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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 1.300 by root, Mon Nov 9 03:08:23 2009 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 (©) 2005,2006,2007,2008,2009 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 it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * 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 Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
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> 25#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 26#include <stdio.h>
35#include <sys/types.h> 27#include <sys/types.h>
36#include <sys/uio.h> 28#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 29#include <object.h>
39#include <funcpoint.h> 30#include <sproto.h>
40#include <skills.h>
41#include <loader.h> 31#include <loader.h>
42int nrofallocobjects = 0;
43 32
44object *objects; /* Pointer to the list of used objects */ 33#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
39
40objectvec objects;
41activevec actives;
42
43//+GPL
44
47short freearr_x[SIZEOFFREE]= 45short 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, 46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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}; 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
50};
50short freearr_y[SIZEOFFREE]= 51short 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, 52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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}; 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 56};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
55 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};
56int freedir[SIZEOFFREE]= { 57int 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, 58 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}; 59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
71static void
72write_uuid (uval64 skip, bool sync)
73{
74 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip));
76 CALL_ARG_SV (boolSV (sync));
77 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END;
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
89
90 FILE *fp;
91
92 if (!(fp = fopen (filename, "r")))
93 {
94 if (errno == ENOENT)
95 {
96 LOG (llevInfo, "RESET uid to 1\n");
97 UUID::cur.seq = 0;
98 write_uuid (UUID_GAP, true);
99 return;
100 }
101
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1);
104 }
105
106 char buf [UUID::MAX_LEN];
107 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
111 {
112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
113 _exit (1);
114 }
115
116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
119 fclose (fp);
120}
121
122UUID
123UUID::gen ()
124{
125 UUID uid;
126
127 uid.seq = ++cur.seq;
128
129 if (expect_false (cur.seq >= seq_next_save))
130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
135
136 return uid;
137}
138
139void
140UUID::init ()
141{
142 read_uuid ();
143}
144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208}
59 209
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
211static bool
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 212compare_ob_value_lists_one (const object *wants, const object *has)
62 key_value * wants_field; 213{
63
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* 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 215 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
67 */ 217 */
68 218
69 /* For each field in wants, */ 219 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
71 key_value * has_field; 221 if (has->kv_get (kv->key) != kv->value)
72 222 return false;
73 /* Look for a field in has with the same key. */ 223
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. */ 224 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 225 return true;
92} 226}
93 227
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
229static bool
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 230compare_ob_value_lists (const object *ob1, const object *ob2)
231{
96 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
98 */ 234 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
100} 237}
101 238
102/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 240 * they can be merged together.
104 * 241 *
105 * Note that this function appears a lot longer than the macro it 242 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 243 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 244 * reduce this to the same efficiency.
108 * 245 *
109 * Check nrof variable *before* calling CAN_MERGE() 246 * Check nrof variable *before* calling can_merge()
110 * 247 *
111 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
112 * check weight 249 * check weight
113 */ 250 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
117{ 252{
118 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 254 if (ob1 == ob2
255 || ob1->type != ob2->type
256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
257 || ob1->value != ob2->value
258 || ob1->name != ob2->name)
120 return 0; 259 return 0;
121 260
122 if (ob1->speed != ob2->speed) 261 /* Do not merge objects if nrof would overflow, assume nrof
262 * is always 0 .. 2**31-1 */
263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
123 return 0; 264 return 0;
124 265
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof).
128 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31)
130 return 0;
131
132 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* 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 267 * 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 268 * 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 269 * are not equal - just if it has been identified, the been_applied
136 * flags lose any meaning. 270 * flags lose any meaning.
137 */ 271 */
138 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 274
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 277
144 278 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) || 279 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 280 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 281 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 282 || 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) || 283 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 284 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 285 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 286 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 287 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
166 (ob1->client_type != ob2->client_type) || 290 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 291 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 292 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 293 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 294 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 295 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 296 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 297 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 298 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 299 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 303 return 0;
178 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
179 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
181 */ 314 */
182 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
183 { 316 {
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)) 317 if (!(ob1->inv && ob2->inv))
190 return 0; 318 return 0; /* inventories differ in length */
319
320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
323 if (!object::can_merge (ob1->inv, ob2->inv))
324 return 0; /* inventory objects differ */
191 325
192 /* inventory ok - still need to check rest of this object to see 326 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 327 * if it is valid.
194 */ 328 */
195 } 329 }
203 337
204 /* Note sure why the following is the case - either the object has to 338 /* 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 339 * be animated or have a very low speed. Is this an attempted monster
206 * check? 340 * check?
207 */ 341 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 343 return 0;
211 344
212 switch (ob1->type) 345 switch (ob1->type)
213 { 346 {
214 case SCROLL: 347 case SCROLL:
215 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
216 return 0; 349 return 0;
217 break; 350 break;
218 } 351 }
219 352
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
221 { 354 {
222 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
224 /* One has fields, but the other one doesn't. */ 357 return 0; /* One has fields, but the other one doesn't. */
225 return 0; 358
226 else if (!compare_ob_value_lists (ob1, ob2)) 359 if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 360 return 0;
228 } 361 }
229 362
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
232 { 364 {
233 ob1->optimise (); 365 ob1->optimise ();
234 ob2->optimise (); 366 ob2->optimise ();
235 367
236 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
237 return 0; 369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
374 return 0;
375
376 if (k1 == 0)
377 return 1;
378
379 if (!cfperl_can_merge (ob1, ob2))
380 return 0;
381 }
238 } 382 }
239 383
240 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
241 return 1; 385 return 1;
242} 386}
387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
243/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
244 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
247 */ 465 */
248signed long sum_weight(object *op) { 466void
249 signed long sum; 467object::update_weight ()
250 object *inv; 468{
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 469 sint32 sum = 0;
470
471 for (object *op = inv; op; op = op->below)
472 {
252 if (inv->inv) 473 if (op->inv)
253 sum_weight(inv); 474 op->update_weight ();
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475
476 sum += op->total_weight ();
255 } 477 }
256 if (op->type == CONTAINER && op->stats.Str) 478
257 sum = (sum * (100 - op->stats.Str))/100; 479 sum = weight_adjust_for (this, sum);
258 if(op->carrying != sum) 480
481 if (sum != carrying)
482 {
259 op->carrying = sum; 483 carrying = sum;
260 return sum;
261}
262 484
485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this);
488 }
489}
490
263/** 491/*
264 * Return the outermost environment object for a given object. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
265 */ 493 */
266 494char *
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) { 495dump_object (object *op)
339 if(op==NULL) { 496{
340 strcpy(errmsg,"[NULL pointer]"); 497 if (!op)
341 return; 498 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 499
347void dump_all_objects(void) { 500 object_freezer freezer;
348 object *op; 501 op->write (freezer);
349 for(op=objects;op!=NULL;op=op->next) { 502 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 503}
354 504
355/* 505char *
356 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
357 * multi-object 1 which is closest to the second object. 507{
358 * If it's not a multi-object, it is returned. 508 return dump_object (this);
359 */
360
361object *get_nearest_part(object *op, const object *pl) {
362 object *tmp,*closest;
363 int last_dist,i;
364 if(op->more==NULL)
365 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
367 if((i=distance(tmp,pl))<last_dist)
368 closest=tmp,last_dist=i;
369 return closest;
370} 509}
371 510
372/* 511/*
373 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
374 */ 514 */
375 515object *
376object *find_object(tag_t i) { 516find_object (tag_t i)
377 object *op; 517{
378 for(op=objects;op!=NULL;op=op->next) 518 for_all_objects (op)
379 if(op->count==i) 519 if (op->count == i)
380 break;
381 return op; 520 return op;
521
522 return 0;
382} 523}
383 524
384/* 525/*
385 * Returns the first object which has a name equal to the argument. 526 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 528 * Enables features like "patch <name-of-other-player> food 999"
388 */ 529 */
389 530object *
390object *find_object_name(const char *str) { 531find_object_name (const char *str)
391 const char *name = shstr::find (str); 532{
392 object *op; 533 shstr_cmp str_ (str);
393 for(op=objects;op!=NULL;op=op->next) 534
535 if (str_)
536 for_all_objects (op)
394 if(&op->name == name) 537 if (op->name == str_)
395 break; 538 return op;
396 539
397 return op; 540 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} 541}
439 542
440/* 543/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
443 */ 547 */
444void set_owner (object *op, object *owner) 548void
549object::set_owner (object *owner)
445{ 550{
446 if(owner==NULL||op==NULL) 551 // allow objects which own objects
552 if (owner)
553 while (owner->owner)
554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
447 return; 559 return;
560 }
448 561
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; 562 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469} 563}
470 564
471/* Set the owner to clone's current owner and set the skill and experience 565int
472 * objects to clone's objects (typically those objects that where the owner's 566object::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{ 567{
483 object *owner = get_owner (clone); 568 if (type == SKILL)
484 if (owner == NULL) { 569 {
485 /* players don't have owners - they own themselves. Update 570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
486 * as appropriate. 571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
487 */ 605 {
488 if (clone->type == PLAYER) owner=clone; 606 current_weapon = chosen_skill = 0;
489 else return; 607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
490 } 623 {
491 set_owner(op, owner); 624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
492 628
629 return true;
493} 630}
494 631
495/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 633 * refcounts and freeing the links.
