * This should only be used for style maps or other such
858 * reference maps where you don't want an object that isn't
859 * in play chewing up cpu time getting processed.
860 * The reverse of this is to call update_ob_speed, which
861 * will do the right thing based on the speed of the object.
862 */
863void
864object::deactivate ()
865{
866 /* If not on the active list, nothing needs to be done */
867 if (!active)
868 return;
869
870 actives.erase (this);
871}
872
873void
874object::deactivate_recursive ()
875{
876 for (object *op = inv; op; op = op->below)
877 op->deactivate_recursive ();
878
879 deactivate ();
880}
881
882void
883object::set_flag_inv (int flag, int value)
884{
885 for (object *op = inv; op; op = op->below)
886 {
887 op->flag [flag] = value;
888 op->set_flag_inv (flag, value);
889 }
890}
891
892/*
893 * Remove and free all objects in the inventory of the given object.
894 * object.c ?
895 */
896void
897object::destroy_inv (bool drop_to_ground)
898{
899 // need to check first, because the checks below might segfault
900 // as we might be on an invalid mapspace and crossfire code
901 // is too buggy to ensure that the inventory is empty.
902 // corollary: if you create arrows etc. with stuff in its inventory,
903 // cf will crash below with off-map x and y
904 if (!inv)
905 return;
906
907 /* Only if the space blocks everything do we not process -
908 * if some form of movement is allowed, let objects
909 * drop on that space.
910 */
911 if (!drop_to_ground
912 || !map
913 || map->in_memory != MAP_ACTIVE
914 || map->no_drop
915 || ms ().move_block == MOVE_ALL)
916 {
917 while (inv)
918 {
919 inv->destroy_inv (false);
920 inv->destroy ();
921 }
922 }
923 else
924 { /* Put objects in inventory onto this space */
925 while (inv)
926 {
927 object *op = inv;
928
929 if (op->flag [FLAG_STARTEQUIP]
930 || op->flag [FLAG_NO_DROP]
931 || op->type == RUNE
932 || op->type == TRAP
933 || op->flag [FLAG_IS_A_TEMPLATE]
934 || op->flag [FLAG_DESTROY_ON_DEATH])
935 op->destroy (true);
936 else
937 map->insert (op, x, y);
938 }
939 }
940}
884 941
885object *object::create () 942object *object::create ()
886{ 943{
887 object *op = new object; 944 object *op = new object;
888 op->link (); 945 op->link ();
889 return op; 946 return op;
890} 947}
891 948
892/* 949static 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{ 950{
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 951 freed_map ()
906 { 952 {
907 LOG (llevDebug, "Free object called with non removed object\n"); 953 path = "<freed objects map>";
908 dump_object (this); 954 name = "/internal/freed_objects_map";
909#ifdef MANY_CORES 955 width = 3;
910 abort (); 956 height = 3;
911#endif 957 no_drop = 1;
958 no_reset = 1;
959
960 alloc ();
961 in_memory = MAP_ACTIVE;
912 } 962 }
913 963
914 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 964 ~freed_map ()
915 { 965 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 966 destroy ();
967 }
968} freed_map; // freed objects are moved here to avoid crashes
969
970void
971object::do_destroy ()
972{
973 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this);
975
976 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 977 remove_friendly_object (this);
978
979 remove ();
980
981 attachable::do_destroy ();
982
983 deactivate ();
984 unlink ();
985
986 flag [FLAG_FREED] = 1;
987
988 // hack to ensure that freed objects still have a valid map
989 map = &freed_map;
990 x = 1;
991 y = 1;
992
993 if (more)
918 } 994 {
919 995 more->destroy ();
920 if (QUERY_FLAG (this, FLAG_FREED)) 996 more = 0;
921 { 997 }
922 dump_object (this); 998
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 999 head = 0;
1000
1001 // clear those pointers that likely might cause circular references
1002 owner = 0;
1003 enemy = 0;
1004 attacked_by = 0;
1005 current_weapon = 0;
1006}
1007
1008void
1009object::destroy (bool destroy_inventory)
1010{
1011 if (destroyed ())
1012 return;
1013
1014 if (!is_head () && !head->destroyed ())
1015 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory);
924 return; 1018 return;
925 } 1019 }
926 1020
927 if (more) 1021 destroy_inv (!destroy_inventory);
928 {
929 more->free (free_inventory);
930 more = 0;
931 }
932 1022
933 if (inv) 1023 if (is_head ())
934 { 1024 if (sound_destroy)
935 /* Only if the space blocks everything do we not process - 1025 play_sound (sound_destroy);
936 * if some form of movement is allowed, let objects 1026 else if (flag [FLAG_MONSTER])
937 * drop on that space. 1027 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 1028
945 while (op) 1029 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} 1030}
988 1031
989/* 1032/* 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 1033 * 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 1034 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 1035 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 1036 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1037 * the previous environment.
1010 * Beware: This function is called from the editor as well!
1011 */ 1038 */
1012 1039void
1013void remove_ob(object *op) { 1040object::do_remove ()
1041{
1014 object *tmp,*last=NULL; 1042 object *tmp, *last = 0;
1015 object *otmp; 1043 object *otmp;
1016 tag_t tag;
1017 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 1044
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1045 if (flag [FLAG_REMOVED])
1023 dump_object(op); 1046 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1047
1026 /* Changed it to always dump core in this case. As has been learned 1048 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 1049
1041 SET_FLAG(op, FLAG_REMOVED); 1050 flag [FLAG_REMOVED] = true;
1042 1051
1052 if (more)
1053 more->remove ();
1054
1043 /* 1055 /*
1044 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
1045 * inventory. 1057 * inventory.
1058 */
1059 if (env)
1060 {
1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065
1066 adjust_weight (env, -total_weight ());
1067
1068 /* we set up values so that it could be inserted into
1069 * the map, but we don't actually do that - it is up
1070 * to the caller to decide what we want to do.
1046 */ 1071 */
1047 if(op->env!=NULL) { 1072 map = env->map;
1048 if(op->nrof) 1073 x = env->x;
1049 sub_weight(op->env, op->weight*op->nrof); 1074 y = env->y;
1050 else
1051 sub_weight(op->env, op->weight+op->carrying);
1052 1075
1076 // make sure cmov optimisation is applicable
1077 *(above ? &above->below : &env->inv) = below;
1078 *(below ? &below->above : &above ) = above; // &above is just a dummy
1079
1080 above = 0;
1081 below = 0;
1082 env = 0;
1083
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1084 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1085 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1086 * to save cpu time.
