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Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.245 by root, Sun May 18 19:53:07 2008 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.C,v 1.20 2006/09/08 18:26:22 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 24#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 25#include <stdio.h>
35#include <sys/types.h> 26#include <sys/types.h>
36#include <sys/uio.h> 27#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 28#include <object.h>
39#include <funcpoint.h> 29#include <sproto.h>
40#include <skills.h>
41#include <loader.h> 30#include <loader.h>
42int nrofallocobjects = 0;
43 31
44object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37
38objectvec objects;
39activevec actives;
40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = {
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46};
50short freearr_y[SIZEOFFREE]= 47short freearr_y[SIZEOFFREE] = {
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52};
53int maxfree[SIZEOFFREE]= 53int maxfree[SIZEOFFREE] = {
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
56int freedir[SIZEOFFREE]= { 59int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 60 0,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64};
59 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
60 139
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 142compare_ob_value_lists_one (const object *wants, const object *has)
63 key_value * wants_field; 143{
64
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
68 */ 147 */
69 148
70 /* For each field in wants, */ 149 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
72 key_value * has_field; 151 if (has->kv_get (kv->key) != kv->value)
73 152 return false;
74 /* Look for a field in has with the same key. */ 153
75 has_field = get_ob_key_link(has, wants_field->key);
76
77 if (has_field == NULL) {
78 /* No field with that name. */
79 return FALSE;
80 }
81
82 /* Found the matching field. */
83 if (has_field->value != wants_field->value) {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90
91 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 155 return true;
93} 156}
94 157
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
159static bool
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 160compare_ob_value_lists (const object *ob1, const object *ob2)
161{
97 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
99 */ 164 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
101} 167}
102 168
103/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 170 * they can be merged together.
105 * 171 *
106 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
109 * 175 *
110 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
111 * 177 *
112 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
113 * check weight 179 * check weight
114 */ 180 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
118{ 182{
119 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
121 return 0; 189 return 0;
122 190
123 if (ob1->speed != ob2->speed) 191 // some objects are unmergable
192 if (!ob1->nrof || !ob2->nrof)
124 return 0; 193 return 0;
125 194
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 195 /* Do not merge objects if nrof would overflow. First part checks
127 * value could not be stored in a sint32 (which unfortunately sometimes is 196 * for unsigned overflow (2c), second part checks whether the result
128 * used to store nrof). 197 * would fit into a 32 bit signed int, which is often used to hold
198 * nrof values.
129 */ 199 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 200 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
131 return 0; 201 return 0;
132 202
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 203 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * This is to the comparison of the flags below will be OK. We 204 * This is to the comparison of the flags below will be OK. We
135 * just can't ignore the been applied or identified flags, as they 205 * just can't ignore the been applied or identified flags, as they
136 * are not equal - just if it has been identified, the been_applied 206 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 207 * flags lose any meaning.
138 */ 208 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 211
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 212 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 213 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 214
145 215 if (ob1->arch->archname != ob2->arch->archname
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 216 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 217 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 218 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 219 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 220 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 221 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 222 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 223 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 224 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 225 || ob1->animation_id != ob2->animation_id
226 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
167 (ob1->client_type != ob2->client_type) || 227 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 228 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 229 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 230 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 231 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 232 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 233 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 234 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 235 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 236 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 237 || ob1->move_slow_penalty != ob2->move_slow_penalty
238 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
178 return 0; 240 return 0;
179 241
242 if ((ob1->flag ^ ob2->flag)
243 .reset (FLAG_INV_LOCKED)
244 .reset (FLAG_CLIENT_SENT)
245 .reset (FLAG_REMOVED)
246 .any ())
247 return 0;
248
180 /* This is really a spellbook check - really, we should 249 /* This is really a spellbook check - we should in general
181 * check all objects in the inventory. 250 * not merge objects with real inventories, as splitting them
251 * is hard.
182 */ 252 */
183 if (ob1->inv || ob2->inv) 253 if (ob1->inv || ob2->inv)
184 { 254 {
185 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0;
188
189 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 255 if (!(ob1->inv && ob2->inv))
191 return 0; 256 return 0; /* inventories differ in length */
257
258 if (ob1->inv->below || ob2->inv->below)
259 return 0; /* more than one object in inv */
260
261 if (!object::can_merge (ob1->inv, ob2->inv))
262 return 0; /* inventory objects differ */
192 263
193 /* inventory ok - still need to check rest of this object to see 264 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 265 * if it is valid.
195 */ 266 */
196 } 267 }
204 275
205 /* Note sure why the following is the case - either the object has to 276 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 277 * be animated or have a very low speed. Is this an attempted monster
207 * check? 278 * check?
208 */ 279 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 280 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 281 return 0;
212 282
213 switch (ob1->type) 283 switch (ob1->type)
214 { 284 {
215 case SCROLL: 285 case SCROLL:
216 if (ob1->level != ob2->level) 286 if (ob1->level != ob2->level)
217 return 0; 287 return 0;
218 break; 288 break;
219 } 289 }
220 290
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 291 if (ob1->key_values || ob2->key_values)
222 { 292 {
223 /* At least one of these has key_values. */ 293 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 294 if ((!ob1->key_values) != (!ob2->key_values))
225 /* One has fields, but the other one doesn't. */ 295 return 0; /* One has fields, but the other one doesn't. */
226 return 0; 296
227 else if (!compare_ob_value_lists (ob1, ob2)) 297 if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 298 return 0;
229 } 299 }
230 300
231 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
233 { 302 {
234 ob1->optimise (); 303 ob1->optimise ();
235 ob2->optimise (); 304 ob2->optimise ();
236 305
237 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
238 return 0; 307 {
308 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
309 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
310
311 if (k1 != k2)
312 return 0;
313
314 if (k1 == 0)
315 return 1;
316
317 if (!cfperl_can_merge (ob1, ob2))
318 return 0;
319 }
239 } 320 }
240 321
241 /* Everything passes, must be OK. */ 322 /* Everything passes, must be OK. */
242 return 1; 323 return 1;
243} 324}
325
326// find player who can see this object
327object *
328object::visible_to () const
329{
330 if (client_visible () && !flag [FLAG_REMOVED])
331 {
332 // see if we are in a container of sorts
333 if (env)
334 {
335 // the player inventory itself is always visible
336 if (env->type == PLAYER)
337 return env;
338
339 // else a player could have our env open
340 object *envest = env->outer_env ();
341
342 // the player itself is always on a map, so we will find him here
343 // even if our inv is in a player.
344 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ())
346 if (pl->container == env)
347 return pl;
348 }
349 else
350 {
351 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ())
354 if (!pl->container || this == pl->container)
355 return pl;
356 }
357 }
358
359 return 0;
360}
361
362// adjust weight per container type ("of holding")
363static sint32
364weight_adjust_for (object *op, sint32 weight)
365{
366 return op->type == CONTAINER
367 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
368 : weight;
369}
370
244/* 371/*
372 * adjust_weight(object, weight) adds the specified weight to an object,
373 * and also updates how much the environment(s) is/are carrying.
374 */
375static void
376adjust_weight (object *op, sint32 weight)
377{
378 while (op)
379 {
380 // adjust by actual difference to account for rounding errors
381 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
382 weight = weight_adjust_for (op, op->carrying)
383 - weight_adjust_for (op, op->carrying - weight);
384
385 if (!weight)
386 return;
387
388 op->carrying += weight;
389
390 if (object *pl = op->visible_to ())
391 if (pl != op) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, op);
393
394 op = op->env;
395 }
396}
397
398/*
245 * sum_weight() is a recursive function which calculates the weight 399 * this is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 400 * an object is carrying. It goes through op and figures out how much
247 * containers are carrying, and sums it up. 401 * containers are carrying, and sums it up.
248 */ 402 */
249signed long sum_weight(object *op) { 403void
250 signed long sum; 404object::update_weight ()
251 object *inv; 405{
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 406 sint32 sum = 0;
407
408 for (object *op = inv; op; op = op->below)
409 {
253 if (inv->inv) 410 if (op->inv)
254 sum_weight(inv); 411 op->update_weight ();
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 412
413 sum += op->total_weight ();
256 } 414 }
257 if (op->type == CONTAINER && op->stats.Str) 415
258 sum = (sum * (100 - op->stats.Str))/100; 416 sum = weight_adjust_for (this, sum);
259 if(op->carrying != sum) 417
418 if (sum != carrying)
419 {
260 op->carrying = sum; 420 carrying = sum;
261 return sum;
262}
263 421
422 if (object *pl = visible_to ())
423 if (pl != this) // player is handled lazily
424 esrv_update_item (UPD_WEIGHT, pl, this);
425 }
426}
427
264/** 428/*
265 * Return the outermost environment object for a given object. 429 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
266 */ 430 */
267 431char *
268object *object_get_env_recursive (object *op) {
269 while (op->env != NULL)
270 op = op->env;
271 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285}
286
287/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array.