497 */ 634 */
635static void
498static void free_key_values(object * op) 636free_key_values (object *op)
499{ 637{
500 for (key_value *i = op->key_values; i != 0; ) 638 for (key_value *i = op->key_values; i; )
501 { 639 {
502 key_value *next = i->next; 640 key_value *next = i->next;
503 delete i; 641 delete i;
642
504 i = next; 643 i = next;
505 } 644 }
506 645
507 op->key_values = 0; 646 op->key_values = 0;
508} 647}
509 648
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/* 649/*
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, 650 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 651 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 652 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 653 * 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 654 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 655 * will point at garbage.
579 */ 656 */
580 657void
581void copy_object (object *op2, object *op) 658object::copy_to (object *dst)
582{ 659{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 660 dst->remove ();
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 661 *(object_copy *)dst = *this;
585 662 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;
593 663
594 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
595 if (op2->key_values) 665 if (key_values)
596 { 666 {
597 key_value *tail = 0; 667 key_value *tail = 0;
598 key_value *i;
599
600 op->key_values = 0; 668 dst->key_values = 0;
601 669
602 for (i = op2->key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
603 { 671 {
604 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
605 673
606 new_link->next = 0; 674 new_link->next = 0;
607 new_link->key = i->key; 675 new_link->key = i->key;
608 new_link->value = i->value; 676 new_link->value = i->value;
609 677
610 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
611 if (!op->key_values) 679 if (!dst->key_values)
612 { 680 {
613 op->key_values = new_link; 681 dst->key_values = new_link;
614 tail = new_link; 682 tail = new_link;
615 } 683 }
616 else 684 else
617 { 685 {
618 tail->next = new_link; 686 tail->next = new_link;
619 tail = new_link; 687 tail = new_link;
620 } 688 }
621 } 689 }
622 } 690 }
623 691
624 update_ob_speed (op); 692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate ();
696}
697
698void
699object::instantiate ()
700{
701 if (!uuid.seq) // HACK
702 uuid = UUID::gen ();
703
704 speed_left = -0.1f;
705 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped.
710 */
711 for (int i = NUM_BODY_LOCATIONS; i--; )
712 slot[i].used = slot[i].info;
713
714 attachable::instantiate ();
715}
716
717object *
718object::clone ()
719{
720 object *neu = create ();
721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
723 return neu;
625} 724}
626 725
627/* 726/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 727 * 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 728 * 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. 729 * be called to update the face variable, _and_ how it looks on the map.
631 */ 730 */
632 731void
633void update_turn_face(object *op) { 732update_turn_face (object *op)
733{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 735 return;
736
636 SET_ANIMATION(op, op->direction); 737 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 738 update_object (op, UP_OBJ_FACE);
638} 739}
639 740
640/* 741/*
641 * Updates the speed of an object. If the speed changes from 0 to another 742 * 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. 743 * 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. 744 * This function needs to be called whenever the speed of an object changes.
644 */ 745 */
746void
747object::set_speed (float speed)
748{
749 this->speed = speed;
645 750
646void update_ob_speed(object *op) { 751 if (has_active_speed ())
647 extern int arch_init; 752 activate ();
648
649 /* No reason putting the archetypes objects on the speed list,
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);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0;
659#endif
660 }
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
669 /* process_events() expects us to insert the object at the beginning
670 * of the list. */
671 op->active_next = active_objects;
672 if (op->active_next!=NULL)
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 753 else
677 /* If not on the active list, nothing needs to be done */ 754 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} 755}
695 756
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/* 757/*
725 * update_object() updates the array which represents the map. 758 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 759 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 760 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 761 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 762 * 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 763 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 764 * updating that window, though, since update_object() is called _often_)
732 * 765 *
733 * action is a hint of what the caller believes need to be done. 766 * 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: 767 * current action are:
739 * UP_OBJ_INSERT: op was inserted 768 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 769 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 770 * 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. 771 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
744 */ 773 */
745 774void
746void update_object(object *op, int action) { 775update_object (object *op, int action)
747 int update_now=0, flags; 776{
748 MoveType move_on, move_off, move_block, move_slow; 777 if (!op)
749 778 {
750 if (op == NULL) {
751 /* this should never happen */ 779 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
753 return; 781 return;
754 }
755 782 }
756 if(op->env!=NULL) { 783
784 if (!op->is_on_map ())
785 {
757 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
758 * to do in this case. 787 * to do in this case.
759 */ 788 */
760 return; 789 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;
767 790 }
791
768 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 793 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)) { 794 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 796#ifdef MANY_CORES
773 abort(); 797 abort ();
774#endif 798#endif
775 return; 799 return;
776 }
777 800 }
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);
784 801
802 mapspace &m = op->ms ();
803
804 if (!(m.flags_ & P_UPTODATE))
805 /* nop */;
785 if (action == UP_OBJ_INSERT) { 806 else if (action == UP_OBJ_INSERT)
807 {
808#if 0
809 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 810 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)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 816 || (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; 817 || (m.move_off | op->move_off ) != m.move_off
804 818 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 820 * have move_allow right now.
807 */ 821 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 823 m.invalidate ();
810 824#else
811 if ((move_slow | op->move_slow) != move_slow) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
812 update_now=1; 826 m.invalidate ();
827#endif
813 } 828 }
814 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 831 * that is being removed.
817 */ 832 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 834 m.invalidate ();
820 } else if (action == UP_OBJ_FACE) { 835 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 836 /* Nothing to do for that case */ ;
822 }
823 else { 837 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 839
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) 840 if (op->more)
833 update_object(op->more, action); 841 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} 842}
845 843
846object::object () 844object::object ()
847{ 845{
848 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
849 847
850 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
851 face = blank_face; 849 face = blank_face;
852 attacked_by_count = -1;
853} 850}
854 851
855object::~object () 852object::~object ()
856{ 853{
854 unlink ();
855
857 free_key_values (this); 856 free_key_values (this);
858} 857}
859 858
860void 859static int object_count;
860
861object::link () 861void object::link ()
862{ 862{
863 assert (!index);//D
864 uuid = UUID::gen ();
863 count = ++ob_count; 865 count = ++object_count;
864 866
865 prev = 0; 867 refcnt_inc ();
866 next = objects; 868 objects.insert (this);
867
868 if (objects)
869 objects->prev = this;
870
871 objects = this;
872} 869}
873 870
874void
875object::unlink () 871void object::unlink ()
876{ 872{
877 count = 0; 873 if (!index)
874 return;
878 875
879 /* Remove this object from the list of used objects */ 876 objects.erase (this);
880 if (prev) prev->next = next; 877 refcnt_dec ();
881 if (next) next->prev = prev; 878}
882 if (this == objects) objects = next; 879
883} 880void
881object::activate ()
882{
883 /* If already on active list, don't do anything */
884 if (active)
885 return;
886
887 if (has_active_speed ())
888 {
889 if (flag [FLAG_FREED])
890 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
891
892 actives.insert (this);
893 }
894}
895
896void
897object::activate_recursive ()
898{
899 activate ();
900
901 for (object *op = inv; op; op = op->below)
902 op->activate_recursive ();
903}
904
905/* This function removes object 'op' from the list of active
906 * objects.
907 * This should only be used for style maps or other such
908 * reference maps where you don't want an object that isn't
909 * in play chewing up cpu time getting processed.
910 * The reverse of this is to call update_ob_speed, which
911 * will do the right thing based on the speed of the object.
912 */
913void
914object::deactivate ()
915{
916 /* If not on the active list, nothing needs to be done */
917 if (!active)
918 return;
919
920 actives.erase (this);
921}
922
923void
924object::deactivate_recursive ()
925{
926 for (object *op = inv; op; op = op->below)
927 op->deactivate_recursive ();
928
929 deactivate ();
930}
931
932void
933object::set_flag_inv (int flag, int value)
934{
935 for (object *op = inv; op; op = op->below)
936 {
937 op->flag [flag] = value;
938 op->set_flag_inv (flag, value);
939 }
940}
941
942/*
943 * Remove and free all objects in the inventory of the given object.
944 * object.c ?
945 */
946void
947object::destroy_inv (bool drop_to_ground)
948{
949 // need to check first, because the checks below might segfault
950 // as we might be on an invalid mapspace and crossfire code
951 // is too buggy to ensure that the inventory is empty.
952 // corollary: if you create arrows etc. with stuff in its inventory,
953 // cf will crash below with off-map x and y
954 if (!inv)
955 return;
956
957 /* Only if the space blocks everything do we not process -
958 * if some form of movement is allowed, let objects
959 * drop on that space.