1056 */ 1087 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1089 otmp->update_stats ();
1059 fix_player(otmp); 1090 }
1091 else if (map)
1092 {
1093 map->dirty = true;
1094 mapspace &ms = this->ms ();
1060 1095
1061 if(op->above!=NULL) 1096 if (object *pl = ms.player ())
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 */ 1097 {
1073 op->x=op->env->x,op->y=op->env->y; 1098 if (type == PLAYER) // this == pl(!)
1074 op->map=op->env->map; 1099 {
1075 op->above=NULL,op->below=NULL; 1100 // leaving a spot always closes any open container on the ground
1076 op->env=NULL; 1101 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent.
1104 close_container ();
1105
1106 --map->players;
1107 map->touch ();
1108 }
1109 else if (pl->container == this)
1110 {
1111 // removing a container should close it
1112 close_container ();
1113 }
1114
1115 esrv_del_item (pl->contr, count);
1116 }
1117
1118 /* link the object above us */
1119 // re-link, make sure compiler can easily use cmove
1120 *(above ? &above->below : &ms.top) = below;
1121 *(below ? &below->above : &ms.bot) = above;
1122
1123 above = 0;
1124 below = 0;
1125
1126 if (map->in_memory == MAP_SAVING)
1077 return; 1127 return;
1078 }
1079 1128
1080 /* If we get here, we are removing it from a map */ 1129 int check_walk_off = !flag [FLAG_NO_APPLY];
1081 if (op->map == NULL) return;
1082 1130
1083 x = op->x; 1131 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 } 1132 {
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1133 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 1134 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1135 * removed (most likely destroyed), update the player view
1143 * appropriately. 1136 * appropriately.
1144 */ 1137 */
1145 if (tmp->container==op) { 1138 pl->close_container ();
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1139
1147 tmp->container=NULL; 1140 //TODO: the floorbox prev/next might need updating
1141 //esrv_del_item (pl->contr, count);
1142 //TODO: update floorbox to preserve ordering
1143 if (pl->contr->ns)
1144 pl->contr->ns->floorbox_update ();
1145 }
1146
1147 for (tmp = ms.bot; tmp; tmp = tmp->above)
1148 {
1149 /* No point updating the players look faces if he is the object
1150 * being removed.
1151 */
1152
1153 /* See if object moving off should effect something */
1154 if (check_walk_off
1155 && ((move_type & tmp->move_off)
1156 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 {
1158 move_apply (tmp, this, 0);
1159
1160 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1148 } 1162 }
1149 tmp->contr->socket.update_look=1; 1163
1164 last = tmp;
1150 } 1165 }
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 1166
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 */ 1167 /* last == NULL if there are no objects on this space */
1169 if (last==NULL) { 1168 //TODO: this makes little sense, why only update the topmost object?
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1169 if (!last)
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1170 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 1171 else
1179 update_object(last, UP_OBJ_REMOVE); 1172 update_object (last, UP_OBJ_REMOVE);
1180 1173
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1174 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1175 update_all_los (map, x, y);
1183 1176 }
1184} 1177}
1185 1178
1186/* 1179/*
1187 * merge_ob(op,top): 1180 * merge_ob(op,top):
1188 * 1181 *
1189 * This function goes through all objects below and including top, and 1182 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1183 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1184 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1185 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1186 */
1194 1187object *
1195object *merge_ob(object *op, object *top) { 1188merge_ob (object *op, object *top)
1189{
1196 if(!op->nrof) 1190 if (!op->nrof)
1197 return 0; 1191 return 0;
1198 if(top==NULL) 1192
1193 if (!top)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1194 for (top = op; top && top->above; top = top->above)
1195 ;
1196
1200 for(;top!=NULL;top=top->below) { 1197 for (; top; top = top->below)
1201 if(top==op) 1198 if (object::can_merge (op, top))
1202 continue;
1203 if (CAN_MERGE(op,top))
1204 { 1199 {
1205 top->nrof+=op->nrof; 1200 top->nrof += op->nrof;
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1201
1207 op->weight = 0; /* Don't want any adjustements now */ 1202 if (object *pl = top->visible_to ())
1208 remove_ob(op); 1203 esrv_update_item (UPD_NROF, pl, top);
1209 free_object(op); 1204
1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1208 op->destroy (1);
1209
1210 return top; 1210 return top;
1211 } 1211 }
1212 } 1212
1213 return NULL; 1213 return 0;
1214} 1214}
1215 1215
1216void
1217object::expand_tail ()
1218{
1219 if (more)
1220 return;
1221
1222 object *prev = this;
1223
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 {
1226 object *op = arch_to_object (at);
1227
1228 op->name = name;
1229 op->name_pl = name_pl;
1230 op->title = title;
1231
1232 op->head = this;
1233 prev->more = op;
1234
1235 prev = op;
1236 }
1237}
1238
1216/* 1239/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1240 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1218 * job preparing multi-part monsters 1241 * job preparing multi-part monsters.
1219 */ 1242 */
1243object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221 object* tmp; 1245{
1222 if (op->head) 1246 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 op=op->head; 1247 {
1224 for (tmp=op;tmp;tmp=tmp->more){
1225 tmp->x=x+tmp->arch->clone.x; 1248 tmp->x = x + tmp->arch->x;
1226 tmp->y=y+tmp->arch->clone.y; 1249 tmp->y = y + tmp->arch->y;
1227 } 1250 }
1251
1228 return insert_ob_in_map (op, m, originator, flag); 1252 return insert_ob_in_map (op, m, originator, flag);
1229} 1253}
1230 1254
1231/* 1255/*
1232 * insert_ob_in_map (op, map, originator, flag): 1256 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1257 * This function inserts the object in the two-way linked list
1246 * Return value: 1270 * Return value:
1247 * new object if 'op' was merged with other object 1271 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1272 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1273 * just 'op' otherwise
1250 */ 1274 */
1251 1275object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1276insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1277{
1254 object *tmp, *top, *floor=NULL; 1278 op->remove ();
1255 sint16 x,y;
1256 1279
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1280 /* Ideally, the caller figures this out. However, it complicates a lot
1258 LOG (llevError, "Trying to insert freed object!\n"); 1281 * of areas of callers (eg, anything that uses find_free_spot would now
1259 return NULL; 1282 * need extra work
1283 */
1284 if (!xy_normalise (m, op->x, op->y))
1260 } 1285 {
1261 if(m==NULL) { 1286 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op; 1287 return 0;
1265 } 1288 }
1266 if(out_of_map(m,op->x,op->y)) { 1289
1267 dump_object(op); 1290 if (object *more = op->more)
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1291 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; 1292 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 1293
1286 object *more = op->more; 1294 CLEAR_FLAG (op, FLAG_REMOVED);
1287 1295
1288 /* We really need the caller to normalize coordinates - if 1296 op->map = m;
1289 * we set the map, that doesn't work if the location is within 1297 mapspace &ms = op->ms ();
1290 * a map and this is straddling an edge. So only if coordinate 1298
1291 * is clear wrong do we normalize it. 1299 /* this has to be done after we translate the coordinates.