291 */
292
293void dump_object2(object *op) {
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 432dump_object (object *op)
340 if(op==NULL) { 433{
341 strcpy(errmsg,"[NULL pointer]"); 434 if (!op)
342 return; 435 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 436
348void dump_all_objects(void) { 437 object_freezer freezer;
349 object *op; 438 op->write (freezer);
350 for(op=objects;op!=NULL;op=op->next) { 439 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 440}
355 441
356/* 442/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 443 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 445 * If it's not a multi-object, it is returned.
360 */ 446 */
361 447object *
362object *get_nearest_part(object *op, const object *pl) { 448get_nearest_part (object *op, const object *pl)
449{
363 object *tmp,*closest; 450 object *tmp, *closest;
364 int last_dist,i; 451 int last_dist, i;
452
365 if(op->more==NULL) 453 if (!op->more)
366 return op; 454 return op;
455
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 459 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 460 closest = tmp, last_dist = i;
461
370 return closest; 462 return closest;
371} 463}
372 464
373/* 465/*
374 * Returns the object which has the count-variable equal to the argument. 466 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow.
375 */ 468 */
376 469object *
377object *find_object(tag_t i) { 470find_object (tag_t i)
378 object *op; 471{
379 for(op=objects;op!=NULL;op=op->next) 472 for_all_objects (op)
380 if(op->count==i) 473 if (op->count == i)
381 break;
382 return op; 474 return op;
475
476 return 0;
383} 477}
384 478
385/* 479/*
386 * Returns the first object which has a name equal to the argument. 480 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 481 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 482 * Enables features like "patch <name-of-other-player> food 999"
389 */ 483 */
390 484object *
391object *find_object_name(const char *str) { 485find_object_name (const char *str)
392 const char *name = shstr::find (str); 486{
393 object *op; 487 shstr_cmp str_ (str);
394 for(op=objects;op!=NULL;op=op->next) 488
489 if (str_)
490 for_all_objects (op)
395 if(&op->name == name) 491 if (op->name == str_)
396 break; 492 return op;
397 493
398 return op; 494 return 0;
399}
400
401void free_all_object_data ()
402{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 495}
440 496
441/* 497/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 498 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 499 * skill and experience objects.
500 * ACTUALLY NO! investigate! TODO
444 */ 501 */
445void set_owner (object *op, object *owner) 502void
503object::set_owner (object *owner)
446{ 504{
447 if(owner==NULL||op==NULL) 505 // allow objects which own objects
506 if (owner)
507 while (owner->owner)
508 owner = owner->owner;
509
510 if (flag [FLAG_FREED])
511 {
512 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
448 return; 513 return;
514 }
449 515
450 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid.
456 */
457 while (owner->owner && owner!=owner->owner &&
458 owner->ownercount==owner->owner->count) owner=owner->owner;
459
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 516 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470} 517}
471 518
472/* Set the owner to clone's current owner and set the skill and experience 519int
473 * objects to clone's objects (typically those objects that where the owner's 520object::slottype () const
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{ 521{
484 object *owner = get_owner (clone); 522 if (type == SKILL)
485 if (owner == NULL) { 523 {
486 /* players don't have owners - they own themselves. Update 524 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
487 * as appropriate. 525 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526 }
527 else
528 {
529 if (slot [body_combat].info) return slot_combat;
530 if (slot [body_range ].info) return slot_ranged;
531 }
532
533 return slot_none;
534}
535
536bool
537object::change_weapon (object *ob)
538{
539 if (current_weapon == ob)
540 return true;
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
488 */ 559 {
489 if (clone->type == PLAYER) owner=clone; 560 current_weapon = chosen_skill = 0;
490 else return; 561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first.]", &ob->name);
567 return false;
568 }
569
570 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
571 }
572 else
573 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
574
575 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
491 } 576 {
492 set_owner(op, owner); 577 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
578 &name, ob->debug_desc ());
579 return false;
580 }
493 581
582 return true;
494} 583}
495 584
496/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 586 * refcounts and freeing the links.
498 */ 587 */
588static void
499static void free_key_values(object * op) 589free_key_values (object *op)
500{ 590{
501 for (key_value *i = op->key_values; i != 0; ) 591 for (key_value *i = op->key_values; i; )
502 { 592 {
503 key_value *next = i->next; 593 key_value *next = i->next;
504 delete i; 594 delete i;
595
505 i = next; 596 i = next;
506 } 597 }
507 598
508 op->key_values = 0; 599 op->key_values = 0;
509} 600}
510 601
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 602/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 603 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 604 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 605 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 606 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 607 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 608 * will point at garbage.
580 */ 609 */
581 610void
582void copy_object (object *op2, object *op) 611object::copy_to (object *dst)
583{ 612{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 613 dst->remove ();
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 614 *(object_copy *)dst = *this;
586 615 dst->flag [FLAG_REMOVED] = true;
587 op2->clone (op);
588
589 if (is_freed) SET_FLAG (op, FLAG_FREED);
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
591
592 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
594 616
595 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 618 if (key_values)
597 { 619 {
598 key_value *tail = NULL; 620 key_value *tail = 0;
599 key_value *i;
600
601 op->key_values = NULL; 621 dst->key_values = 0;
602 622
603 for (i = op2->key_values; i != NULL; i = i->next) 623 for (key_value *i = key_values; i; i = i->next)
604 { 624 {
605 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
606 626
607 new_link->next = NULL; 627 new_link->next = 0;
608 new_link->key = i->key; 628 new_link->key = i->key;
609 new_link->value = i->value; 629 new_link->value = i->value;
610 630
611 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 632 if (!dst->key_values)
613 { 633 {
614 op->key_values = new_link; 634 dst->key_values = new_link;
615 tail = new_link; 635 tail = new_link;
616 } 636 }
617 else 637 else
618 { 638 {
619 tail->next = new_link; 639 tail->next = new_link;
620 tail = new_link; 640 tail = new_link;
621 } 641 }
622 } 642 }
623 } 643 }
624 644
625 update_ob_speed (op); 645 if (speed < 0)
626} 646 dst->speed_left -= rndm ();
627 647
648 dst->set_speed (dst->speed);
649}
650
651void
652object::instantiate ()
653{
654 if (!uuid.seq) // HACK
655 uuid = UUID::gen ();
656
657 speed_left = -0.1f;
658 /* copy the body_info to the body_used - this is only really
659 * need for monsters, but doesn't hurt to do it for everything.
660 * by doing so, when a monster is created, it has good starting
661 * values for the body_used info, so when items are created
662 * for it, they can be properly equipped.
663 */
664 for (int i = NUM_BODY_LOCATIONS; i--; )
665 slot[i].used = slot[i].info;
666
667 attachable::instantiate ();
668}
669
670object *
628object::object () 671object::clone ()
629{ 672{
630 count = ++ob_count; 673 object *neu = create ();
631 674 copy_to (neu);
632 next = objects; 675 neu->map = map; // not copied by copy_to
633 676 return neu;
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 677}
649 678
650/* 679/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 680 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 681 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 682 * be called to update the face variable, _and_ how it looks on the map.
654 */ 683 */
655 684void
656void update_turn_face(object *op) { 685update_turn_face (object *op)
686{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 687 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
658 return; 688 return;
689
659 SET_ANIMATION(op, op->direction); 690 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 691 update_object (op, UP_OBJ_FACE);
661} 692}
662 693
663/* 694/*
664 * Updates the speed of an object. If the speed changes from 0 to another 695 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 696 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 697 * This function needs to be called whenever the speed of an object changes.
667 */ 698 */
668 699void
669void update_ob_speed(object *op) { 700object::set_speed (float speed)
670 extern int arch_init; 701{
671 702 if (flag [FLAG_FREED] && speed)
672 /* No reason putting the archetypes objects on the speed list, 703 {
673 * since they never really need to be updated.