960 */
961 if (!drop_to_ground
962 || !map
963 || map->in_memory != MAP_ACTIVE
964 || map->no_drop
965 || ms ().move_block == MOVE_ALL)
966 {
967 while (inv)
968 inv->destroy ();
969 }
970 else
971 { /* Put objects in inventory onto this space */
972 while (inv)
973 {
974 object *op = inv;
975
976 if (op->flag [FLAG_STARTEQUIP]
977 || op->flag [FLAG_NO_DROP]
978 || op->type == RUNE
979 || op->type == TRAP
980 || op->flag [FLAG_IS_A_TEMPLATE]
981 || op->flag [FLAG_DESTROY_ON_DEATH])
982 op->destroy ();
983 else
984 map->insert (op, x, y);
985 }
986 }
987}
884 988
885object *object::create () 989object *object::create ()
886{ 990{
887 object *op = new object; 991 object *op = new object;
888 op->link (); 992 op->link ();
889 return op; 993 return op;
890} 994}
891 995
892/* 996static 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{ 997{
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 998 freed_map ()
906 { 999 {
907 LOG (llevDebug, "Free object called with non removed object\n"); 1000 path = "<freed objects map>";
908 dump_object (this); 1001 name = "/internal/freed_objects_map";
909#ifdef MANY_CORES 1002 width = 3;
910 abort (); 1003 height = 3;
911#endif 1004 no_drop = 1;
1005 no_reset = 1;
1006
1007 alloc ();
1008 in_memory = MAP_ACTIVE;
912 } 1009 }
913 1010
914 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1011 ~freed_map ()
915 { 1012 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 1013 destroy ();
1014 }
1015} freed_map; // freed objects are moved here to avoid crashes
1016
1017void
1018object::do_destroy ()
1019{
1020 if (flag [FLAG_IS_LINKED])
1021 remove_link ();
1022
1023 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 1024 remove_friendly_object (this);
1025
1026 remove ();
1027
1028 attachable::do_destroy ();
1029
1030 deactivate ();
1031 unlink ();
1032
1033 flag [FLAG_FREED] = 1;
1034
1035 // hack to ensure that freed objects still have a valid map
1036 map = &freed_map;
1037 x = 1;
1038 y = 1;
1039
1040 if (more)
918 } 1041 {
919 1042 more->destroy ();
920 if (QUERY_FLAG (this, FLAG_FREED)) 1043 more = 0;
921 { 1044 }
922 dump_object (this); 1045
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1046 head = 0;
1047
1048 // clear those pointers that likely might cause circular references
1049 owner = 0;
1050 enemy = 0;
1051 attacked_by = 0;
1052 current_weapon = 0;
1053}
1054
1055void
1056object::destroy ()
1057{
1058 if (destroyed ())
1059 return;
1060
1061 if (!is_head () && !head->destroyed ())
1062 {
1063 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1064 head->destroy ();
924 return; 1065 return;
925 } 1066 }
926 1067
927 if (more) 1068 destroy_inv (false);
928 {
929 more->free (free_inventory);
930 more = 0;
931 }
932 1069
933 if (inv) 1070 if (is_head ())
934 { 1071 if (sound_destroy)
935 /* Only if the space blocks everything do we not process - 1072 play_sound (sound_destroy);
936 * if some form of movement is allowed, let objects 1073 else if (flag [FLAG_MONSTER])
937 * drop on that space. 1074 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 1075
945 while (op) 1076 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} 1077}
988 1078
989/* 1079/* 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 1080 * 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 1081 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 1082 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 1083 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1084 * the previous environment.
1010 * Beware: This function is called from the editor as well!
1011 */ 1085 */
1086void
1087object::do_remove ()
1088{
1089 if (flag [FLAG_REMOVED])
1090 return;
1012 1091
1013void remove_ob(object *op) { 1092 INVOKE_OBJECT (REMOVE, this);
1014 object *tmp,*last=NULL;
1015 object *otmp;
1016 tag_t tag;
1017 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 1093
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1094 flag [FLAG_REMOVED] = true;
1023 dump_object(op);
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1095
1026 /* Changed it to always dump core in this case. As has been learned 1096 if (more)
1027 * in the past, trying to recover from errors almost always 1097 more->remove ();
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 1098
1041 SET_FLAG(op, FLAG_REMOVED);
1042
1043 /* 1099 /*
1044 * In this case, the object to be removed is in someones 1100 * In this case, the object to be removed is in someones
1045 * inventory. 1101 * inventory.
1102 */
1103 if (env)
1104 {
1105 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1106 if (object *pl = visible_to ())
1107 esrv_del_item (pl->contr, count);
1108 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1109
1110 adjust_weight (env, -total_weight ());
1111
1112 object *pl = in_player ();
1113
1114 /* we set up values so that it could be inserted into
1115 * the map, but we don't actually do that - it is up
1116 * to the caller to decide what we want to do.
1046 */ 1117 */
1047 if(op->env!=NULL) { 1118 map = env->map;
1048 if(op->nrof) 1119 x = env->x;
1049 sub_weight(op->env, op->weight*op->nrof); 1120 y = env->y;
1050 else
1051 sub_weight(op->env, op->weight+op->carrying);
1052 1121
1122 // make sure cmov optimisation is applicable
1123 *(above ? &above->below : &env->inv) = below;
1124 *(below ? &below->above : &above ) = above; // &above is just a dummy
1125
1126 above = 0;
1127 below = 0;
1128 env = 0;
1129
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1130 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1131 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1132 * to save cpu time.
1056 */ 1133 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1134 if (pl)
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1135 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1059 fix_player(otmp);
1060
1061 if(op->above!=NULL)
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 */ 1136 {
1073 op->x=op->env->x,op->y=op->env->y; 1137 pl->update_stats ();
1074 op->map=op->env->map; 1138
1075 op->above=NULL,op->below=NULL; 1139 if (glow_radius && pl->is_on_map ())
1076 op->env=NULL; 1140 update_all_los (pl->map, pl->x, pl->y);
1141 }
1142 }
1143 else if (map)
1144 {
1145 map->dirty = true;
1146 mapspace &ms = this->ms ();
1147
1148 if (object *pl = ms.player ())
1149 {
1150 if (is_player ())
1151 {
1152 if (!flag [FLAG_WIZPASS])
1153 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1154
1155 // leaving a spot always closes any open container on the ground
1156 if (container && !container->env)
1157 // this causes spurious floorbox updates, but it ensures
1158 // that the CLOSE event is being sent.
1159 close_container ();
1160
1161 --map->players;
1162 map->touch ();
1163 }
1164 else if (pl->container_ () == this)
1165 {
1166 // removing a container should close it
1167 close_container ();
1168 }
1169
1170 esrv_del_item (pl->contr, count);
1171 }
1172
1173 /* link the object above us */
1174 // re-link, make sure compiler can easily use cmove
1175 *(above ? &above->below : &ms.top) = below;
1176 *(below ? &below->above : &ms.bot) = above;
1177
1178 above = 0;
1179 below = 0;
1180
1181 ms.invalidate ();
1182
1183 if (map->in_memory == MAP_SAVING)
1077 return; 1184 return;
1078 }
1079 1185
1080 /* If we get here, we are removing it from a map */ 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1081 if (op->map == NULL) return;
1082 1187
1083 x = op->x; 1188 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 } 1189 {
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1190 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 1191 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1143 * appropriately. 1193 * appropriately.
1144 */ 1194 */
1145 if (tmp->container==op) { 1195 pl->close_container ();
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1196
1147 tmp->container=NULL; 1197 //TODO: the floorbox prev/next might need updating
1148 } 1198 //esrv_del_item (pl->contr, count);
1149 tmp->contr->socket.update_look=1; 1199 //TODO: update floorbox to preserve ordering
1200 if (pl->contr->ns)
1201 pl->contr->ns->floorbox_update ();
1150 } 1202 }
1203
1204 if (check_walk_off)
1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1206 {
1207 above = tmp->above;
1208
1209 /* No point updating the players look faces if he is the object
1210 * being removed.