1300 */
1301 if (op->nrof && !(flag & INS_NO_MERGE))
1302 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1303 if (object::can_merge (op, tmp))
1292 */ 1304 {
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1305 // TODO: we actually want to update tmp, not op,
1294 more->map = get_map_from_coord(m, &more->x, &more->y); 1306 // but some caller surely breaks when we return tmp
1295 } else if (!more->map) { 1307 // from here :/
1296 /* For backwards compatibility - when not dealing with tiled maps, 1308 op->nrof += tmp->nrof;
1297 * more->map should always point to the parent. 1309 tmp->destroy (1);
1298 */
1299 more->map = m;
1300 } 1310 }
1301 1311
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1312 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1303 if ( ! op->head) 1313 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1314
1305 return NULL; 1315 if (!QUERY_FLAG (op, FLAG_ALIVE))
1316 CLEAR_FLAG (op, FLAG_NO_STEAL);
1317
1318 if (flag & INS_BELOW_ORIGINATOR)
1319 {
1320 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1321 {
1322 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1323 abort ();
1306 } 1324 }
1325
1326 if (!originator->is_on_map ())
1327 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1328 op->debug_desc (), originator->debug_desc ());
1329
1330 op->above = originator;
1331 op->below = originator->below;
1332 originator->below = op;
1333
1334 *(op->below ? &op->below->above : &ms.bot) = op;
1335 }
1336 else
1307 } 1337 {
1308 CLEAR_FLAG(op,FLAG_REMOVED); 1338 object *floor = 0;
1339 object *top = ms.top;
1309 1340
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1341 /* If there are other objects, then */
1311 * of areas of callers (eg, anything that uses find_free_spot would now 1342 if (top)
1312 * need extra work 1343 {
1313 */ 1344 /*
1314 op->map=get_map_from_coord(m, &op->x, &op->y); 1345 * If there are multiple objects on this space, we do some trickier handling.
1315 x = op->x; 1346 * We've already dealt with merging if appropriate.
1316 y = op->y; 1347 * Generally, we want to put the new object on top. But if
1348 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1349 * floor, we want to insert above that and no further.
1350 * Also, if there are spell objects on this space, we stop processing
1351 * once we get to them. This reduces the need to traverse over all of
1352 * them when adding another one - this saves quite a bit of cpu time
1353 * when lots of spells are cast in one area. Currently, it is presumed
1354 * that flying non pickable objects are spell objects.
1355 */
1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 {
1358 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1359 floor = tmp;
1317 1360
1318 /* this has to be done after we translate the coordinates. 1361 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1319 */ 1362 {
1320 if(op->nrof && !(flag & INS_NO_MERGE)) { 1363 /* We insert above top, so we want this object below this */
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1364 top = tmp->below;
1322 if (CAN_MERGE(op,tmp)) { 1365 break;
1323 op->nrof+=tmp->nrof; 1366 }
1324 remove_ob(tmp); 1367
1325 free_object(tmp); 1368 top = tmp;
1326 } 1369 }
1327 }
1328 1370
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1371 /* We let update_position deal with figuring out what the space
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1372 * looks like instead of lots of conditions here.
1331 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1373 * makes things faster, and effectively the same result.
1332 CLEAR_FLAG(op, FLAG_NO_STEAL); 1374 */
1333 1375
1334 if (flag & INS_BELOW_ORIGINATOR) { 1376 /* Have object 'fall below' other objects that block view.
1335 if (originator->map != op->map || originator->x != op->x || 1377 * Unless those objects are exits.
1336 originator->y != op->y) { 1378 * If INS_ON_TOP is used, don't do this processing
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1379 * Need to find the object that in fact blocks view, otherwise
1338 abort(); 1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP)
1383 && ms.flags () & P_BLOCKSVIEW
1384 && (op->face && !faces [op->face].visibility))
1385 {
1386 object *last;
1387
1388 for (last = top; last != floor; last = last->below)
1389 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1390 break;
1391
1392 /* Check to see if we found the object that blocks view,
1393 * and make sure we have a below pointer for it so that
1394 * we can get inserted below this one, which requires we
1395 * set top to the object below us.
1396 */
1397 if (last && last->below && last != floor)
1398 top = last->below;
1399 }
1400 } /* If objects on this space */
1401
1402 if (flag & INS_ABOVE_FLOOR_ONLY)
1403 top = floor;
1404
1405 // insert object above top, or bottom-most if top = 0
1406 if (!top)
1407 {
1408 op->below = 0;
1409 op->above = ms.bot;
1410 ms.bot = op;
1411
1412 *(op->above ? &op->above->below : &ms.top) = op;
1339 } 1413 }
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 { 1414 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 */ 1415 {
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 */
1418 op->above = top->above; 1416 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op; 1417 top->above = op;
1418
1419 op->below = top;
1420 *(op->above ? &op->above->below : &ms.top) = op;
1422 } 1421 }
1423 if (op->above==NULL) 1422 }
1424 SET_MAP_TOP(op->map,op->x, op->y, op);
1425 } /* else not INS_BELOW_ORIGINATOR */
1426 1423
1427 if(op->type==PLAYER) 1424 if (op->type == PLAYER)
1425 {
1428 op->contr->do_los=1; 1426 op->contr->do_los = 1;
1427 ++op->map->players;
1428 op->map->touch ();
1429 }
1429 1430
1430 /* If we have a floor, we know the player, if any, will be above 1431 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 1432
1433 if (object *pl = ms.player ())
1434 //TODO: the floorbox prev/next might need updating
1435 //esrv_send_item (pl, op);
1436 //TODO: update floorbox to preserve ordering
1437 if (pl->contr->ns)
1438 pl->contr->ns->floorbox_update ();
1439
1439 /* If this object glows, it may affect lighting conditions that are 1440 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really 1441 * 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 1442 * 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 1443 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way - 1444 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range, 1445 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area 1446 * or just updating the P_UPTODATE for spaces within this area
1446 * of effect may be sufficient. 1447 * of effect may be sufficient.
1447 */ 1448 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1449 if (op->map->darkness && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y); 1450 update_all_los (op->map, op->x, op->y);
1450 1451
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1452 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT); 1453 update_object (op, UP_OBJ_INSERT);
1454 1454
1455 INVOKE_OBJECT (INSERT, op);
1455 1456
1456 /* Don't know if moving this to the end will break anything. However, 1457 /* 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. 1458 * we want to have floorbox_update called before calling this.
1458 * 1459 *
1459 * check_move_on() must be after this because code called from 1460 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like 1461 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by 1462 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object(). 1463 * update_object().