674 */
675
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 704 LOG (llevError, "Object %s is freed but has speed.\n", &name);
678#ifdef MANY_CORES
679 abort();
680#else
681 op->speed = 0; 705 speed = 0;
682#endif
683 } 706 }
684 if (arch_init) {
685 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 707
692 /* process_events() expects us to insert the object at the beginning 708 this->speed = speed;
693 * of the list. */ 709
694 op->active_next = active_objects; 710 if (has_active_speed ())
695 if (op->active_next!=NULL) 711 activate ();
696 op->active_next->active_prev = op;
697 active_objects = op;
698 }
699 else { 712 else
700 /* If not on the active list, nothing needs to be done */ 713 deactivate ();
701 if (!op->active_next && !op->active_prev && op!=active_objects)
702 return;
703
704 if (op->active_prev==NULL) {
705 active_objects = op->active_next;
706 if (op->active_next!=NULL)
707 op->active_next->active_prev = NULL;
708 }
709 else {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716 }
717} 714}
718 715
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void remove_from_active_list(object *op)
728{
729 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects)
731 return;
732
733 if (op->active_prev==NULL) {
734 active_objects = op->active_next;
735 if (op->active_next!=NULL)
736 op->active_next->active_prev = NULL;
737 }
738 else {
739 op->active_prev->active_next = op->active_next;
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743 op->active_next = NULL;
744 op->active_prev = NULL;
745}
746
747/* 716/*
748 * update_object() updates the array which represents the map. 717 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 718 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 719 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 720 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 721 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 722 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 723 * updating that window, though, since update_object() is called _often_)
755 * 724 *
756 * action is a hint of what the caller believes need to be done. 725 * action is a hint of what the caller believes need to be done.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 726 * current action are:
762 * UP_OBJ_INSERT: op was inserted 727 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 728 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 730 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
767 */ 732 */
768 733void
769void update_object(object *op, int action) { 734update_object (object *op, int action)
770 int update_now=0, flags; 735{
771 MoveType move_on, move_off, move_block, move_slow; 736 if (!op)
772 737 {
773 if (op == NULL) {
774 /* this should never happen */ 738 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
776 return; 740 return;
777 }
778 741 }
779 if(op->env!=NULL) { 742
743 if (!op->is_on_map ())
744 {
780 /* Animation is currently handled by client, so nothing 745 /* Animation is currently handled by client, so nothing
781 * to do in this case. 746 * to do in this case.
782 */ 747 */
783 return; 748 return;
784 }
785
786 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways.
788 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return;
790 749 }
750
791 /* make sure the object is within map boundaries */ 751 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 752 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 753 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 754 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 755#ifdef MANY_CORES
796 abort(); 756 abort ();
797#endif 757#endif
798 return; 758 return;
799 }
800 759 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 760
761 mapspace &m = op->ms ();
762
763 if (!(m.flags_ & P_UPTODATE))
764 /* nop */;
808 if (action == UP_OBJ_INSERT) { 765 else if (action == UP_OBJ_INSERT)
766 {
767 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 768 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 769 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 770 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 771 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 773 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 774 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1;
823
824 if ((move_on | op->move_on) != move_on) update_now=1;
825
826 if ((move_off | op->move_off) != move_off) update_now=1; 775 || (m.move_off | op->move_off ) != m.move_off
827 776 || (m.move_slow | op->move_slow) != m.move_slow
828 /* This isn't perfect, but I don't expect a lot of objects to 777 /* This isn't perfect, but I don't expect a lot of objects to
829 * to have move_allow right now. 778 * to have move_allow right now.
830 */ 779 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 780 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
832 update_now=1; 781 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
833 782 m.flags_ = 0;
834 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1;
836 } 783 }
837 /* if the object is being removed, we can't make intelligent 784 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 785 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 786 * that is being removed.
840 */ 787 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 788 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 789 m.flags_ = 0;
843 } else if (action == UP_OBJ_FACE) { 790 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 791 /* Nothing to do for that case */ ;
845 }
846 else { 792 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 793 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 794
850 if (update_now) {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y);
853 }
854
855 if(op->more!=NULL) 795 if (op->more)
856 update_object(op->more, action); 796 update_object (op->more, action);
857} 797}
858 798
799object::object ()
800{
801 SET_FLAG (this, FLAG_REMOVED);
859 802
860/* 803 expmul = 1.0;
861 * free_object() frees everything allocated by an object, removes 804 face = blank_face;
862 * it from the list of used objects, and puts it on the list of 805}
863 * free objects. The IS_FREED() flag is set in the object. 806
864 * The object must have been removed by remove_ob() first for 807object::~object ()
865 * this function to succeed. 808{
809 unlink ();
810
811 free_key_values (this);
812}
813
814static int object_count;
815
816void object::link ()
817{
818 assert (!index);//D
819 uuid = UUID::gen ();
820 count = ++object_count;
821
822 refcnt_inc ();
823 objects.insert (this);
824}
825
826void object::unlink ()
827{
828 if (!index)
829 return;
830
831 objects.erase (this);
832 refcnt_dec ();
833}
834
835void
836object::activate ()
837{
838 /* If already on active list, don't do anything */
839 if (active)
840 return;
841
842 if (has_active_speed ())
843 actives.insert (this);
844}
845
846void
847object::activate_recursive ()
848{
849 activate ();
850
851 for (object *op = inv; op; op = op->below)
852 op->activate_recursive ();
853}
854
855/* This function removes object 'op' from the list of active
856 * objects.
857 * This should only be used for style maps or other such
858 * reference maps where you don't want an object that isn't
859 * in play chewing up cpu time getting processed.
860 * The reverse of this is to call update_ob_speed, which
861 * will do the right thing based on the speed of the object.
866 * 862 */
867 * If free_inventory is set, free inventory as well. Else drop items in
868 * inventory to the ground.
869 */
870
871void 863void
872free_object (object * ob) 864object::deactivate ()
873{ 865{
874 free_object2 (ob, 0); 866 /* If not on the active list, nothing needs to be done */
875} 867 if (!active)
868 return;
876 869
877void 870 actives.erase (this);
878free_object2 (object * ob, int free_inventory) 871}
879{
880 object *tmp, *op;
881 872
882 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 873void
883 { 874object::deactivate_recursive ()
884 LOG (llevDebug, "Free object called with non removed object\n"); 875{
885 dump_object (ob); 876 for (object *op = inv; op; op = op->below)
886#ifdef MANY_CORES 877 op->deactivate_recursive ();
887 abort (); 878
888#endif 879 deactivate ();
880}
881
882void
883object::set_flag_inv (int flag, int value)
884{
885 for (object *op = inv; op; op = op->below)
889 } 886 {
890 887 op->flag [flag] = value;
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 888 op->set_flag_inv (flag, value);
892 { 889 }
893 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 890}
891
892/*
893 * Remove and free all objects in the inventory of the given object.
894 * object.c ?
895 */
896void
897object::destroy_inv (bool drop_to_ground)
898{
899 // need to check first, because the checks below might segfault
900 // as we might be on an invalid mapspace and crossfire code
901 // is too buggy to ensure that the inventory is empty.
902 // corollary: if you create arrows etc. with stuff in its inventory,
903 // cf will crash below with off-map x and y
904 if (!inv)
905 return;
906
907 /* Only if the space blocks everything do we not process -
908 * if some form of movement is allowed, let objects
909 * drop on that space.