1211 */
1212
1151 /* See if player moving off should effect something */ 1213 /* See if object moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1214 if ((move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1154
1155 move_apply(tmp, op, NULL); 1216 move_apply (tmp, this, 0);
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 } 1217 }
1160 }
1161 1218
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1219 if (affects_los ())
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 */
1169 if (last==NULL) {
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
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
1179 update_object(last, UP_OBJ_REMOVE);
1180
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1182 update_all_los(op->map, op->x, op->y); 1220 update_all_los (map, x, y);
1183 1221 }
1184} 1222}
1185 1223
1186/* 1224/*
1187 * merge_ob(op,top): 1225 * merge_ob(op,top):
1188 * 1226 *
1189 * This function goes through all objects below and including top, and 1227 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1228 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1229 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1230 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1231 */
1194 1232object *
1195object *merge_ob(object *op, object *top) { 1233merge_ob (object *op, object *top)
1234{
1196 if(!op->nrof) 1235 if (!op->nrof)
1197 return 0; 1236 return 0;
1198 if(top==NULL) 1237
1238 if (!top)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1239 for (top = op; top && top->above; top = top->above)
1240 ;
1241
1200 for(;top!=NULL;top=top->below) { 1242 for (; top; top = top->below)
1201 if(top==op) 1243 if (object::can_merge (op, top))
1202 continue;
1203 if (CAN_MERGE(op,top))
1204 { 1244 {
1205 top->nrof+=op->nrof; 1245 top->nrof += op->nrof;
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1246
1207 op->weight = 0; /* Don't want any adjustements now */ 1247 if (object *pl = top->visible_to ())
1208 remove_ob(op); 1248 esrv_update_item (UPD_NROF, pl, top);
1209 free_object(op); 1249
1250 op->weight = 0; // cancel the addition above
1251 op->carrying = 0; // must be 0 already
1252
1253 op->destroy ();
1254
1210 return top; 1255 return top;
1211 } 1256 }
1212 } 1257
1213 return NULL; 1258 return 0;
1214} 1259}
1215 1260
1261void
1262object::expand_tail ()
1263{
1264 if (more)
1265 return;
1266
1267 object *prev = this;
1268
1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1270 {
1271 object *op = arch_to_object (at);
1272
1273 op->name = name;
1274 op->name_pl = name_pl;
1275 op->title = title;
1276
1277 op->head = this;
1278 prev->more = op;
1279
1280 prev = op;
1281 }
1282}
1283
1216/* 1284/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1285 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1218 * job preparing multi-part monsters 1286 * job preparing multi-part monsters.
1219 */ 1287 */
1288object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221 object* tmp; 1290{
1222 if (op->head) 1291 op->remove ();
1223 op=op->head; 1292
1224 for (tmp=op;tmp;tmp=tmp->more){ 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1294 {
1225 tmp->x=x+tmp->arch->clone.x; 1295 tmp->x = x + tmp->arch->x;
1226 tmp->y=y+tmp->arch->clone.y; 1296 tmp->y = y + tmp->arch->y;
1227 } 1297 }
1298
1228 return insert_ob_in_map (op, m, originator, flag); 1299 return insert_ob_in_map (op, m, originator, flag);
1229} 1300}
1230 1301
1231/* 1302/*
1232 * insert_ob_in_map (op, map, originator, flag): 1303 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1304 * This function inserts the object in the two-way linked list
1246 * Return value: 1317 * Return value:
1247 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1319 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1320 * just 'op' otherwise
1250 */ 1321 */
1251 1322object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1324{
1254 object *tmp, *top, *floor=NULL; 1325 op->remove ();
1255 sint16 x,y;
1256 1326
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1327 if (m == &freed_map)//D TODO: remove soon
1258 LOG (llevError, "Trying to insert freed object!\n"); 1328 {//D
1259 return NULL; 1329 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1330 }//D
1331
1332 /* Ideally, the caller figures this out. However, it complicates a lot
1333 * of areas of callers (eg, anything that uses find_free_spot would now
1334 * need extra work
1335 */
1336 maptile *newmap = m;
1337 if (!xy_normalise (newmap, op->x, op->y))
1260 } 1338 {
1261 if(m==NULL) { 1339 op->head_ ()->destroy ();// 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; 1340 return 0;
1265 } 1341 }
1266 if(out_of_map(m,op->x,op->y)) { 1342
1267 dump_object(op); 1343 if (object *more = op->more)
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1344 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; 1345 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 1346
1286 object *more = op->more; 1347 op->flag [FLAG_REMOVED] = false;
1348 op->env = 0;
1349 op->map = newmap;
1287 1350
1288 /* We really need the caller to normalize coordinates - if 1351 mapspace &ms = op->ms ();
1289 * we set the map, that doesn't work if the location is within 1352
1290 * a map and this is straddling an edge. So only if coordinate 1353 /* this has to be done after we translate the coordinates.
1291 * is clear wrong do we normalize it. 1354 */
1355 if (op->nrof && !(flag & INS_NO_MERGE))
1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 if (object::can_merge (op, tmp))
1292 */ 1358 {
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1359 // TODO: we actually want to update tmp, not op,
1294 more->map = get_map_from_coord(m, &more->x, &more->y); 1360 // but some caller surely breaks when we return tmp
1295 } else if (!more->map) { 1361 // from here :/
1296 /* For backwards compatibility - when not dealing with tiled maps, 1362 op->nrof += tmp->nrof;
1297 * more->map should always point to the parent. 1363 tmp->destroy ();
1298 */
1299 more->map = m;
1300 } 1364 }
1301 1365
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1366 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1303 if ( ! op->head) 1367 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1368
1305 return NULL; 1369 if (!QUERY_FLAG (op, FLAG_ALIVE))
1370 CLEAR_FLAG (op, FLAG_NO_STEAL);
1371
1372 if (flag & INS_BELOW_ORIGINATOR)
1373 {
1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1375 {
1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1377 abort ();
1306 } 1378 }
1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1387 op->above = originator;
1388 op->below = originator->below;
1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1392 }
1393 else
1307 } 1394 {
1308 CLEAR_FLAG(op,FLAG_REMOVED); 1395 object *floor = 0;
1396 object *top = ms.top;
1309 1397
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1398 /* If there are other objects, then */
1311 * of areas of callers (eg, anything that uses find_free_spot would now 1399 if (top)
1312 * need extra work 1400 {
1313 */ 1401 /*
1314 op->map=get_map_from_coord(m, &op->x, &op->y); 1402 * If there are multiple objects on this space, we do some trickier handling.
1315 x = op->x; 1403 * We've already dealt with merging if appropriate.
1316 y = op->y; 1404 * Generally, we want to put the new object on top. But if
1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1406 * floor, we want to insert above that and no further.
1407 * Also, if there are spell objects on this space, we stop processing
1408 * once we get to them. This reduces the need to traverse over all of
1409 * them when adding another one - this saves quite a bit of cpu time
1410 * when lots of spells are cast in one area. Currently, it is presumed
1411 * that flying non pickable objects are spell objects.
1412 */
1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1414 {
1415 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1416 floor = tmp;
1317 1417
1318 /* this has to be done after we translate the coordinates. 1418 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1319 */ 1419 {
1320 if(op->nrof && !(flag & INS_NO_MERGE)) { 1420 /* 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) 1421 top = tmp->below;
1322 if (CAN_MERGE(op,tmp)) { 1422 break;
1323 op->nrof+=tmp->nrof; 1423 }
1324 remove_ob(tmp); 1424
1325 free_object(tmp); 1425 top = tmp;
1326 } 1426 }
1327 }
1328 1427
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1428 /* We let update_position deal with figuring out what the space
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1429 * looks like instead of lots of conditions here.
1331 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1430 * makes things faster, and effectively the same result.
1332 CLEAR_FLAG(op, FLAG_NO_STEAL); 1431 */
1333 1432
1334 if (flag & INS_BELOW_ORIGINATOR) { 1433 /* Have object 'fall below' other objects that block view.
1335 if (originator->map != op->map || originator->x != op->x || 1434 * Unless those objects are exits.
1336 originator->y != op->y) { 1435 * 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"); 1436 * Need to find the object that in fact blocks view, otherwise
1338 abort(); 1437 * stacking is a bit odd.
1438 */
1439 if (!(flag & INS_ON_TOP)
1440 && ms.flags () & P_BLOCKSVIEW
1441 && (op->face && !faces [op->face].visibility))
1442 {
1443 object *last;
1444
1445 for (last = top; last != floor; last = last->below)
1446 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1447 break;
1448
1449 /* Check to see if we found the object that blocks view,
1450 * and make sure we have a below pointer for it so that
1451 * we can get inserted below this one, which requires we
1452 * set top to the object below us.
1453 */
1454 if (last && last->below && last != floor)
1455 top = last->below;
1456 }
1457 } /* If objects on this space */
1458
1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor;
1461
1462 // insert object above top, or bottom-most if top = 0
1463 if (!top)
1464 {
1465 op->below = 0;
1466 op->above = ms.bot;
1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1339 } 1470 }
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 { 1471 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 */ 1472 {
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; 1473 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op; 1474 top->above = op;
1475
1476 op->below = top;
1477 *(op->above ? &op->above->below : &ms.top) = op;
1422 } 1478 }
1423 if (op->above==NULL) 1479 }
1424 SET_MAP_TOP(op->map,op->x, op->y, op);
1425 } /* else not INS_BELOW_ORIGINATOR */
1426 1480
1427 if(op->type==PLAYER) 1481 if (op->is_player ())
1482 {
1428 op->contr->do_los=1; 1483 op->contr->do_los = 1;
1484 ++op->map->players;
1485 op->map->touch ();
1486 }
1429 1487
1430 /* If we have a floor, we know the player, if any, will be above 1488 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 1489
1490 if (object *pl = ms.player ())
1491 //TODO: the floorbox prev/next might need updating
1492 //esrv_send_item (pl, op);
1493 //TODO: update floorbox to preserve ordering
1494 if (pl->contr->ns)
1495 pl->contr->ns->floorbox_update ();
1496
1439 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really 1498 * 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 1499 * 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 1500 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1446 * of effect may be sufficient. 1504 * of effect may be sufficient.