1463 */ 1464 */
1464 1465
1465 /* if this is not the head or flag has been passed, don't check walk on status */ 1466 /* 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) { 1467 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1468 {
1468 if (check_move_on(op, originator)) 1469 if (check_move_on (op, originator))
1469 return NULL; 1470 return 0;
1470 1471
1471 /* If we are a multi part object, lets work our way through the check 1472 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1473 * walk on's.
1473 */ 1474 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1475 for (object *tmp = op->more; tmp; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1476 if (check_move_on (tmp, originator))
1476 return NULL; 1477 return 0;
1477 } 1478 }
1479
1478 return op; 1480 return op;
1479} 1481}
1480 1482
1481/* this function inserts an object in the map, but if it 1483/* 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. 1484 * 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. 1485 * op is the object to insert it under: supplies x and the map.
1484 */ 1486 */
1487void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1488replace_insert_ob_in_map (const char *arch_string, object *op)
1486 object *tmp; 1489{
1487 object *tmp1;
1488
1489 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1490 1491
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1492 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1494 tmp->destroy (1);
1494 free_object(tmp);
1495 }
1496 }
1497 1495
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1496 object *tmp = arch_to_object (archetype::find (arch_string));
1499 1497
1500 1498 tmp->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1499 tmp->y = op->y;
1500
1502 insert_ob_in_map(tmp1,op->map,op,0); 1501 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} 1502}
1542 1503
1504object *
1505object::insert_at (object *where, object *originator, int flags)
1506{
1507 if (where->env)
1508 return where->env->insert (this);
1509 else
1510 return where->map->insert (this, where->x, where->y, originator, flags);
1511}
1512
1543/* 1513/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1514 * decrease(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1515 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1516 * is subsequently removed and freed.
1547 * 1517 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1518 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1519 */
1550 1520bool
1551object *decrease_ob_nr (object *op, uint32 i) 1521object::decrease (sint32 nr)
1552{ 1522{
1553 object *tmp; 1523 if (!nr)
1554 player *pl; 1524 return true;
1555 1525
1556 if (i == 0) /* objects with op->nrof require this check */ 1526 nr = min (nr, nrof);
1527
1528 nrof -= nr;
1529
1530 if (nrof)
1531 {
1532 adjust_weight (env, -weight * nr); // carrying == 0
1533
1534 if (object *pl = visible_to ())
1535 esrv_update_item (UPD_NROF, pl, this);
1536
1537 return true;
1538 }
1539 else
1540 {
1541 destroy (1);
1542 return false;
1543 }
1544}
1545
1546/*
1547 * split(ob,nr) splits up ob into two parts. The part which
1548 * is returned contains nr objects, and the remaining parts contains
1549 * the rest (or is removed and returned if that number is 0).
1550 * On failure, NULL is returned.
1551 */
1552object *
1553object::split (sint32 nr)
1554{
1555 int have = number_of ();
1556
1557 if (have < nr)
1558 return 0;
1559 else if (have == nr)
1560 {
1561 remove ();
1562 return this;
1563 }
1564 else
1565 {
1566 decrease (nr);
1567
1568 object *op = deep_clone ();
1569 op->nrof = nr;
1557 return op; 1570 return op;
1558
1559 if (i > op->nrof)
1560 i = op->nrof;
1561
1562 if (QUERY_FLAG (op, FLAG_REMOVED))
1563 { 1571 }
1564 op->nrof -= i; 1572}
1573
1574object *
1575insert_ob_in_ob (object *op, object *where)
1576{
1577 if (!where)
1565 } 1578 {
1566 else if (op->env != NULL) 1579 char *dump = dump_object (op);
1567 { 1580 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1568 /* is this object in the players inventory, or sub container 1581 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; 1582 return op;
1621 } else { 1583 }
1622 free_object (op); 1584
1623 return NULL; 1585 if (where->head_ () != where)
1624 } 1586 {
1625} 1587 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 1588 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 } 1589 }
1640}
1641 1590
1591 return where->insert (op);
1592}
1593
1642/* 1594/*
1643 * insert_ob_in_ob(op,environment): 1595 * env->insert (op)
1644 * This function inserts the object op in the linked list 1596 * This function inserts the object op in the linked list
1645 * inside the object environment. 1597 * inside the object environment.
1646 * 1598 *
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 1599 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1600 * be != op, if items are merged. -Tero
1654 */ 1601 */
1655 1602object *
1656object *insert_ob_in_ob(object *op,object *where) { 1603object::insert (object *op)
1657 object *tmp, *otmp; 1604{
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) { 1605 if (op->more)
1606 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1607 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1608 return op;
1678 } 1609 }
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1610
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1611 op->remove ();
1612
1613 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1614
1681 if(op->nrof) { 1615 if (op->nrof)
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1616 for (object *tmp = inv; tmp; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1617 if (object::can_merge (tmp, op))
1618 {
1684 /* return the original object and remove inserted object 1619 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1620 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1621 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1622
1688 * tmp->nrof, we need to increase the weight. 1623 if (object *pl = tmp->visible_to ())
1689 */ 1624 esrv_update_item (UPD_NROF, pl, tmp);
1690 add_weight (where, op->weight*op->nrof); 1625
1691 SET_FLAG(op, FLAG_REMOVED); 1626 adjust_weight (this, op->total_weight ());
1692 free_object(op); /* free the inserted object */ 1627
1628 op->destroy (1);
1693 op = tmp; 1629 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1630 goto inserted;
1695 CLEAR_FLAG(op, FLAG_REMOVED);
1696 break;
1697 } 1631 }
1698 1632
1699 /* I assume combined objects have no inventory 1633 op->owner = 0; // it's his/hers now. period.
1700 * We add the weight - this object could have just been removed 1634 op->map = 0;
1701 * (if it was possible to merge). calling remove_ob will subtract 1635 op->x = 0;
1702 * the weight, so we need to add it in again, since we actually do 1636 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 1637
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; 1638 op->above = 0;
1718 op->below=NULL; 1639 op->below = inv;
1719 op->x=0,op->y=0; 1640 op->env = this;
1720 1641
1642 if (inv)
1643 inv->above = op;
1644
1645 inv = op;
1646
1647 op->flag [FLAG_REMOVED] = 0;
1648
1649 if (object *pl = op->visible_to ())
1650 esrv_send_item (pl, op);
1651
1652 adjust_weight (this, op->total_weight ());
1653
1654inserted:
1721 /* reset the light list and los of the players on the map */ 1655 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1656 if (op->glow_radius && map && map->darkness)
1723 { 1657 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 1658
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1659 // if this is a player's inventory, update stats
1732 * It sure simplifies this function... 1660 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1733 */ 1661 update_stats ();
1734 if (where->inv==NULL) 1662
1735 where->inv=op; 1663 INVOKE_OBJECT (INSERT, this);
1736 else { 1664
1737 op->below = where->inv;
1738 op->below->above = op;
1739 where->inv = op;
1740 }
1741 return op; 1665 return op;
1742} 1666}
1743 1667
1744/* 1668/*
1745 * Checks if any objects has a move_type that matches objects 1669 * Checks if any objects has a move_type that matches objects
1759 * 1683 *
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1684 * 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 1685 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1686 * on top.