910 */
911 if (!drop_to_ground
912 || !map
913 || map->in_memory != MAP_ACTIVE
914 || map->no_drop
915 || ms ().move_block == MOVE_ALL)
916 {
917 while (inv)
918 {
919 inv->destroy_inv (false);
920 inv->destroy ();
921 }
922 }
923 else
924 { /* Put objects in inventory onto this space */
925 while (inv)
926 {
927 object *op = inv;
928
929 if (op->flag [FLAG_STARTEQUIP]
930 || op->flag [FLAG_NO_DROP]
931 || op->type == RUNE
932 || op->type == TRAP
933 || op->flag [FLAG_IS_A_TEMPLATE]
934 || op->flag [FLAG_DESTROY_ON_DEATH])
935 op->destroy (true);
936 else
937 map->insert (op, x, y);
938 }
939 }
940}
941
942object *object::create ()
943{
944 object *op = new object;
945 op->link ();
946 return op;
947}
948
949static struct freed_map : maptile
950{
951 freed_map ()
952 {
953 path = "<freed objects map>";
954 name = "/internal/freed_objects_map";
955 width = 3;
956 height = 3;
957 no_drop = 1;
958 no_reset = 1;
959
960 alloc ();
961 in_memory = MAP_ACTIVE;
962 }
963
964 ~freed_map ()
965 {
966 destroy ();
967 }
968} freed_map; // freed objects are moved here to avoid crashes
969
970void
971object::do_destroy ()
972{
973 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this);
975
976 if (flag [FLAG_FRIENDLY])
894 remove_friendly_object (ob); 977 remove_friendly_object (this);
978
979 remove ();
980
981 attachable::do_destroy ();
982
983 deactivate ();
984 unlink ();
985
986 flag [FLAG_FREED] = 1;
987
988 // hack to ensure that freed objects still have a valid map
989 map = &freed_map;
990 x = 1;
991 y = 1;
992
993 if (more)
895 } 994 {
896 995 more->destroy ();
897 if (QUERY_FLAG (ob, FLAG_FREED)) 996 more = 0;
898 { 997 }
899 dump_object (ob); 998
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 999 head = 0;
1000
1001 // clear those pointers that likely might cause circular references
1002 owner = 0;
1003 enemy = 0;
1004 attacked_by = 0;
1005 current_weapon = 0;
1006}
1007
1008void
1009object::destroy (bool destroy_inventory)
1010{
1011 if (destroyed ())
1012 return;
1013
1014 if (!is_head () && !head->destroyed ())
1015 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory);
901 return; 1018 return;
902 } 1019 }
903 1020
904 if (ob->more != NULL) 1021 destroy_inv (!destroy_inventory);
905 {
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909 1022
910 if (ob->inv) 1023 if (is_head ())
911 { 1024 if (sound_destroy)
912 /* Only if the space blocks everything do we not process - 1025 play_sound (sound_destroy);
913 * if some form of movement is allowed, let objects 1026 else if (flag [FLAG_MONSTER])
914 * drop on that space. 1027 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
915 */
916 if (free_inventory || ob->map == NULL
917 || ob->map->in_memory != MAP_IN_MEMORY
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
919 {
920 op = ob->inv;
921 1028
922 while (op != NULL) 1029 attachable::destroy ();
923 {
924 tmp = op->below;
925 remove_ob (op);
926 free_object2 (op, free_inventory);
927 op = tmp;
928 }
929 }
930 else
931 { /* Put objects in inventory onto this space */
932 op = ob->inv;
933
934 while (op != NULL)
935 {
936 tmp = op->below;
937 remove_ob (op);
938
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
942 free_object (op);
943 else
944 {
945 op->x = ob->x;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
948 }
949
950 op = tmp;
951 }
952 }
953 }
954
955 /* Remove object from the active list */
956 ob->speed = 0;
957 update_ob_speed (ob);
958
959 SET_FLAG (ob, FLAG_FREED);
960 ob->count = 0;
961
962 /* Remove this object from the list of used objects */
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 }
970 else
971 {
972 ob->prev->next = ob->next;
973
974 if (ob->next != NULL)
975 ob->next->prev = ob->prev;
976 }
977
978 free_key_values (ob);
979
980 /* Now link it with the free_objects list: */
981 ob->prev = 0;
982 ob->next = 0;
983
984 delete ob;
985} 1030}
986 1031
987/* 1032/* op->remove ():
988 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)).
990 */
991
992void sub_weight (object *op, signed long weight) {
993 while (op != NULL) {
994 if (op->type == CONTAINER) {
995 weight=(signed long)(weight*(100-op->stats.Str)/100);
996 }
997 op->carrying-=weight;
998 op = op->env;
999 }
1000}
1001
1002/* remove_ob(op):
1003 * This function removes the object op from the linked list of objects 1033 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 1034 * which it is currently tied to. When this function is done, the
1005 * object will have no environment. If the object previously had an 1035 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 1036 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 1037 * the previous environment.
1008 * Beware: This function is called from the editor as well!
1009 */ 1038 */
1010 1039void
1011void remove_ob(object *op) { 1040object::do_remove ()
1041{
1012 object *tmp,*last=NULL; 1042 object *tmp, *last = 0;
1013 object *otmp; 1043 object *otmp;
1014 tag_t tag;
1015 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 1044
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1045 if (flag [FLAG_REMOVED])
1021 dump_object(op); 1046 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 1047
1024 /* Changed it to always dump core in this case. As has been learned 1048 INVOKE_OBJECT (REMOVE, this);
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038 1049
1039 SET_FLAG(op, FLAG_REMOVED); 1050 flag [FLAG_REMOVED] = true;
1040 1051
1052 if (more)
1053 more->remove ();
1054
1041 /* 1055 /*
1042 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
1043 * inventory. 1057 * inventory.
1058 */
1059 if (env)
1060 {
1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065
1066 adjust_weight (env, -total_weight ());
1067
1068 /* we set up values so that it could be inserted into
1069 * the map, but we don't actually do that - it is up
1070 * to the caller to decide what we want to do.
1044 */ 1071 */
1045 if(op->env!=NULL) { 1072 map = env->map;
1046 if(op->nrof) 1073 x = env->x;
1047 sub_weight(op->env, op->weight*op->nrof); 1074 y = env->y;
1048 else
1049 sub_weight(op->env, op->weight+op->carrying);
1050 1075
1076 // make sure cmov optimisation is applicable
1077 *(above ? &above->below : &env->inv) = below;
1078 *(below ? &below->above : &above ) = above; // &above is just a dummy
1079
1080 above = 0;
1081 below = 0;
1082 env = 0;
1083
1051 /* NO_FIX_PLAYER is set when a great many changes are being 1084 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 1085 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 1086 * to save cpu time.
1054 */ 1087 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1089 otmp->update_stats ();
1057 fix_player(otmp); 1090 }
1091 else if (map)
1092 {
1093 map->dirty = true;
1094 mapspace &ms = this->ms ();
1058 1095
1059 if(op->above!=NULL) 1096 if (object *pl = ms.player ())
1060 op->above->below=op->below;
1061 else
1062 op->env->inv=op->below;
1063
1064 if(op->below!=NULL)
1065 op->below->above=op->above;
1066
1067 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do.
1070 */ 1097 {
1071 op->x=op->env->x,op->y=op->env->y; 1098 if (type == PLAYER) // this == pl(!)
1072 op->map=op->env->map; 1099 {
1073 op->above=NULL,op->below=NULL; 1100 // leaving a spot always closes any open container on the ground
1074 op->env=NULL; 1101 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent.
1104 close_container ();
1105
1106 --map->players;
1107 map->touch ();
1108 }
1109 else if (pl->container == this)
1110 {
1111 // removing a container should close it
1112 close_container ();
1113 }
1114
1115 esrv_del_item (pl->contr, count);
1116 }
1117
1118 /* link the object above us */
1119 // re-link, make sure compiler can easily use cmove
1120 *(above ? &above->below : &ms.top) = below;
1121 *(below ? &below->above : &ms.bot) = above;
1122
1123 above = 0;
1124 below = 0;
1125
1126 if (map->in_memory == MAP_SAVING)
1075 return; 1127 return;
1076 }
1077 1128
1078 /* If we get here, we are removing it from a map */ 1129 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 if (op->map == NULL) return;
1080 1130
1081 x = op->x; 1131 if (object *pl = ms.player ())
1082 y = op->y;
1083 m = get_map_from_coord(op->map, &x, &y);
1084
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098
1099 /* Re did the following section of code - it looks like it had
1100 * lots of logic for things we no longer care about
1101 */
1102
1103 /* link the object above us */
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */
1117 if(GET_MAP_OB(m,x,y)!=op) {
1118 dump_object(op);
1119 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);
1120 dump_object(GET_MAP_OB(m,x,y));
1121 LOG(llevError,"%s\n",errmsg);
1122 } 1132 {
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1133 if (pl->container == this)
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1134 /* No point updating the players look faces if he is the object
1135 * being removed.
1136 */
1137
1138 if(tmp->type==PLAYER && tmp!=op) {
1139 /* If a container that the player is currently using somehow gets 1134 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view 1135 * removed (most likely destroyed), update the player view
1141 * appropriately. 1136 * appropriately.
1142 */ 1137 */
1143 if (tmp->container==op) { 1138 pl->close_container ();
1144 CLEAR_FLAG(op, FLAG_APPLIED); 1139
1145 tmp->container=NULL; 1140 //TODO: the floorbox prev/next might need updating
1141 //esrv_del_item (pl->contr, count);
1142 //TODO: update floorbox to preserve ordering
1143 if (pl->contr->ns)
1144 pl->contr->ns->floorbox_update ();
1145 }
1146
1147 for (tmp = ms.bot; tmp; tmp = tmp->above)
1148 {
1149 /* No point updating the players look faces if he is the object
1150 * being removed.