1447 */ 1505 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1449 update_all_los(op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1450 1511
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1454 1514
1515 INVOKE_OBJECT (INSERT, op);
1455 1516
1456 /* Don't know if moving this to the end will break anything. However, 1517 /* 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. 1518 * we want to have floorbox_update called before calling this.
1458 * 1519 *
1459 * check_move_on() must be after this because code called from 1520 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like 1521 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object(). 1523 * update_object().
1463 */ 1524 */
1464 1525
1465 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* 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) { 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1528 {
1468 if (check_move_on(op, originator)) 1529 if (check_move_on (op, originator))
1469 return NULL; 1530 return 0;
1470 1531
1471 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1533 * walk on's.
1473 */ 1534 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator))
1476 return NULL; 1537 return 0;
1477 } 1538 }
1539
1478 return op; 1540 return op;
1479} 1541}
1480 1542
1481/* this function inserts an object in the map, but if it 1543/* 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. 1544 * 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. 1545 * op is the object to insert it under: supplies x and the map.
1484 */ 1546 */
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1547void
1486 object *tmp; 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1487 object *tmp1; 1549{
1488
1489 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1490 1551
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1553 if (tmp->arch->archname == archname) /* same archetype */
1493 remove_ob(tmp); 1554 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1555
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1556 object *tmp = arch_to_object (archetype::find (archname));
1499 1557
1500 1558 tmp->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1559 tmp->y = op->y;
1560
1502 insert_ob_in_map(tmp1,op->map,op,0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1503} 1562}
1504 1563
1505/* 1564object *
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1565object::insert_at (object *where, object *originator, int flags)
1507 * is returned contains nr objects, and the remaining parts contains 1566{
1508 * the rest (or is removed and freed if that number is 0). 1567 if (where->env)
1509 * On failure, NULL is returned, and the reason put into the 1568 return where->env->insert (this);
1510 * global static errmsg array. 1569 else
1511 */ 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1571}
1512 1572
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1573// check whether we can put this into the map, respect max_nrof, max_volume, max_items
1514 object *newob; 1574bool
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1576{
1577 mapspace &ms = m->at (x, y);
1516 1578
1517 if(orig_ob->nrof<nr) { 1579 int items = ms.items ();
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 1580
1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume
1584 && nrof <= m->max_nrof))
1540 return newob; 1585 return true;
1541}
1542 1586
1587 if (originator && originator->is_player ())
1588 originator->contr->failmsg (format (
1589 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 ));
1592
1593 return false;
1594}
1595
1543/* 1596/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1599 * is subsequently removed and freed.
1547 * 1600 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1601 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1602 */
1550 1603bool
1551object *decrease_ob_nr (object *op, uint32 i) 1604object::decrease (sint32 nr)
1552{ 1605{
1553 object *tmp; 1606 if (!nr)
1554 player *pl; 1607 return true;
1555 1608
1556 if (i == 0) /* objects with op->nrof require this check */ 1609 nr = min (nr, nrof);
1610
1611 if (nrof > nr)
1612 {
1613 nrof -= nr;
1614 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1615
1616 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 return true;
1620 }
1621 else
1622 {
1623 destroy ();
1624 return false;
1625 }
1626}
1627
1628/*
1629 * split(ob,nr) splits up ob into two parts. The part which
1630 * is returned contains nr objects, and the remaining parts contains
1631 * the rest (or is removed and returned if that number is 0).
1632 * On failure, NULL is returned.
1633 */
1634object *
1635object::split (sint32 nr)
1636{
1637 int have = number_of ();
1638
1639 if (have < nr)
1640 return 0;
1641 else if (have == nr)
1642 {
1643 remove ();
1644 return this;
1645 }
1646 else
1647 {
1648 decrease (nr);
1649
1650 object *op = deep_clone ();
1651 op->nrof = nr;
1557 return op; 1652 return op;
1558
1559 if (i > op->nrof)
1560 i = op->nrof;
1561
1562 if (QUERY_FLAG (op, FLAG_REMOVED))
1563 { 1653 }
1564 op->nrof -= i; 1654}
1655
1656object *
1657insert_ob_in_ob (object *op, object *where)
1658{
1659 if (!where)
1565 } 1660 {
1566 else if (op->env != NULL) 1661 char *dump = dump_object (op);
1567 { 1662 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1568 /* is this object in the players inventory, or sub container 1663 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; 1664 return op;
1621 } else { 1665 }
1622 free_object (op); 1666
1623 return NULL; 1667 if (where->head_ () != where)
1624 } 1668 {
1625} 1669 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 1670 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 } 1671 }
1640}
1641 1672
1673 return where->insert (op);
1674}
1675
1642/* 1676/*
1643 * insert_ob_in_ob(op,environment): 1677 * env->insert (op)
1644 * This function inserts the object op in the linked list 1678 * This function inserts the object op in the linked list
1645 * inside the object environment. 1679 * inside the object environment.
1646 * 1680 *
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 1681 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1682 * be != op, if items are merged. -Tero
1654 */ 1683 */
1655 1684object *
1656object *insert_ob_in_ob(object *op,object *where) { 1685object::insert (object *op)
1657 object *tmp, *otmp; 1686{
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) { 1687 if (op->more)
1688 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1690 return op;
1678 } 1691 }
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1692
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1693 op->remove ();
1694
1695 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1696
1681 if(op->nrof) { 1697 if (op->nrof)
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1698 for (object *tmp = inv; tmp; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1699 if (object::can_merge (tmp, op))
1700 {
1684 /* return the original object and remove inserted object 1701 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1702 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1703 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1704
1688 * tmp->nrof, we need to increase the weight. 1705 if (object *pl = tmp->visible_to ())
1689 */ 1706 esrv_update_item (UPD_NROF, pl, tmp);
1690 add_weight (where, op->weight*op->nrof); 1707
1691 SET_FLAG(op, FLAG_REMOVED); 1708 adjust_weight (this, op->total_weight ());
1692 free_object(op); /* free the inserted object */ 1709
1710 op->destroy ();
1693 op = tmp; 1711 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1712 goto inserted;
1695 CLEAR_FLAG(op, FLAG_REMOVED);
1696 break;
1697 } 1713 }
1698 1714
1699 /* I assume combined objects have no inventory 1715 op->owner = 0; // it's his/hers now. period.
1700 * We add the weight - this object could have just been removed 1716 op->map = 0;
1701 * (if it was possible to merge). calling remove_ob will subtract 1717 op->x = 0;
1702 * the weight, so we need to add it in again, since we actually do 1718 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 1719
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; 1720 op->above = 0;
1718 op->below=NULL; 1721 op->below = inv;
1719 op->x=0,op->y=0; 1722 op->env = this;
1720 1723
1724 if (inv)
1725 inv->above = op;
1726
1727 inv = op;
1728
1729 op->flag [FLAG_REMOVED] = 0;
1730
1731 if (object *pl = op->visible_to ())
1732 esrv_send_item (pl, op);
1733
1734 adjust_weight (this, op->total_weight ());
1735
1736inserted:
1721 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1738 if (op->glow_radius && is_on_map ())
1723 { 1739 {
1724#ifdef DEBUG_LIGHTS 1740 update_stats ();
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1741 update_all_los (map, x, y);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1729 } 1742 }
1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1744 // if this is a player's inventory, update stats
1745 update_stats ();
1730 1746
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1747 INVOKE_OBJECT (INSERT, this);
1732 * It sure simplifies this function... 1748
1733 */
1734 if (where->inv==NULL)
1735 where->inv=op;
1736 else {
1737 op->below = where->inv;
1738 op->below->above = op;
1739 where->inv = op;
1740 }
1741 return op; 1749 return op;
1742} 1750}
1743 1751
1744/* 1752/*
1745 * Checks if any objects has a move_type that matches objects 1753 * Checks if any objects has a move_type that matches objects
1759 * 1767 *
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1768 * 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 1769 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1770 * on top.