1763 */ 1687 */
1764 1688int
1765int check_move_on (object *op, object *originator) 1689check_move_on (object *op, object *originator)
1766{ 1690{
1767 object *tmp; 1691 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1692 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1693 int x = op->x, y = op->y;
1694
1771 MoveType move_on, move_slow, move_block; 1695 MoveType move_on, move_slow, move_block;
1772 1696
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1697 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1698 return 0;
1775 1699
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1700 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); 1701 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); 1702 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1703
1782 /* if nothing on this space will slow op down or be applied, 1704 /* 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 1705 * 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 1706 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1707 * as walking.
1786 */ 1708 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1709 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1710 return 0;
1789 1711
1790 /* This is basically inverse logic of that below - basically, 1712 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1713 * 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 1714 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1715 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1716 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1717 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; 1718 return 0;
1797 1719
1798 /* The objects have to be checked from top to bottom. 1720 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1721 * Hence, we first go to the top:
1800 */ 1722 */
1801 1723
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1724 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1725 {
1804 /* Trim the search when we find the first other spell effect 1726 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1727 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1728 * we don't need to check all of them.
1807 */ 1729 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1730 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1731 break;
1732 }
1733
1734 for (; tmp; tmp = tmp->below)
1809 } 1735 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1736 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1737 continue; /* Can't apply yourself */
1812 1738
1813 /* Check to see if one of the movement types should be slowed down. 1739 /* 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 1740 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1741 * (~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 1742 * 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. 1743 * swim on that space, can't use it to avoid the penalty.
1818 */ 1744 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1745 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1746 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1747 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)) { 1748 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1749 {
1823 1750
1824 float diff; 1751 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1752 diff = tmp->move_slow_penalty * fabs (op->speed);
1753
1827 if (op->type == PLAYER) { 1754 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1755 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))) { 1756 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1757 diff /= 4.0;
1831 } 1758
1832 }
1833 op->speed_left -= diff; 1759 op->speed_left -= diff;
1834 } 1760 }
1835 } 1761 }
1836 1762
1837 /* Basically same logic as above, except now for actual apply. */ 1763 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1764 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)) { 1765 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1766 {
1842 move_apply(tmp, op, originator); 1767 move_apply (tmp, op, originator);
1768
1843 if (was_destroyed (op, tag)) 1769 if (op->destroyed ())
1844 return 1; 1770 return 1;
1845 1771
1846 /* what the person/creature stepped onto has moved the object 1772 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1773 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1774 * have a feeling strange problems would result.
1849 */ 1775 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1776 if (op->map != m || op->x != x || op->y != y)
1777 return 0;
1851 } 1778 }
1852 } 1779 }
1780
1853 return 0; 1781 return 0;
1854} 1782}
1855 1783
1856/* 1784/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1785 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1786 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1787 * The first matching object is returned, or NULL if none.
1860 */ 1788 */
1861 1789object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1790present_arch (const archetype *at, maptile *m, int x, int y)
1863 object *tmp; 1791{
1864 if(m==NULL || out_of_map(m,x,y)) { 1792 if (!m || out_of_map (m, x, y))
1793 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1794 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1795 return NULL;
1867 } 1796 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1797
1869 if(tmp->arch == at) 1798 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1799 if (tmp->arch->archname == at->archname)
1870 return tmp; 1800 return tmp;
1801
1871 return NULL; 1802 return NULL;
1872} 1803}
1873 1804
1874/* 1805/*
1875 * present(type, map, x, y) searches for any objects with 1806 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1807 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
1878 */ 1809 */
1879 1810object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1811present (unsigned char type, maptile *m, int x, int y)
1881 object *tmp; 1812{
1882 if(out_of_map(m,x,y)) { 1813 if (out_of_map (m, x, y))
1814 {
1883 LOG(llevError,"Present called outside map.\n"); 1815 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1816 return NULL;
1885 } 1817 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if(tmp->type==type) 1820 if (tmp->type == type)
1888 return tmp; 1821 return tmp;
1822
1889 return NULL; 1823 return NULL;
1890} 1824}
1891 1825
1892/* 1826/*
1893 * present_in_ob(type, object) searches for any objects with 1827 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1828 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1896 */ 1830 */
1897 1831object *
1898object *present_in_ob(unsigned char type, const object *op) { 1832present_in_ob (unsigned char type, const object *op)
1899 object *tmp; 1833{
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1834 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1835 if (tmp->type == type)
1902 return tmp; 1836 return tmp;
1837
1903 return NULL; 1838 return NULL;
1904} 1839}
1905 1840
1906/* 1841/*
1907 * present_in_ob (type, str, object) searches for any objects with 1842 * present_in_ob (type, str, object) searches for any objects with
1915 * str is the string to match against. Note that we match against 1850 * 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 1851 * 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 1852 * spell code can use one object type (force), but change it's name
1918 * to be unique. 1853 * to be unique.
1919 */ 1854 */
1920 1855object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 1856present_in_ob_by_name (int type, const char *str, const object *op)
1922 object *tmp; 1857{
1923
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1858 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1859 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 1860 return tmp;
1927 } 1861
1928 return NULL; 1862 return 0;
1929} 1863}
1930 1864
1931/* 1865/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 1866 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 1867 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1935 */ 1869 */
1936 1870object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 1871present_arch_in_ob (const archetype *at, const object *op)
1938 object *tmp; 1872{
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1873 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1940 if( tmp->arch == at) 1874 if (tmp->arch->archname == at->archname)
1941 return tmp; 1875 return tmp;
1876
1942 return NULL; 1877 return NULL;
1943} 1878}
1944 1879
1945/* 1880/*
1946 * activate recursively a flag on an object inventory 1881 * activate recursively a flag on an object inventory
1947 */ 1882 */
1883void
1948void flag_inv(object*op, int flag){ 1884flag_inv (object *op, int flag)
1949 object *tmp; 1885{
1950 if(op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1886 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 {
1952 SET_FLAG(tmp, flag); 1888 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 1889 flag_inv (tmp, flag);
1954 } 1890 }
1891}
1892
1955}/* 1893/*
1956 * desactivate recursively a flag on an object inventory 1894 * deactivate recursively a flag on an object inventory
1957 */ 1895 */
1896void
1958void unflag_inv(object*op, int flag){ 1897unflag_inv (object *op, int flag)
1959 object *tmp; 1898{
1960 if(op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1899 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1900 {
1962 CLEAR_FLAG(tmp, flag); 1901 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 1902 unflag_inv (tmp, flag);
1964 } 1903 }
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} 1904}
1978 1905
1979/* 1906/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1907 * 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 1908 * a spot at the given map and coordinates which will be able to contain
1983 * to search (see the freearr_x/y[] definition). 1910 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found. 1911 * 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 1912 * 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 1913 * 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) 1914 * 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 1915 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as 1916 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work. 1917 * 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 1918 * 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 1919 * 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 1920 * 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 1921 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 1922 * customized, changed states, etc.