1151 */
1152
1153 /* See if object moving off should effect something */
1154 if (check_walk_off
1155 && ((move_type & tmp->move_off)
1156 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 {
1158 move_apply (tmp, this, 0);
1159
1160 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1146 } 1162 }
1147 tmp->contr->socket.update_look=1; 1163
1164 last = tmp;
1148 } 1165 }
1149 /* See if player moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1152 1166
1153 move_apply(tmp, op, NULL);
1154 if (was_destroyed (op, tag)) {
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 }
1158 }
1159
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161
1162 if(tmp->above == tmp)
1163 tmp->above = NULL;
1164 last=tmp;
1165 }
1166 /* last == NULL of there are no objects on this space */ 1167 /* last == NULL if there are no objects on this space */
1167 if (last==NULL) { 1168 //TODO: this makes little sense, why only update the topmost object?
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1169 if (!last)
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1170 map->at (x, y).flags_ = 0;
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y);
1175 }
1176 else 1171 else
1177 update_object(last, UP_OBJ_REMOVE); 1172 update_object (last, UP_OBJ_REMOVE);
1178 1173
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1174 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los(op->map, op->x, op->y); 1175 update_all_los (map, x, y);
1181 1176 }
1182} 1177}
1183 1178
1184/* 1179/*
1185 * merge_ob(op,top): 1180 * merge_ob(op,top):
1186 * 1181 *
1187 * This function goes through all objects below and including top, and 1182 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1183 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1184 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1185 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1186 */
1192 1187object *
1193object *merge_ob(object *op, object *top) { 1188merge_ob (object *op, object *top)
1189{
1194 if(!op->nrof) 1190 if (!op->nrof)
1195 return 0; 1191 return 0;
1196 if(top==NULL) 1192
1193 if (!top)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1194 for (top = op; top && top->above; top = top->above)
1195 ;
1196
1198 for(;top!=NULL;top=top->below) { 1197 for (; top; top = top->below)
1199 if(top==op) 1198 if (object::can_merge (op, top))
1200 continue;
1201 if (CAN_MERGE(op,top))
1202 { 1199 {
1203 top->nrof+=op->nrof; 1200 top->nrof += op->nrof;
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1201
1205 op->weight = 0; /* Don't want any adjustements now */ 1202 if (object *pl = top->visible_to ())
1206 remove_ob(op); 1203 esrv_update_item (UPD_NROF, pl, top);
1207 free_object(op); 1204
1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1208 op->destroy (1);
1209
1208 return top; 1210 return top;
1209 } 1211 }
1210 } 1212
1211 return NULL; 1213 return 0;
1212} 1214}
1213 1215
1216void
1217object::expand_tail ()
1218{
1219 if (more)
1220 return;
1221
1222 object *prev = this;
1223
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 {
1226 object *op = arch_to_object (at);
1227
1228 op->name = name;
1229 op->name_pl = name_pl;
1230 op->title = title;
1231
1232 op->head = this;
1233 prev->more = op;
1234
1235 prev = op;
1236 }
1237}
1238
1214/* 1239/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1240 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1216 * job preparing multi-part monsters 1241 * job preparing multi-part monsters.
1217 */ 1242 */
1243object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1219 object* tmp; 1245{
1220 if (op->head) 1246 op->remove ();
1221 op=op->head; 1247
1222 for (tmp=op;tmp;tmp=tmp->more){ 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1249 {
1223 tmp->x=x+tmp->arch->clone.x; 1250 tmp->x = x + tmp->arch->x;
1224 tmp->y=y+tmp->arch->clone.y; 1251 tmp->y = y + tmp->arch->y;
1225 } 1252 }
1253
1226 return insert_ob_in_map (op, m, originator, flag); 1254 return insert_ob_in_map (op, m, originator, flag);
1227} 1255}
1228 1256
1229/* 1257/*
1230 * insert_ob_in_map (op, map, originator, flag): 1258 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1259 * This function inserts the object in the two-way linked list
1244 * Return value: 1272 * Return value:
1245 * new object if 'op' was merged with other object 1273 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1274 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1275 * just 'op' otherwise
1248 */ 1276 */
1249 1277object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1279{
1252 object *tmp, *top, *floor=NULL; 1280 if (op->is_on_map ())
1253 sint16 x,y;
1254
1255 if (QUERY_FLAG (op, FLAG_FREED)) {
1256 LOG (llevError, "Trying to insert freed object!\n");
1257 return NULL;
1258 } 1281 {
1259 if(m==NULL) { 1282 LOG (llevError, "insert_ob_in_map called for object already on map");
1260 dump_object(op);
1261 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1262 return op;
1263 }
1264 if(out_of_map(m,op->x,op->y)) {
1265 dump_object(op);
1266 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1267#ifdef MANY_CORES
1268 /* Better to catch this here, as otherwise the next use of this object
1269 * is likely to cause a crash. Better to find out where it is getting
1270 * improperly inserted.
1271 */
1272 abort(); 1283 abort ();
1273#endif 1284 }
1285
1286 if (op->env)
1287 {
1288 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1289 op->remove ();
1290 }
1291
1292 if (op->face && !face_info (op->face))//D TODO: remove soon
1293 {//D
1294 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1295 op->face = 1;//D
1296 }//D
1297
1298 /* Ideally, the caller figures this out. However, it complicates a lot
1299 * of areas of callers (eg, anything that uses find_free_spot would now
1300 * need extra work
1301 */
1302 if (!xy_normalise (m, op->x, op->y))
1303 {
1304 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1274 return op; 1305 return 0;
1275 } 1306 }
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1307
1277 dump_object(op); 1308 if (object *more = op->more)
1278 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1309 if (!insert_ob_in_map (more, m, originator, flag))
1279 return op; 1310 return 0;
1280 }
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */
1283 1311
1284 object *more = op->more; 1312 CLEAR_FLAG (op, FLAG_REMOVED);
1285 1313
1286 /* We really need the caller to normalize coordinates - if 1314 op->map = m;
1287 * we set the map, that doesn't work if the location is within 1315 mapspace &ms = op->ms ();
1288 * a map and this is straddling an edge. So only if coordinate 1316
1289 * is clear wrong do we normalize it. 1317 /* this has to be done after we translate the coordinates.
1318 */
1319 if (op->nrof && !(flag & INS_NO_MERGE))
1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 if (object::can_merge (op, tmp))
1290 */ 1322 {
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1323 // TODO: we actually want to update tmp, not op,
1292 more->map = get_map_from_coord(m, &more->x, &more->y); 1324 // but some caller surely breaks when we return tmp
1293 } else if (!more->map) { 1325 // from here :/
1294 /* For backwards compatibility - when not dealing with tiled maps, 1326 op->nrof += tmp->nrof;
1295 * more->map should always point to the parent. 1327 tmp->destroy (1);
1296 */
1297 more->map = m;
1298 } 1328 }
1299 1329
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1301 if ( ! op->head) 1331 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1302 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1332
1303 return NULL; 1333 if (!QUERY_FLAG (op, FLAG_ALIVE))
1334 CLEAR_FLAG (op, FLAG_NO_STEAL);
1335
1336 if (flag & INS_BELOW_ORIGINATOR)
1337 {
1338 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1339 {
1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1341 abort ();
1304 } 1342 }
1343
1344 if (!originator->is_on_map ())
1345 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1346 op->debug_desc (), originator->debug_desc ());
1347
1348 op->above = originator;
1349 op->below = originator->below;
1350 originator->below = op;
1351
1352 *(op->below ? &op->below->above : &ms.bot) = op;
1353 }
1354 else
1305 } 1355 {
1306 CLEAR_FLAG(op,FLAG_REMOVED); 1356 object *floor = 0;
1357 object *top = ms.top;
1307 1358
1308 /* Ideally, the caller figures this out. However, it complicates a lot 1359 /* If there are other objects, then */
1309 * of areas of callers (eg, anything that uses find_free_spot would now 1360 if (top)
1310 * need extra work 1361 {
1311 */ 1362 /*
1312 op->map=get_map_from_coord(m, &op->x, &op->y); 1363 * If there are multiple objects on this space, we do some trickier handling.
1313 x = op->x; 1364 * We've already dealt with merging if appropriate.
1314 y = op->y; 1365 * Generally, we want to put the new object on top. But if
1366 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * floor, we want to insert above that and no further.
1368 * Also, if there are spell objects on this space, we stop processing
1369 * once we get to them. This reduces the need to traverse over all of
1370 * them when adding another one - this saves quite a bit of cpu time
1371 * when lots of spells are cast in one area. Currently, it is presumed
1372 * that flying non pickable objects are spell objects.