1763 */ 1771 */
1764 1772int
1765int check_move_on (object *op, object *originator) 1773check_move_on (object *op, object *originator)
1766{ 1774{
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1776 return 0;
1777
1767 object *tmp; 1778 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1779 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1780 int x = op->x, y = op->y;
1771 MoveType move_on, move_slow, move_block;
1772 1781
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1782 mapspace &ms = m->at (x, y);
1774 return 0;
1775 1783
1776 tag = op->count; 1784 ms.update ();
1777 1785
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1786 MoveType move_on = ms.move_on;
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1787 MoveType move_slow = ms.move_slow;
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1788 MoveType move_block = ms.move_block;
1781 1789
1782 /* if nothing on this space will slow op down or be applied, 1790 /* 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 1791 * 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 1792 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1793 * as walking.
1786 */ 1794 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1795 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1796 return 0;
1789 1797
1790 /* This is basically inverse logic of that below - basically, 1798 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1799 * 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 1800 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1801 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1802 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1803 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; 1804 return 0;
1797 1805
1798 /* The objects have to be checked from top to bottom. 1806 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1807 * Hence, we first go to the top:
1800 */ 1808 */
1801 1809 for (object *next, *tmp = ms.top; tmp; tmp = next)
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1803 tmp->above!=NULL; tmp=tmp->above) {
1804 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them.
1807 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1809 } 1810 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1811 next = tmp->below;
1812
1813 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1814 continue; /* Can't apply yourself */
1812 1815
1813 /* Check to see if one of the movement types should be slowed down. 1816 /* 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 1817 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1818 * (~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 1819 * 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. 1820 * swim on that space, can't use it to avoid the penalty.
1818 */ 1821 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1823 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 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)) { 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1823 1826 {
1824 float diff;
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1827 float diff = tmp->move_slow_penalty * fabs (op->speed);
1827 if (op->type == PLAYER) { 1828
1829 if (op->is_player ())
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1830 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1831 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1832 diff /= 4.0;
1831 } 1833
1832 }
1833 op->speed_left -= diff; 1834 op->speed_left -= diff;
1834 } 1835 }
1835 } 1836 }
1836 1837
1837 /* Basically same logic as above, except now for actual apply. */ 1838 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1839 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)) { 1840 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1841 {
1842 move_apply(tmp, op, originator); 1842 move_apply (tmp, op, originator);
1843
1843 if (was_destroyed (op, tag)) 1844 if (op->destroyed ())
1844 return 1; 1845 return 1;
1845 1846
1846 /* what the person/creature stepped onto has moved the object 1847 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1848 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1849 * have a feeling strange problems would result.
1849 */ 1850 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1851 if (op->map != m || op->x != x || op->y != y)
1852 return 0;
1851 } 1853 }
1852 } 1854 }
1855
1853 return 0; 1856 return 0;
1854} 1857}
1855 1858
1856/* 1859/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1860 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1861 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1860 */ 1863 */
1861 1864object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1865present_arch (const archetype *at, maptile *m, int x, int y)
1863 object *tmp; 1866{
1864 if(m==NULL || out_of_map(m,x,y)) { 1867 if (!m || out_of_map (m, x, y))
1868 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1869 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1870 return NULL;
1867 } 1871 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1872
1869 if(tmp->arch == at) 1873 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->arch->archname == at->archname)
1870 return tmp; 1875 return tmp;
1876
1871 return NULL; 1877 return NULL;
1872} 1878}
1873 1879
1874/* 1880/*
1875 * present(type, map, x, y) searches for any objects with 1881 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1882 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1883 * The first matching object is returned, or NULL if none.
1878 */ 1884 */
1879 1885object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1886present (unsigned char type, maptile *m, int x, int y)
1881 object *tmp; 1887{
1882 if(out_of_map(m,x,y)) { 1888 if (out_of_map (m, x, y))
1889 {
1883 LOG(llevError,"Present called outside map.\n"); 1890 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1891 return NULL;
1885 } 1892 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1893
1894 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if(tmp->type==type) 1895 if (tmp->type == type)
1888 return tmp; 1896 return tmp;
1897
1889 return NULL; 1898 return NULL;
1890} 1899}
1891 1900
1892/* 1901/*
1893 * present_in_ob(type, object) searches for any objects with 1902 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1903 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1904 * The first matching object is returned, or NULL if none.
1896 */ 1905 */
1897 1906object *
1898object *present_in_ob(unsigned char type, const object *op) { 1907present_in_ob (unsigned char type, const object *op)
1899 object *tmp; 1908{
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1910 if (tmp->type == type)
1902 return tmp; 1911 return tmp;
1912
1903 return NULL; 1913 return NULL;
1904} 1914}
1905 1915
1906/* 1916/*
1907 * present_in_ob (type, str, object) searches for any objects with 1917 * present_in_ob (type, str, object) searches for any objects with
1915 * str is the string to match against. Note that we match against 1925 * 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 1926 * 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 1927 * spell code can use one object type (force), but change it's name
1918 * to be unique. 1928 * to be unique.
1919 */ 1929 */
1920 1930object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 1931present_in_ob_by_name (int type, const char *str, const object *op)
1922 object *tmp; 1932{
1923
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1933 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1934 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 1935 return tmp;
1927 } 1936
1928 return NULL; 1937 return 0;
1929} 1938}
1930 1939
1931/* 1940/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 1941 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 1942 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 1943 * The first matching object is returned, or NULL if none.
1935 */ 1944 */
1936 1945object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 1946present_arch_in_ob (const archetype *at, const object *op)
1938 object *tmp; 1947{
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1940 if( tmp->arch == at) 1949 if (tmp->arch->archname == at->archname)
1941 return tmp; 1950 return tmp;
1951
1942 return NULL; 1952 return NULL;
1943} 1953}
1944 1954
1945/* 1955/*
1946 * activate recursively a flag on an object inventory 1956 * activate recursively a flag on an object inventory
1947 */ 1957 */
1958void
1948void flag_inv(object*op, int flag){ 1959flag_inv (object *op, int flag)
1949 object *tmp; 1960{
1950 if(op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1961 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1962 {
1952 SET_FLAG(tmp, flag); 1963 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 1964 flag_inv (tmp, flag);
1954 } 1965 }
1966}
1967
1955}/* 1968/*
1956 * desactivate recursively a flag on an object inventory 1969 * deactivate recursively a flag on an object inventory
1957 */ 1970 */
1971void
1958void unflag_inv(object*op, int flag){ 1972unflag_inv (object *op, int flag)
1959 object *tmp; 1973{
1960 if(op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1974 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1975 {
1962 CLEAR_FLAG(tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 1977 unflag_inv (tmp, flag);
1964 } 1978 }
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} 1979}
1978 1980
1979/* 1981/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * 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 1983 * a spot at the given map and coordinates which will be able to contain
1983 * to search (see the freearr_x/y[] definition). 1985 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found. 1986 * 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 1987 * 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 1988 * 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) 1989 * 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 1990 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as 1991 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work. 1992 * 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 1993 * 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 1994 * 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 1995 * 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 1996 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 1997 * customized, changed states, etc.
1999 */ 1998 */
2000 1999int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{
2002 int altern[SIZEOFFREE];
2002 int i,index=0, flag; 2003 int index = 0, flag;
2003 static int altern[SIZEOFFREE];
2004 2004
2005 for(i=start;i<stop;i++) { 2005 for (int i = start; i < stop; i++)
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2006 {
2007 if(!flag) 2007 mapxy pos (m, x, y); pos.move (i);
2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2008 altern[index++]=i; 2023 altern [index++] = i;
2024 continue;
2025 }
2009 2026
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* 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. 2028 * 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 - 2029 * 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 2030 * 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 2031 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2017 */ 2034 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2019 stop=maxfree[i]; 2037 stop = maxfree[i];
2020 } 2038 continue;
2021 if(!index) return -1; 2039 }
2022 return altern[RANDOM()%index];
2023}
2024 2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 if (ob->blocked (pos.m, pos.x, pos.y))
2048 continue;
2049
2050 altern [index++] = i;
2051 }
2052
2053 if (!index)
2054 return -1;
2055
2056 return altern [rndm (index)];
2057}
2058
2025/* 2059/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2060 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2061 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2062 * 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. 2063 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2064 */
2031 2065int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2066find_first_free_spot (const object *ob, maptile *m, int x, int y)
2033 int i; 2067{
2034 for(i=0;i<SIZEOFFREE;i++) { 2068 for (int i = 0; i < SIZEOFFREE; i++)
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2069 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2070 return i;
2037 } 2071
2038 return -1; 2072 return -1;
2039} 2073}
2040 2074
2041/* 2075/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2076 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2077 * arr[begin..end-1].