1999 */ 1923 */
2000 1924int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1925find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1926{
1927 int altern[SIZEOFFREE];
2002 int i,index=0, flag; 1928 int index = 0, flag;
2003 static int altern[SIZEOFFREE];
2004 1929
2005 for(i=start;i<stop;i++) { 1930 for (int i = start; i < stop; i++)
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1931 {
2007 if(!flag) 1932 mapxy pos (m, x, y); pos.move (i);
1933
1934 if (!pos.normalise ())
1935 continue;
1936
1937 mapspace &ms = *pos;
1938
1939 if (ms.flags () & P_IS_ALIVE)
1940 continue;
1941
1942 /* However, often
1943 * ob doesn't have any move type (when used to place exits)
1944 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1945 */
1946 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1947 {
2008 altern[index++]=i; 1948 altern [index++] = i;
1949 continue;
1950 }
2009 1951
2010 /* Basically, if we find a wall on a space, we cut down the search size. 1952 /* 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. 1953 * 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 - 1954 * 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 1955 * 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 1956 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 1957 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 1958 * won't look 2 spaces south of the target space.
2017 */ 1959 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1960 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1961 {
2019 stop=maxfree[i]; 1962 stop = maxfree[i];
2020 } 1963 continue;
2021 if(!index) return -1; 1964 }
2022 return altern[RANDOM()%index];
2023}
2024 1965
1966 /* Note it is intentional that we check ob - the movement type of the
1967 * head of the object should correspond for the entire object.
1968 */
1969 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1970 continue;
1971
1972 if (ob->blocked (m, pos.x, pos.y))
1973 continue;
1974
1975 altern [index++] = i;
1976 }
1977
1978 if (!index)
1979 return -1;
1980
1981 return altern [rndm (index)];
1982}
1983
2025/* 1984/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 1985 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 1986 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 1987 * 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. 1988 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 1989 */
2031 1990int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 1991find_first_free_spot (const object *ob, maptile *m, int x, int y)
2033 int i; 1992{
2034 for(i=0;i<SIZEOFFREE;i++) { 1993 for (int i = 0; i < SIZEOFFREE; i++)
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 1994 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 1995 return i;
2037 } 1996
2038 return -1; 1997 return -1;
2039} 1998}
2040 1999
2041/* 2000/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2001 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2002 * arr[begin..end-1].
2003 * now uses a fisher-yates shuffle, old permute was broken
2044 */ 2004 */
2005static void
2045static void permute(int *arr, int begin, int end) 2006permute (int *arr, int begin, int end)
2046{ 2007{
2047 int i, j, tmp, len; 2008 arr += begin;
2009 end -= begin;
2048 2010
2049 len = end-begin; 2011 while (--end)
2050 for(i = begin; i < end; i++) 2012 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} 2013}
2059 2014
2060/* new function to make monster searching more efficient, and effective! 2015/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2016 * 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 2017 * 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 2018 * 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 2019 * 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. 2020 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2021 */
2022void
2067void get_search_arr(int *search_arr) 2023get_search_arr (int *search_arr)
2068{ 2024{
2069 int i; 2025 int i;
2070 2026
2071 for(i = 0; i < SIZEOFFREE; i++) 2027 for (i = 0; i < SIZEOFFREE; i++)
2072 {
2073 search_arr[i] = i; 2028 search_arr[i] = i;
2074 }
2075 2029
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2030 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2031 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2032 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2033}
2080 2034
2081/* 2035/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2036 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2037 * given map at the given coordinates for live objects.
2088 * Perhaps incorrectly, but I'm making the assumption that exclude 2042 * 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 2043 * 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 2044 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2045 * there is capable of.
2092 */ 2046 */
2093 2047int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2048find_dir (maptile *m, int x, int y, object *exclude)
2049{
2095 int i,max=SIZEOFFREE, mflags; 2050 int i, max = SIZEOFFREE, mflags;
2051
2096 sint16 nx, ny; 2052 sint16 nx, ny;
2097 object *tmp; 2053 object *tmp;
2098 mapstruct *mp; 2054 maptile *mp;
2055
2099 MoveType blocked, move_type; 2056 MoveType blocked, move_type;
2100 2057
2101 if (exclude && exclude->head) { 2058 if (exclude && exclude->head_ () != exclude)
2059 {
2102 exclude = exclude->head; 2060 exclude = exclude->head;
2103 move_type = exclude->move_type; 2061 move_type = exclude->move_type;
2104 } else { 2062 }
2063 else
2064 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2065 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2066 move_type = MOVE_ALL;
2067 }
2068
2069 for (i = 1; i < max; i++)
2107 } 2070 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2071 mp = m;
2111 nx = x + freearr_x[i]; 2072 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2073 ny = y + freearr_y[i];
2113 2074
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2075 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2076
2115 if (mflags & P_OUT_OF_MAP) { 2077 if (mflags & P_OUT_OF_MAP)
2078 max = maxfree[i];
2079 else
2080 {
2081 mapspace &ms = mp->at (nx, ny);
2082
2083 blocked = ms.move_block;
2084
2085 if ((move_type & blocked) == move_type)
2116 max = maxfree[i]; 2086 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) { 2087 else if (mflags & P_IS_ALIVE)
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2088 {
2089 for (tmp = ms.bot; tmp; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2126 break; 2092 break;
2127 } 2093
2128 }
2129 if(tmp) { 2094 if (tmp)
2130 return freedir[i]; 2095 return freedir[i];
2131 }
2132 } 2096 }
2133 } 2097 }
2134 } 2098 }
2099
2135 return 0; 2100 return 0;
2136} 2101}
2137 2102
2138/* 2103/*
2139 * distance(object 1, object 2) will return the square of the 2104 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2105 * distance between the two given objects.
2141 */ 2106 */
2142 2107int
2143int distance(const object *ob1, const object *ob2) { 2108distance (const object *ob1, const object *ob2)
2144 int i; 2109{
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2110 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} 2111}
2149 2112
2150/* 2113/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2114 * 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 2115 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2116 * object, needs to travel toward it.