1373 */
1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1375 {
1376 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1377 floor = tmp;
1315 1378
1316 /* this has to be done after we translate the coordinates. 1379 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1317 */ 1380 {
1318 if(op->nrof && !(flag & INS_NO_MERGE)) { 1381 /* We insert above top, so we want this object below this */
1319 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1382 top = tmp->below;
1320 if (CAN_MERGE(op,tmp)) { 1383 break;
1321 op->nrof+=tmp->nrof; 1384 }
1322 remove_ob(tmp); 1385
1323 free_object(tmp); 1386 top = tmp;
1324 } 1387 }
1325 }
1326 1388
1327 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1389 /* We let update_position deal with figuring out what the space
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1390 * looks like instead of lots of conditions here.
1329 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1391 * makes things faster, and effectively the same result.
1330 CLEAR_FLAG(op, FLAG_NO_STEAL); 1392 */
1331 1393
1332 if (flag & INS_BELOW_ORIGINATOR) { 1394 /* Have object 'fall below' other objects that block view.
1333 if (originator->map != op->map || originator->x != op->x || 1395 * Unless those objects are exits.
1334 originator->y != op->y) { 1396 * If INS_ON_TOP is used, don't do this processing
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1397 * Need to find the object that in fact blocks view, otherwise
1336 abort(); 1398 * stacking is a bit odd.
1399 */
1400 if (!(flag & INS_ON_TOP)
1401 && ms.flags () & P_BLOCKSVIEW
1402 && (op->face && !faces [op->face].visibility))
1403 {
1404 object *last;
1405
1406 for (last = top; last != floor; last = last->below)
1407 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1408 break;
1409
1410 /* Check to see if we found the object that blocks view,
1411 * and make sure we have a below pointer for it so that
1412 * we can get inserted below this one, which requires we
1413 * set top to the object below us.
1414 */
1415 if (last && last->below && last != floor)
1416 top = last->below;
1417 }
1418 } /* If objects on this space */
1419
1420 if (flag & INS_ABOVE_FLOOR_ONLY)
1421 top = floor;
1422
1423 // insert object above top, or bottom-most if top = 0
1424 if (!top)
1425 {
1426 op->below = 0;
1427 op->above = ms.bot;
1428 ms.bot = op;
1429
1430 *(op->above ? &op->above->below : &ms.top) = op;
1337 } 1431 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else { 1432 else
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above;
1374 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */
1402 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y);
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1405
1406 /* Top is the object that our object (op) is going to get inserted above.
1407 */ 1433 {
1408
1409 /* First object on this space */
1410 if (!top) {
1411 op->above = GET_MAP_OB(op->map, op->x, op->y);
1412 if (op->above) op->above->below = op;
1413 op->below = NULL;
1414 SET_MAP_OB(op->map, op->x, op->y, op);
1415 } else { /* get inserted into the stack above top */
1416 op->above = top->above; 1434 op->above = top->above;
1417 if (op->above) op->above->below = op;
1418 op->below = top;
1419 top->above = op; 1435 top->above = op;
1436
1437 op->below = top;
1438 *(op->above ? &op->above->below : &ms.top) = op;
1420 } 1439 }
1421 if (op->above==NULL) 1440 }
1422 SET_MAP_TOP(op->map,op->x, op->y, op);
1423 } /* else not INS_BELOW_ORIGINATOR */
1424 1441
1425 if(op->type==PLAYER) 1442 if (op->type == PLAYER)
1443 {
1426 op->contr->do_los=1; 1444 op->contr->do_los = 1;
1445 ++op->map->players;
1446 op->map->touch ();
1447 }
1427 1448
1428 /* If we have a floor, we know the player, if any, will be above 1449 op->map->dirty = true;
1429 * it, so save a few ticks and start from there.
1430 */
1431 if (!(flag & INS_MAP_LOAD))
1432 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1433 if (tmp->type == PLAYER)
1434 tmp->contr->socket.update_look=1;
1435 }
1436 1450
1451 if (object *pl = ms.player ())
1452 //TODO: the floorbox prev/next might need updating
1453 //esrv_send_item (pl, op);
1454 //TODO: update floorbox to preserve ordering
1455 if (pl->contr->ns)
1456 pl->contr->ns->floorbox_update ();
1457
1437 /* If this object glows, it may affect lighting conditions that are 1458 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1459 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1460 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1461 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1462 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1463 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1464 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1465 * of effect may be sufficient.
1445 */ 1466 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1467 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1448 1469
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1452 1472
1473 INVOKE_OBJECT (INSERT, op);
1453 1474
1454 /* Don't know if moving this to the end will break anything. However, 1475 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have update_look set above before calling this. 1476 * we want to have floorbox_update called before calling this.
1456 * 1477 *
1457 * check_move_on() must be after this because code called from 1478 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like 1479 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1481 * update_object().
1461 */ 1482 */
1462 1483
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1484 /* if this is not the head or flag has been passed, don't check walk on status */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1485 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1486 {
1466 if (check_move_on(op, originator)) 1487 if (check_move_on (op, originator))
1467 return NULL; 1488 return 0;
1468 1489
1469 /* If we are a multi part object, lets work our way through the check 1490 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1491 * walk on's.
1471 */ 1492 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1493 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1494 if (check_move_on (tmp, originator))
1474 return NULL; 1495 return 0;
1475 } 1496 }
1497
1476 return op; 1498 return op;
1477} 1499}
1478 1500
1479/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1480 * finds an object of its own type, it'll remove that one first. 1502 * finds an object of its own type, it'll remove that one first.
1481 * op is the object to insert it under: supplies x and the map. 1503 * op is the object to insert it under: supplies x and the map.
1482 */ 1504 */
1505void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1506replace_insert_ob_in_map (const char *arch_string, object *op)
1484 object *tmp; 1507{
1485 object *tmp1;
1486
1487 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1488 1509
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1511 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1491 remove_ob(tmp); 1512 tmp->destroy (1);
1492 free_object(tmp);
1493 }
1494 }
1495 1513
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1514 object *tmp = arch_to_object (archetype::find (arch_string));
1497 1515
1498 1516 tmp->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1517 tmp->y = op->y;
1518
1500 insert_ob_in_map(tmp1,op->map,op,0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1501}
1502
1503/*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1505 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array.
1509 */
1510
1511object *get_split_ob(object *orig_ob, uint32 nr) {
1512 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514
1515 if(orig_ob->nrof<nr) {
1516 sprintf(errmsg,"There are only %d %ss.",
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1518 return NULL;
1519 }
1520 newob = object_create_clone(orig_ob);
1521 if((orig_ob->nrof-=nr)<1) {
1522 if ( ! is_removed)
1523 remove_ob(orig_ob);
1524 free_object2(orig_ob, 1);
1525 }
1526 else if ( ! is_removed) {
1527 if(orig_ob->env!=NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1531 LOG(llevDebug,
1532 "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL;
1534 }
1535 }
1536 newob->nrof=nr;
1537
1538 return newob;
1539} 1520}
1540 1521
1522object *
1523object::insert_at (object *where, object *originator, int flags)
1524{
1525 if (where->env)
1526 return where->env->insert (this);
1527 else
1528 return where->map->insert (this, where->x, where->y, originator, flags);
1529}
1530
1541/* 1531/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1532 * decrease(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1545 * 1535 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1537 */
1548 1538bool
1549object *decrease_ob_nr (object *op, uint32 i) 1539object::decrease (sint32 nr)
1550{ 1540{
1551 object *tmp; 1541 if (!nr)
1552 player *pl; 1542 return true;
1553 1543
1554 if (i == 0) /* objects with op->nrof require this check */ 1544 nr = min (nr, nrof);
1545
1546 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0
1551
1552 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this);
1554
1555 return true;
1556 }
1557 else
1558 {
1559 destroy (1);
1560 return false;
1561 }
1562}
1563
1564/*
1565 * split(ob,nr) splits up ob into two parts. The part which
1566 * is returned contains nr objects, and the remaining parts contains
1567 * the rest (or is removed and returned if that number is 0).
1568 * On failure, NULL is returned.
1569 */
1570object *
1571object::split (sint32 nr)
1572{
1573 int have = number_of ();
1574
1575 if (have < nr)
1576 return 0;
1577 else if (have == nr)
1578 {
1579 remove ();
1580 return this;
1581 }
1582 else
1583 {
1584 decrease (nr);
1585
1586 object *op = deep_clone ();
1587 op->nrof = nr;
1555 return op; 1588 return op;
1556
1557 if (i > op->nrof)
1558 i = op->nrof;
1559
1560 if (QUERY_FLAG (op, FLAG_REMOVED))
1561 { 1589 }
1562 op->nrof -= i; 1590}
1591
1592object *
1593insert_ob_in_ob (object *op, object *where)
1594{
1595 if (!where)
1563 } 1596 {
1564 else if (op->env != NULL) 1597 char *dump = dump_object (op);
1565 { 1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1566 /* is this object in the players inventory, or sub container 1599 free (dump);
1567 * therein?