2078 * now uses a fisher-yates shuffle, old permute was broken
2044 */ 2079 */
2080static void
2045static void permute(int *arr, int begin, int end) 2081permute (int *arr, int begin, int end)
2046{ 2082{
2047 int i, j, tmp, len; 2083 arr += begin;
2084 end -= begin;
2048 2085
2049 len = end-begin; 2086 while (--end)
2050 for(i = begin; i < end; i++) 2087 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} 2088}
2059 2089
2060/* new function to make monster searching more efficient, and effective! 2090/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2091 * 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 2092 * 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 2093 * 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 2094 * 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. 2095 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2096 */
2097void
2067void get_search_arr(int *search_arr) 2098get_search_arr (int *search_arr)
2068{ 2099{
2069 int i; 2100 int i;
2070 2101
2071 for(i = 0; i < SIZEOFFREE; i++) 2102 for (i = 0; i < SIZEOFFREE; i++)
2072 {
2073 search_arr[i] = i; 2103 search_arr[i] = i;
2074 }
2075 2104
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2105 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2106 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2107 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2108}
2080 2109
2081/* 2110/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2111 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2112 * given map at the given coordinates for live objects.
2088 * Perhaps incorrectly, but I'm making the assumption that exclude 2117 * 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 2118 * 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 2119 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2120 * there is capable of.
2092 */ 2121 */
2093 2122int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2123find_dir (maptile *m, int x, int y, object *exclude)
2124{
2095 int i,max=SIZEOFFREE, mflags; 2125 int max = SIZEOFFREE, mflags;
2096 sint16 nx, ny;
2097 object *tmp;
2098 mapstruct *mp;
2099 MoveType blocked, move_type; 2126 MoveType move_type;
2100 2127
2101 if (exclude && exclude->head) { 2128 if (exclude && exclude->head_ () != exclude)
2129 {
2102 exclude = exclude->head; 2130 exclude = exclude->head;
2103 move_type = exclude->move_type; 2131 move_type = exclude->move_type;
2104 } else { 2132 }
2133 else
2134 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2135 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2136 move_type = MOVE_ALL;
2137 }
2138
2139 for (int i = 1; i < max; i++)
2107 } 2140 {
2141 mapxy pos (m, x, y);
2142 pos.move (i);
2108 2143
2109 for(i=1;i<max;i++) { 2144 if (!pos.normalise ())
2110 mp = m;
2111 nx = x + freearr_x[i]; 2145 max = maxfree[i];
2112 ny = y + freearr_y[i]; 2146 else
2147 {
2148 mapspace &ms = *pos;
2113 2149
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2150 if ((move_type & ms.move_block) == move_type)
2115 if (mflags & P_OUT_OF_MAP) {
2116 max = maxfree[i]; 2151 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) { 2152 else if (ms.flags () & P_IS_ALIVE)
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2153 {
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2154 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2155 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2156 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2126 break;
2127 }
2128 }
2129 if(tmp) {
2130 return freedir[i]; 2157 return freedir [i];
2131 }
2132 } 2158 }
2133 } 2159 }
2134 } 2160 }
2161
2135 return 0; 2162 return 0;
2136} 2163}
2137 2164
2138/* 2165/*
2139 * distance(object 1, object 2) will return the square of the 2166 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2167 * distance between the two given objects.
2141 */ 2168 */
2142 2169int
2143int distance(const object *ob1, const object *ob2) { 2170distance (const object *ob1, const object *ob2)
2144 int i; 2171{
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2172 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} 2173}
2149 2174
2150/* 2175/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2176 * 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 2177 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2178 * object, needs to travel toward it.
2154 */ 2179 */
2155 2180int
2156int find_dir_2(int x, int y) { 2181find_dir_2 (int x, int y)
2182{
2157 int q; 2183 int q;
2158 2184
2159 if(y) 2185 if (y)
2160 q=x*100/y; 2186 q = x * 100 / y;
2161 else if (x) 2187 else if (x)
2162 q= -300*x; 2188 q = -300 * x;
2163 else 2189 else
2164 return 0; 2190 return 0;
2165 2191
2166 if(y>0) { 2192 if (y > 0)
2193 {
2167 if(q < -242) 2194 if (q < -242)
2168 return 3 ; 2195 return 3;
2169 if (q < -41) 2196 if (q < -41)
2170 return 2 ; 2197 return 2;
2171 if (q < 41) 2198 if (q < 41)
2172 return 1 ; 2199 return 1;
2173 if (q < 242) 2200 if (q < 242)
2174 return 8 ; 2201 return 8;
2175 return 7 ; 2202 return 7;
2176 } 2203 }
2177 2204
2178 if (q < -242) 2205 if (q < -242)
2179 return 7 ; 2206 return 7;
2180 if (q < -41) 2207 if (q < -41)
2181 return 6 ; 2208 return 6;
2182 if (q < 41) 2209 if (q < 41)
2183 return 5 ; 2210 return 5;
2184 if (q < 242) 2211 if (q < 242)
2185 return 4 ; 2212 return 4;
2186 2213
2187 return 3 ; 2214 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} 2215}
2201 2216
2202/* 2217/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2218 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2219 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2220 */
2206 2221int
2207int dirdiff(int dir1, int dir2) { 2222dirdiff (int dir1, int dir2)
2223{
2208 int d; 2224 int d;
2225
2209 d = abs(dir1 - dir2); 2226 d = abs (dir1 - dir2);
2210 if(d>4) 2227 if (d > 4)
2211 d = 8 - d; 2228 d = 8 - d;
2229
2212 return d; 2230 return d;
2213} 2231}
2214 2232
2215/* peterm: 2233/* peterm:
2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2234 * 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 2237 * 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. 2238 * 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 2239 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2240 * functions.
2223 */ 2241 */
2224
2225int reduction_dir[SIZEOFFREE][3] = { 2242static const int reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2243 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2244 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2245 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2246 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2247 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2248 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2249 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2250 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2251 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2252 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2253 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2254 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2255 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2256 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2257 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2258 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2259 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2260 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2261 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2262 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2263 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2264 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2265 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2266 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2267 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2268 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2269 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2270 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2271 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2272 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2273 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2274 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2275 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2276 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2277 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2278 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2279 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2280 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2281 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2282 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2283 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2284 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2285 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2286 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2287 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2288 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2289 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2290 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2291 {24, 9, -1}
2292}; /* 48 */
2275 2293
2276/* Recursive routine to step back and see if we can 2294/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2295 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2296 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2297 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2298 * Modified to be map tile aware -.MSW
2281 */ 2299 */
2282 2300int
2283
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2301can_see_monsterP (maptile *m, int x, int y, int dir)
2302{
2285 sint16 dx, dy; 2303 sint16 dx, dy;
2286 int mflags; 2304 int mflags;
2287 2305
2306 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2307 return 0; /* exit condition: invalid direction */
2289 2308
2290 dx = x + freearr_x[dir]; 2309 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2310 dy = y + freearr_y[dir];
2292 2311
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2312 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2313
2295 /* This functional arguably was incorrect before - it was 2314 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2315 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2316 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2317 * 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 2318 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2319 * at least its move type.
2301 */ 2320 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2321 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2322 return 0;
2303 2323
2304 /* yes, can see. */ 2324 /* yes, can see. */
2305 if(dir < 9) return 1; 2325 if (dir < 9)
2326 return 1;
2327
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2328 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2329 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2330 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309} 2331}
2310 2332
2311
2312
2313/* 2333/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2334 * 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 2335 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2336 * picked up, otherwise 0.
2317 * 2337 *
2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2338 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2319 * core dumps if they do. 2339 * core dumps if they do.
2320 * 2340 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2341 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2342 */
2323 2343int
2324int can_pick(const object *who, const object *item) { 2344can_pick (const object *who, const object *item)
2345{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2347 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2348 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2349}
2330
2331 2350
2332/* 2351/*
2333 * create clone from object to another 2352 * create clone from object to another
2334 */ 2353 */
2335object *object_create_clone (object *asrc) { 2354object *
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2355object::deep_clone ()
2356{
2357 assert (("deep_clone called on non-head object", is_head ()));
2337 2358
2338 if(!asrc) return NULL; 2359 object *dst = clone ();
2339 src = asrc;
2340 if(src->head)
2341 src = src->head;
2342 2360
2343 prev = NULL; 2361 object *prev = dst;
2344 for(part = src; part; part = part->more) { 2362 for (object *part = this->more; part; part = part->more)
2345 tmp = get_object(); 2363 {
2346 copy_object(part,tmp); 2364 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; 2365 tmp->head = dst;
2354 }
2355 tmp->more = NULL;
2356 if(prev)
2357 prev->more = tmp; 2366 prev->more = tmp;
2358 prev = tmp; 2367 prev = tmp;
2359 } 2368 }
2360 /*** copy inventory ***/ 2369
2361 for(item = src->inv; item; item = item->below) { 2370 for (object *item = inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2371 insert_ob_in_ob (item->deep_clone (), dst);
2363 }
2364 2372
2365 return dst; 2373 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} 2374}
2410 2375
2411/* This returns the first object in who's inventory that 2376/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2377 * has the same type and subtype match.
2413 * returns NULL if no match. 2378 * returns NULL if no match.