2154 */ 2117 */
2155 2118int
2156int find_dir_2(int x, int y) { 2119find_dir_2 (int x, int y)
2120{
2157 int q; 2121 int q;
2158 2122
2159 if(y) 2123 if (y)
2160 q=x*100/y; 2124 q = x * 100 / y;
2161 else if (x) 2125 else if (x)
2162 q= -300*x; 2126 q = -300 * x;
2163 else 2127 else
2164 return 0; 2128 return 0;
2165 2129
2166 if(y>0) { 2130 if (y > 0)
2131 {
2167 if(q < -242) 2132 if (q < -242)
2168 return 3 ; 2133 return 3;
2169 if (q < -41) 2134 if (q < -41)
2170 return 2 ; 2135 return 2;
2171 if (q < 41) 2136 if (q < 41)
2172 return 1 ; 2137 return 1;
2173 if (q < 242) 2138 if (q < 242)
2174 return 8 ; 2139 return 8;
2175 return 7 ; 2140 return 7;
2176 } 2141 }
2177 2142
2178 if (q < -242) 2143 if (q < -242)
2179 return 7 ; 2144 return 7;
2180 if (q < -41) 2145 if (q < -41)
2181 return 6 ; 2146 return 6;
2182 if (q < 41) 2147 if (q < 41)
2183 return 5 ; 2148 return 5;
2184 if (q < 242) 2149 if (q < 242)
2185 return 4 ; 2150 return 4;
2186 2151
2187 return 3 ; 2152 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} 2153}
2201 2154
2202/* 2155/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2156 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2157 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2158 */
2206 2159int
2207int dirdiff(int dir1, int dir2) { 2160dirdiff (int dir1, int dir2)
2161{
2208 int d; 2162 int d;
2163
2209 d = abs(dir1 - dir2); 2164 d = abs (dir1 - dir2);
2210 if(d>4) 2165 if (d > 4)
2211 d = 8 - d; 2166 d = 8 - d;
2167
2212 return d; 2168 return d;
2213} 2169}
2214 2170
2215/* peterm: 2171/* peterm:
2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2172 * 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 2175 * 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. 2176 * 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 2177 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2178 * functions.
2223 */ 2179 */
2224
2225int reduction_dir[SIZEOFFREE][3] = { 2180int reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2181 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2182 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2183 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2184 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2185 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2186 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2187 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2188 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2189 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2190 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2191 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2192 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2193 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2194 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2195 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2196 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2197 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2198 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2199 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2200 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2201 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2202 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2203 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2204 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2205 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2206 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2207 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2208 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2209 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2210 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2211 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2212 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2213 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2214 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2215 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2216 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2217 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2218 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2219 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2220 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2221 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2222 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2223 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2224 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2225 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2226 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2227 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2228 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2229 {24, 9, -1}
2230}; /* 48 */
2275 2231
2276/* Recursive routine to step back and see if we can 2232/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2233 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2234 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2235 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2236 * Modified to be map tile aware -.MSW
2281 */ 2237 */
2282 2238int
2283
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2239can_see_monsterP (maptile *m, int x, int y, int dir)
2240{
2285 sint16 dx, dy; 2241 sint16 dx, dy;
2286 int mflags; 2242 int mflags;
2287 2243
2244 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2245 return 0; /* exit condition: invalid direction */
2289 2246
2290 dx = x + freearr_x[dir]; 2247 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2248 dy = y + freearr_y[dir];
2292 2249
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2250 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2251
2295 /* This functional arguably was incorrect before - it was 2252 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2253 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2254 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2255 * 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 2256 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2257 * at least its move type.
2301 */ 2258 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2259 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2260 return 0;
2303 2261
2304 /* yes, can see. */ 2262 /* yes, can see. */
2305 if(dir < 9) return 1; 2263 if (dir < 9)
2264 return 1;
2265
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2266 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2267 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2268 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309} 2269}
2310 2270
2311
2312
2313/* 2271/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2272 * 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 2273 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2274 * picked up, otherwise 0.
2317 * 2275 *
2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2276 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2319 * core dumps if they do. 2277 * core dumps if they do.
2320 * 2278 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2279 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2280 */
2323 2281int
2324int can_pick(const object *who, const object *item) { 2282can_pick (const object *who, const object *item)
2283{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2286 !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} 2287}
2330
2331 2288
2332/* 2289/*
2333 * create clone from object to another 2290 * create clone from object to another
2334 */ 2291 */
2335object *object_create_clone (object *asrc) { 2292object *
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2293object::deep_clone ()
2294{
2295 assert (("deep_clone called on non-head object", is_head ()));
2337 2296
2338 if(!asrc) return NULL; 2297 object *dst = clone ();
2339 src = asrc;
2340 if(src->head)
2341 src = src->head;
2342 2298
2343 prev = NULL; 2299 object *prev = dst;
2344 for(part = src; part; part = part->more) { 2300 for (object *part = this->more; part; part = part->more)
2345 tmp = get_object(); 2301 {
2346 copy_object(part,tmp); 2302 object *tmp = part->clone ();
2347 tmp->x -= src->x;
2348 tmp->y -= src->y;
2349 if(!part->head) {
2350 dst = tmp;
2351 tmp->head = NULL;
2352 } else {
2353 tmp->head = dst; 2303 tmp->head = dst;
2354 }
2355 tmp->more = NULL;
2356 if(prev)
2357 prev->more = tmp; 2304 prev->more = tmp;
2358 prev = tmp; 2305 prev = tmp;
2359 } 2306 }
2360 /*** copy inventory ***/ 2307
2361 for(item = src->inv; item; item = item->below) { 2308 for (object *item = inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2309 insert_ob_in_ob (item->deep_clone (), dst);
2363 }
2364 2310
2365 return dst; 2311 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} 2312}
2410 2313
2411/* This returns the first object in who's inventory that 2314/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2315 * has the same type and subtype match.
2413 * returns NULL if no match. 2316 * returns NULL if no match.