1568 */
1569 tmp = is_player_inv (op->env);
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 }
1582
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op);
1591 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above)
1609 if (tmp->type == PLAYER) {
1610 if (op->nrof)
1611 esrv_send_item(tmp, op);
1612 else
1613 esrv_del_item(tmp->contr, op->count);
1614 }
1615 }
1616
1617 if (op->nrof) {
1618 return op; 1600 return op;
1619 } else { 1601 }
1620 free_object (op); 1602
1621 return NULL; 1603 if (where->head_ () != where)
1622 } 1604 {
1623} 1605 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 1606 where = where->head;
1625/*
1626 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying.
1628 */
1629
1630void add_weight (object *op, signed long weight) {
1631 while (op!=NULL) {
1632 if (op->type == CONTAINER) {
1633 weight=(signed long)(weight*(100-op->stats.Str)/100);
1634 }
1635 op->carrying+=weight;
1636 op=op->env;
1637 } 1607 }
1638}
1639 1608
1609 return where->insert (op);
1610}
1611
1640/* 1612/*
1641 * insert_ob_in_ob(op,environment): 1613 * env->insert (op)
1642 * This function inserts the object op in the linked list 1614 * This function inserts the object op in the linked list
1643 * inside the object environment. 1615 * inside the object environment.
1644 * 1616 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1652 */ 1619 */
1653 1620object *
1654object *insert_ob_in_ob(object *op,object *where) { 1621object::insert (object *op)
1655 object *tmp, *otmp; 1622{
1656
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1658 dump_object(op);
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1623 if (op->more)
1624 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1625 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1626 return op;
1676 } 1627 }
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1628
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1629 op->remove ();
1630
1631 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1632
1679 if(op->nrof) { 1633 if (op->nrof)
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1634 for (object *tmp = inv; tmp; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1635 if (object::can_merge (tmp, op))
1636 {
1682 /* return the original object and remove inserted object 1637 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1638 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1639 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1640
1686 * tmp->nrof, we need to increase the weight. 1641 if (object *pl = tmp->visible_to ())
1687 */ 1642 esrv_update_item (UPD_NROF, pl, tmp);
1688 add_weight (where, op->weight*op->nrof); 1643
1689 SET_FLAG(op, FLAG_REMOVED); 1644 adjust_weight (this, op->total_weight ());
1690 free_object(op); /* free the inserted object */ 1645
1646 op->destroy (1);
1691 op = tmp; 1647 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1648 goto inserted;
1693 CLEAR_FLAG(op, FLAG_REMOVED);
1694 break;
1695 } 1649 }
1696 1650
1697 /* I assume combined objects have no inventory 1651 op->owner = 0; // it's his/hers now. period.
1698 * We add the weight - this object could have just been removed 1652 op->map = 0;
1699 * (if it was possible to merge). calling remove_ob will subtract 1653 op->x = 0;
1700 * the weight, so we need to add it in again, since we actually do 1654 op->y = 0;
1701 * the linking below
1702 */
1703 add_weight (where, op->weight*op->nrof);
1704 } else
1705 add_weight (where, (op->weight+op->carrying));
1706 1655
1707 otmp=is_player_inv(where);
1708 if (otmp&&otmp->contr!=NULL) {
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp);
1711 }
1712
1713 op->map=NULL;
1714 op->env=where;
1715 op->above=NULL; 1656 op->above = 0;
1716 op->below=NULL; 1657 op->below = inv;
1717 op->x=0,op->y=0; 1658 op->env = this;
1718 1659
1660 if (inv)
1661 inv->above = op;
1662
1663 inv = op;
1664
1665 op->flag [FLAG_REMOVED] = 0;
1666
1667 if (object *pl = op->visible_to ())
1668 esrv_send_item (pl, op);
1669
1670 adjust_weight (this, op->total_weight ());
1671
1672inserted:
1719 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1674 if (op->glow_radius && map && map->darkness)
1721 { 1675 update_all_los (map, x, y);
1722#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1724 op->name);
1725#endif /* DEBUG_LIGHTS */
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1727 }
1728 1676
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1677 // if this is a player's inventory, update stats
1730 * It sure simplifies this function... 1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1731 */ 1679 update_stats ();
1732 if (where->inv==NULL) 1680
1733 where->inv=op; 1681 INVOKE_OBJECT (INSERT, this);
1734 else { 1682
1735 op->below = where->inv;
1736 op->below->above = op;
1737 where->inv = op;
1738 }
1739 return op; 1683 return op;
1740} 1684}
1741 1685
1742/* 1686/*
1743 * Checks if any objects has a move_type that matches objects 1687 * Checks if any objects has a move_type that matches objects
1757 * 1701 *
1758 * MSW 2001-07-08: Check all objects on space, not just those below 1702 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects 1703 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1704 * on top.
1761 */ 1705 */
1762 1706int
1763int check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1764{ 1708{
1765 object *tmp; 1709 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1710 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1711 int x = op->x, y = op->y;
1712
1769 MoveType move_on, move_slow, move_block; 1713 MoveType move_on, move_slow, move_block;
1770 1714
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1715 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1716 return 0;
1773 1717
1774 tag = op->count;
1775
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1777 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1778 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1721
1780 /* if nothing on this space will slow op down or be applied, 1722 /* if nothing on this space will slow op down or be applied,
1781 * no need to do checking below. have to make sure move_type 1723 * no need to do checking below. have to make sure move_type
1782 * is set, as lots of objects don't have it set - we treat that 1724 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1725 * as walking.
1784 */ 1726 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1727 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1728 return 0;
1787 1729
1788 /* This is basically inverse logic of that below - basically, 1730 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1731 * if the object can avoid the move on or slow move, they do so,
1790 * but can't do it if the alternate movement they are using is 1732 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1733 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1734 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1735 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1736 return 0;
1795 1737
1796 /* The objects have to be checked from top to bottom. 1738 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1739 * Hence, we first go to the top:
1798 */ 1740 */
1799 1741
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1801 tmp->above!=NULL; tmp=tmp->above) { 1743 {
1802 /* Trim the search when we find the first other spell effect 1744 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1745 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1746 * we don't need to check all of them.
1805 */ 1747 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 }
1751
1752 for (; tmp; tmp = tmp->below)
1807 } 1753 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1754 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1755 continue; /* Can't apply yourself */
1810 1756
1811 /* Check to see if one of the movement types should be slowed down. 1757 /* Check to see if one of the movement types should be slowed down.
1812 * Second check makes sure that the movement types not being slowed 1758 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1759 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1760 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1761 * swim on that space, can't use it to avoid the penalty.
1816 */ 1762 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1763 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 {
1821 1768
1822 float diff; 1769 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1770 diff = tmp->move_slow_penalty * fabs (op->speed);
1771
1825 if (op->type == PLAYER) { 1772 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1775 diff /= 4.0;
1829 } 1776
1830 }
1831 op->speed_left -= diff; 1777 op->speed_left -= diff;
1832 } 1778 }
1833 } 1779 }
1834 1780
1835 /* Basically same logic as above, except now for actual apply. */ 1781 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1782 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1783 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 1784 {
1840 move_apply(tmp, op, originator); 1785 move_apply (tmp, op, originator);
1786
1841 if (was_destroyed (op, tag)) 1787 if (op->destroyed ())
1842 return 1; 1788 return 1;
1843 1789
1844 /* what the person/creature stepped onto has moved the object 1790 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1791 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1792 * have a feeling strange problems would result.
1847 */ 1793 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 1794 if (op->map != m || op->x != x || op->y != y)
1795 return 0;
1849 } 1796 }
1850 } 1797 }
1798
1851 return 0; 1799 return 0;
1852} 1800}
1853 1801
1854/* 1802/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1803 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1804 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1805 * The first matching object is returned, or NULL if none.