2414 */ 2379 */
2380object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2381find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2382{
2417 object *tmp;
2418
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2383 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2384 if (tmp->type == type && tmp->subtype == subtype)
2385 return tmp;
2421 2386
2422 return NULL; 2387 return 0;
2423} 2388}
2424 2389
2425/* If ob has a field named key, return the link from the list, 2390shstr_tmp
2426 * otherwise return NULL. 2391object::kv_get (shstr_tmp key) const
2427 * 2392{
2428 * key must be a passed in shared string - otherwise, this won't 2393 for (key_value *kv = key_values; kv; kv = kv->next)
2429 * do the desired thing. 2394 if (kv->key == key)
2430 */ 2395 return kv->value;
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2396
2432 key_value * link; 2397 return shstr ();
2398}
2399
2400void
2401object::kv_set (shstr_tmp key, shstr_tmp value)
2402{
2403 for (key_value *kv = key_values; kv; kv = kv->next)
2404 if (kv->key == key)
2405 {
2406 kv->value = value;
2407 return;
2408 }
2409
2410 key_value *kv = new key_value;
2411
2412 kv->next = key_values;
2413 kv->key = key;
2414 kv->value = value;
2415
2416 key_values = kv;
2417}
2418
2419void
2420object::kv_del (shstr_tmp key)
2421{
2422 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2423 if ((*kvp)->key == key)
2424 {
2425 key_value *kv = *kvp;
2426 *kvp = (*kvp)->next;
2427 delete kv;
2428 return;
2429 }
2430}
2431
2432object::depth_iterator::depth_iterator (object *container)
2433: iterator_base (container)
2434{
2435 while (item->inv)
2436 item = item->inv;
2437}
2438
2439void
2440object::depth_iterator::next ()
2441{
2442 if (item->below)
2433 2443 {
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2444 item = item->below;
2435 if (link->key == key) { 2445
2436 return link; 2446 while (item->inv)
2447 item = item->inv;
2448 }
2449 else
2450 item = item->env;
2451}
2452
2453const char *
2454object::flag_desc (char *desc, int len) const
2455{
2456 char *p = desc;
2457 bool first = true;
2458
2459 *p = 0;
2460
2461 for (int i = 0; i < NUM_FLAGS; i++)
2462 {
2463 if (len <= 10) // magic constant!
2464 {
2465 snprintf (p, len, ",...");
2466 break;
2437 } 2467 }
2438 }
2439
2440 return NULL;
2441}
2442 2468
2443/* 2469 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 */ 2470 {
2462 return NULL; 2471 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2463 } 2472 len -= cnt;
2464 2473 p += cnt;
2465 /* This is copied from get_ob_key_link() above - 2474 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 } 2475 }
2472 } 2476 }
2477
2478 return desc;
2479}
2480
2481// return a suitable string describing an object in enough detail to find it
2482const char *
2483object::debug_desc (char *info) const
2484{
2485 char flagdesc[512];
2486 char info2[256 * 4];
2487 char *p = info;
2488
2489 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2490 count,
2491 uuid.c_str (),
2492 &name,
2493 title ? ",title:\"" : "",
2494 title ? (const char *)title : "",
2495 title ? "\"" : "",
2496 flag_desc (flagdesc, 512), type);
2497
2498 if (!flag[FLAG_REMOVED] && env)
2499 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2500
2501 if (map)
2502 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2503
2504 return info;
2505}
2506
2507const char *
2508object::debug_desc () const
2509{
2510 static char info[3][256 * 4];
2511 static int info_idx;
2512
2513 return debug_desc (info [++info_idx % 3]);
2514}
2515
2516struct region *
2517object::region () const
2518{
2519 return map ? map->region (x, y)
2520 : region::default_region ();
2521}
2522
2523const materialtype_t *
2524object::dominant_material () const
2525{
2526 if (materialtype_t *mt = name_to_material (materialname))
2527 return mt;
2528
2529 return name_to_material (shstr_unknown);
2530}
2531
2532void
2533object::open_container (object *new_container)
2534{
2535 if (container == new_container)
2473 return NULL; 2536 return;
2474}
2475 2537
2538 object *old_container = container;
2476 2539
2477/* 2540 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 2541 {
2490 for (field=op->key_values; field != NULL; field=field->next) { 2542 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491 if (field->key != canonical_key) { 2543 return;
2492 last = field; 2544
2493 continue; 2545#if 0
2546 // remove the "Close old_container" object.
2547 if (object *closer = old_container->inv)
2548 if (closer->type == CLOSE_CON)
2549 closer->destroy ();
2550#endif
2551
2552 // make sure the container is available
2553 esrv_send_item (this, old_container);
2554
2555 old_container->flag [FLAG_APPLIED] = false;
2556 container = 0;
2557
2558 // client needs item update to make it work, client bug requires this to be separate
2559 esrv_update_item (UPD_FLAGS, this, old_container);
2560
2561 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2562 play_sound (sound_find ("chest_close"));
2563 }
2564
2565 if (new_container)
2566 {
2567 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2568 return;
2569
2570 // TODO: this does not seem to serve any purpose anymore?
2571#if 0
2572 // insert the "Close Container" object.
2573 if (archetype *closer = new_container->other_arch)
2574 {
2575 object *closer = arch_to_object (new_container->other_arch);
2576 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2577 new_container->insert (closer);
2494 } 2578 }
2579#endif
2580
2581 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2582
2583 // make sure the container is available, client bug requires this to be separate
2584 esrv_send_item (this, new_container);
2585
2586 new_container->flag [FLAG_APPLIED] = true;
2587 container = new_container;
2588
2589 // client needs flag change
2590 esrv_update_item (UPD_FLAGS, this, new_container);
2591 esrv_send_inventory (this, new_container);
2592 play_sound (sound_find ("chest_open"));
2495 2593 }
2496 if (value) 2594// else if (!old_container->env && contr && contr->ns)
2497 field->value = value; 2595// contr->ns->floorbox_reset ();
2498 else { 2596}
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 2597
2511 delete field; 2598object *
2512 } 2599object::force_find (shstr_tmp name)
2513 } 2600{
2514 return TRUE; 2601 /* cycle through his inventory to look for the MARK we want to
2515 } 2602 * place
2516 /* IF we get here, key doesn't exist */ 2603 */
2604 for (object *tmp = inv; tmp; tmp = tmp->below)
2605 if (tmp->type == FORCE && tmp->slaying == name)
2606 return splay (tmp);
2517 2607
2518 /* No field, we'll have to add it. */ 2608 return 0;
2609}
2610
2611//-GPL
2612
2613void
2614object::force_set_timer (int duration)
2615{
2616 this->duration = 1;
2617 this->speed_left = -1.f;
2618
2619 this->set_speed (duration ? 1.f / duration : 0.f);
2620}
2621
2622object *
2623object::force_add (shstr_tmp name, int duration)
2624{
2625 if (object *force = force_find (name))
2626 force->destroy ();
2627
2628 object *force = get_archetype (FORCE_NAME);
2629
2630 force->slaying = name;
2631 force->force_set_timer (duration);
2632 force->flag [FLAG_APPLIED] = true;
2633
2634 return insert (force);
2635}
2636
2637void
2638object::play_sound (faceidx sound) const
2639{
2640 if (!sound)
2641 return;
2642
2643 if (is_on_map ())
2644 map->play_sound (sound, x, y);
2645 else if (object *pl = in_player ())
2646 pl->contr->play_sound (sound);
2647}
2648
2649void
2650object::say_msg (const char *msg) const
2651{
2652 if (is_on_map ())
2653 map->say_msg (msg, x, y);
2654 else if (object *pl = in_player ())
2655 pl->contr->play_sound (sound);
2656}
2657
2658void
2659object::make_noise ()
2660{
2661 // we do not model noise in the map, so instead put
2662 // a temporary light into the noise source
2663 // could use the map instead, but that's less reliable for our
2664 // goal, which is to make invisibility a bit harder to exploit
2665
2666 // currently only works sensibly for players
2667 if (!is_player ())
2668 return;
2669
2670 // find old force, or create new one
2671 object *force = force_find (shstr_noise_force);
2672
2673 if (force)
2674 force->speed_left = -1.f; // patch old speed up
2675 else
2519 2676 {
2520 if (!add_key) { 2677 force = archetype::get (shstr_noise_force);
2521 return FALSE; 2678
2522 } 2679 force->slaying = shstr_noise_force;
2523 /* There isn't any good reason to store a null 2680 force->stats.food = 1;
2524 * value in the key/value list. If the archetype has 2681 force->speed_left = -1.f;
2525 * this key, then we should also have it, so shouldn't 2682
2526 * be here. If user wants to store empty strings, 2683 force->set_speed (1.f / 4.f);
2527 * should pass in "" 2684 force->flag [FLAG_IS_USED_UP] = true;
2528 */ 2685 force->flag [FLAG_APPLIED] = true;
2529 if (value == NULL) return TRUE; 2686
2687 insert (force);
2530 2688 }
2531 field = new key_value;
2532
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} 2689}
2541 2690
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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