2414 */ 2317 */
2318object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2319find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2320{
2417 object *tmp;
2418
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2321 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2322 if (tmp->type == type && tmp->subtype == subtype)
2323 return tmp;
2421 2324
2422 return NULL; 2325 return 0;
2423} 2326}
2424 2327
2425/* If ob has a field named key, return the link from the list, 2328const shstr &
2426 * otherwise return NULL. 2329object::kv_get (const shstr &key) const
2427 * 2330{
2428 * key must be a passed in shared string - otherwise, this won't 2331 for (key_value *kv = key_values; kv; kv = kv->next)
2429 * do the desired thing. 2332 if (kv->key == key)
2430 */ 2333 return kv->value;
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2334
2432 key_value * link; 2335 return shstr_null;
2336}
2337
2338void
2339object::kv_set (const shstr &key, const shstr &value)
2340{
2341 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key)
2343 {
2344 kv->value = value;
2345 return;
2346 }
2347
2348 key_value *kv = new key_value;
2349
2350 kv->next = key_values;
2351 kv->key = key;
2352 kv->value = value;
2353
2354 key_values = kv;
2355}
2356
2357void
2358object::kv_del (const shstr &key)
2359{
2360 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2361 if ((*kvp)->key == key)
2362 {
2363 key_value *kv = *kvp;
2364 *kvp = (*kvp)->next;
2365 delete kv;
2366 return;
2367 }
2368}
2369
2370object::depth_iterator::depth_iterator (object *container)
2371: iterator_base (container)
2372{
2373 while (item->inv)
2374 item = item->inv;
2375}
2376
2377void
2378object::depth_iterator::next ()
2379{
2380 if (item->below)
2433 2381 {
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2382 item = item->below;
2435 if (link->key == key) { 2383
2436 return link; 2384 while (item->inv)
2385 item = item->inv;
2386 }
2387 else
2388 item = item->env;
2389}
2390
2391const char *
2392object::flag_desc (char *desc, int len) const
2393{
2394 char *p = desc;
2395 bool first = true;
2396
2397 *p = 0;
2398
2399 for (int i = 0; i < NUM_FLAGS; i++)
2400 {
2401 if (len <= 10) // magic constant!
2402 {
2403 snprintf (p, len, ",...");
2404 break;
2437 } 2405 }
2438 }
2439
2440 return NULL;
2441}
2442 2406
2443/* 2407 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 */ 2408 {
2462 return NULL; 2409 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2463 } 2410 len -= cnt;
2464 2411 p += cnt;
2465 /* This is copied from get_ob_key_link() above - 2412 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 } 2413 }
2472 } 2414 }
2415
2416 return desc;
2417}
2418
2419// return a suitable string describing an object in enough detail to find it
2420const char *
2421object::debug_desc (char *info) const
2422{
2423 char flagdesc[512];
2424 char info2[256 * 4];
2425 char *p = info;
2426
2427 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2428 count,
2429 uuid.c_str (),
2430 &name,
2431 title ? ",title:\"" : "",
2432 title ? (const char *)title : "",
2433 title ? "\"" : "",
2434 flag_desc (flagdesc, 512), type);
2435
2436 if (!flag[FLAG_REMOVED] && env)
2437 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2438
2439 if (map)
2440 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2441
2442 return info;
2443}
2444
2445const char *
2446object::debug_desc () const
2447{
2448 static char info[3][256 * 4];
2449 static int info_idx;
2450
2451 return debug_desc (info [++info_idx % 3]);
2452}
2453
2454struct region *
2455object::region () const
2456{
2457 return map ? map->region (x, y)
2458 : region::default_region ();
2459}
2460
2461const materialtype_t *
2462object::dominant_material () const
2463{
2464 if (materialtype_t *mt = name_to_material (materialname))
2465 return mt;
2466
2467 return name_to_material (shstr_unknown);
2468}
2469
2470void
2471object::open_container (object *new_container)
2472{
2473 if (container == new_container)
2473 return NULL; 2474 return;
2474}
2475 2475
2476 object *old_container = container;
2476 2477
2477/* 2478 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 2479 {
2490 for (field=op->key_values; field != NULL; field=field->next) { 2480 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491 if (field->key != canonical_key) { 2481 return;
2492 last = field; 2482
2493 continue; 2483#if 0
2484 // remove the "Close old_container" object.
2485 if (object *closer = old_container->inv)
2486 if (closer->type == CLOSE_CON)
2487 closer->destroy ();
2488#endif
2489
2490 // make sure the container is available
2491 esrv_send_item (this, old_container);
2492
2493 old_container->flag [FLAG_APPLIED] = false;
2494 container = 0;
2495
2496 // client needs item update to make it work, client bug requires this to be separate
2497 esrv_update_item (UPD_FLAGS, this, old_container);
2498
2499 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2500 play_sound (sound_find ("chest_close"));
2501 }
2502
2503 if (new_container)
2504 {
2505 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2506 return;
2507
2508 // TODO: this does not seem to serve any purpose anymore?
2509#if 0
2510 // insert the "Close Container" object.
2511 if (archetype *closer = new_container->other_arch)
2512 {
2513 object *closer = arch_to_object (new_container->other_arch);
2514 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2515 new_container->insert (closer);
2494 } 2516 }
2517#endif
2518
2519 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2520
2521 // make sure the container is available, client bug requires this to be separate
2522 esrv_send_item (this, new_container);
2523
2524 new_container->flag [FLAG_APPLIED] = true;
2525 container = new_container;
2526
2527 // client needs flag change
2528 esrv_update_item (UPD_FLAGS, this, new_container);
2529 esrv_send_inventory (this, new_container);
2530 play_sound (sound_find ("chest_open"));
2495 2531 }
2496 if (value) 2532// else if (!old_container->env && contr && contr->ns)
2497 field->value = value; 2533// contr->ns->floorbox_reset ();
2498 else { 2534}
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 2535
2511 delete field; 2536object *
2512 } 2537object::force_find (const shstr name)
2513 } 2538{
2514 return TRUE; 2539 /* cycle through his inventory to look for the MARK we want to
2515 } 2540 * place
2516 /* IF we get here, key doesn't exist */ 2541 */
2542 for (object *tmp = inv; tmp; tmp = tmp->below)
2543 if (tmp->type == FORCE && tmp->slaying == name)
2544 return splay (tmp);
2517 2545
2518 /* No field, we'll have to add it. */ 2546 return 0;
2547}
2548
2549void
2550object::force_add (const shstr name, int duration)
2551{
2552 if (object *force = force_find (name))
2553 force->destroy ();
2554
2555 object *force = get_archetype (FORCE_NAME);
2556
2557 force->slaying = name;
2558 force->stats.food = 1;
2559 force->speed_left = -1.f;
2560
2561 force->set_speed (duration ? 1.f / duration : 0.f);
2562 force->flag [FLAG_IS_USED_UP] = true;
2563 force->flag [FLAG_APPLIED] = true;
2564
2565 insert (force);
2566}
2567
2568void
2569object::play_sound (faceidx sound)
2570{
2571 if (!sound)
2572 return;
2573
2574 if (flag [FLAG_REMOVED])
2575 return;
2576
2577 if (env)
2519 2578 {
2520 if (!add_key) { 2579 if (object *pl = in_player ())
2521 return FALSE; 2580 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 2581 }
2531 field = new key_value; 2582 else
2532 2583 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} 2584}
2541 2585
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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