1858 */ 1806 */
1859 1807object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1808present_arch (const archetype *at, maptile *m, int x, int y)
1861 object *tmp; 1809{
1862 if(m==NULL || out_of_map(m,x,y)) { 1810 if (!m || out_of_map (m, x, y))
1811 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1812 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1813 return NULL;
1865 } 1814 }
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1815
1867 if(tmp->arch == at) 1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1817 if (tmp->arch->archname == at->archname)
1868 return tmp; 1818 return tmp;
1819
1869 return NULL; 1820 return NULL;
1870} 1821}
1871 1822
1872/* 1823/*
1873 * present(type, map, x, y) searches for any objects with 1824 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1825 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
1876 */ 1827 */
1877 1828object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1829present (unsigned char type, maptile *m, int x, int y)
1879 object *tmp; 1830{
1880 if(out_of_map(m,x,y)) { 1831 if (out_of_map (m, x, y))
1832 {
1881 LOG(llevError,"Present called outside map.\n"); 1833 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1834 return NULL;
1883 } 1835 }
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1836
1837 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1885 if(tmp->type==type) 1838 if (tmp->type == type)
1886 return tmp; 1839 return tmp;
1840
1887 return NULL; 1841 return NULL;
1888} 1842}
1889 1843
1890/* 1844/*
1891 * present_in_ob(type, object) searches for any objects with 1845 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1846 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1894 */ 1848 */
1895 1849object *
1896object *present_in_ob(unsigned char type, const object *op) { 1850present_in_ob (unsigned char type, const object *op)
1897 object *tmp; 1851{
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1852 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 1853 if (tmp->type == type)
1900 return tmp; 1854 return tmp;
1855
1901 return NULL; 1856 return NULL;
1902} 1857}
1903 1858
1904/* 1859/*
1905 * present_in_ob (type, str, object) searches for any objects with 1860 * present_in_ob (type, str, object) searches for any objects with
1913 * str is the string to match against. Note that we match against 1868 * str is the string to match against. Note that we match against
1914 * the object name, not the archetype name. this is so that the 1869 * the object name, not the archetype name. this is so that the
1915 * spell code can use one object type (force), but change it's name 1870 * spell code can use one object type (force), but change it's name
1916 * to be unique. 1871 * to be unique.
1917 */ 1872 */
1918 1873object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 1874present_in_ob_by_name (int type, const char *str, const object *op)
1920 object *tmp; 1875{
1921
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1876 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1877 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1878 return tmp;
1925 } 1879
1926 return NULL; 1880 return 0;
1927} 1881}
1928 1882
1929/* 1883/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1884 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1885 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1933 */ 1887 */
1934 1888object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 1889present_arch_in_ob (const archetype *at, const object *op)
1936 object *tmp; 1890{
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1938 if( tmp->arch == at) 1892 if (tmp->arch->archname == at->archname)
1939 return tmp; 1893 return tmp;
1894
1940 return NULL; 1895 return NULL;
1941} 1896}
1942 1897
1943/* 1898/*
1944 * activate recursively a flag on an object inventory 1899 * activate recursively a flag on an object inventory
1945 */ 1900 */
1901void
1946void flag_inv(object*op, int flag){ 1902flag_inv (object *op, int flag)
1947 object *tmp; 1903{
1948 if(op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1904 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905 {
1950 SET_FLAG(tmp, flag); 1906 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 1907 flag_inv (tmp, flag);
1952 } 1908 }
1909}
1910
1953}/* 1911/*
1954 * desactivate recursively a flag on an object inventory 1912 * deactivate recursively a flag on an object inventory
1955 */ 1913 */
1914void
1956void unflag_inv(object*op, int flag){ 1915unflag_inv (object *op, int flag)
1957 object *tmp; 1916{
1958 if(op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 {
1960 CLEAR_FLAG(tmp, flag); 1919 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 1920 unflag_inv (tmp, flag);
1962 } 1921 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971
1972void set_cheat(object *op) {
1973 SET_FLAG(op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ);
1975} 1922}
1976 1923
1977/* 1924/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 1925 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain 1926 * a spot at the given map and coordinates which will be able to contain
1981 * to search (see the freearr_x/y[] definition). 1928 * to search (see the freearr_x/y[] definition).
1982 * It returns a random choice among the alternatives found. 1929 * It returns a random choice among the alternatives found.
1983 * start and stop are where to start relative to the free_arr array (1,9 1930 * start and stop are where to start relative to the free_arr array (1,9
1984 * does all 4 immediate directions). This returns the index into the 1931 * does all 4 immediate directions). This returns the index into the
1985 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1932 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1986 * Note - this only checks to see if there is space for the head of the
1987 * object - if it is a multispace object, this should be called for all
1988 * pieces.
1989 * Note2: This function does correctly handle tiled maps, but does not 1933 * Note: This function does correctly handle tiled maps, but does not
1990 * inform the caller. However, insert_ob_in_map will update as 1934 * inform the caller. However, insert_ob_in_map will update as
1991 * necessary, so the caller shouldn't need to do any special work. 1935 * necessary, so the caller shouldn't need to do any special work.
1992 * Note - updated to take an object instead of archetype - this is necessary 1936 * Note - updated to take an object instead of archetype - this is necessary
1993 * because arch_blocked (now ob_blocked) needs to know the movement type 1937 * because arch_blocked (now ob_blocked) needs to know the movement type
1994 * to know if the space in question will block the object. We can't use 1938 * to know if the space in question will block the object. We can't use
1995 * the archetype because that isn't correct if the monster has been 1939 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 1940 * customized, changed states, etc.
1997 */ 1941 */
1998 1942int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1943find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1944{
1945 int altern[SIZEOFFREE];
2000 int i,index=0, flag; 1946 int index = 0, flag;
2001 static int altern[SIZEOFFREE];
2002 1947
2003 for(i=start;i<stop;i++) { 1948 for (int i = start; i < stop; i++)
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1949 {
2005 if(!flag) 1950 mapxy pos (m, x, y); pos.move (i);
1951
1952 if (!pos.normalise ())
1953 continue;
1954
1955 mapspace &ms = *pos;
1956
1957 if (ms.flags () & P_IS_ALIVE)
1958 continue;
1959
1960 /* However, often
1961 * ob doesn't have any move type (when used to place exits)
1962 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1963 */
1964 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1965 {
2006 altern[index++]=i; 1966 altern [index++] = i;
1967 continue;
1968 }
2007 1969
2008 /* Basically, if we find a wall on a space, we cut down the search size. 1970 /* Basically, if we find a wall on a space, we cut down the search size.
2009 * In this way, we won't return spaces that are on another side of a wall. 1971 * In this way, we won't return spaces that are on another side of a wall.
2010 * This mostly work, but it cuts down the search size in all directions - 1972 * This mostly work, but it cuts down the search size in all directions -
2011 * if the space being examined only has a wall to the north and empty 1973 * if the space being examined only has a wall to the north and empty
2012 * spaces in all the other directions, this will reduce the search space 1974 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 1975 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 1976 * won't look 2 spaces south of the target space.
2015 */ 1977 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1978 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1979 {
2017 stop=maxfree[i]; 1980 stop = maxfree[i];
2018 } 1981 continue;
2019 if(!index) return -1; 1982 }
2020 return altern[RANDOM()%index];
2021}
2022 1983
1984 /* Note it is intentional that we check ob - the movement type of the
1985 * head of the object should correspond for the entire object.
1986 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue;
1989
1990 if (ob->blocked (m, pos.x, pos.y))
1991 continue;
1992
1993 altern [index++] = i;
1994 }
1995
1996 if (!index)
1997 return -1;
1998
1999 return altern [rndm (index)];
2000}
2001
2023/* 2002/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2003 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2004 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2005 * But it will return the first available spot, not a random choice.
2027 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2006 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2007 */
2029 2008int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2009find_first_free_spot (const object *ob, maptile *m, int x, int y)
2031 int i; 2010{
2032 for(i=0;i<SIZEOFFREE;i++) { 2011 for (int i = 0; i < SIZEOFFREE; i++)
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2012 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2013 return i;
2035 } 2014
2036 return -1; 2015 return -1;
2037} 2016}
2038 2017
2039/* 2018/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2019 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2020 * arr[begin..end-1].
2021 * now uses a fisher-yates shuffle, old permute was broken
2042 */ 2022 */
2023static void
2043static void permute(int *arr, int begin, int end) 2024permute (int *arr, int begin, int end)
2044{ 2025{
2045 int i, j, tmp, len; 2026 arr += begin;
2027 end -= begin;
2046 2028
2047 len = end-begin; 2029 while (--end)
2048 for(i = begin; i < end; i++) 2030 swap (arr [end], arr [rndm (end + 1)]);
2049 {
2050 j = begin+RANDOM()%len;
2051
2052 tmp = arr[i];
2053 arr[i] = arr[j];
2054 arr[j] = tmp;
2055 }
2056} 2031}
2057 2032
2058/* new function to make monster searching more efficient, and effective! 2033/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2034 * This basically returns a randomized array (in the passed pointer) of
2060 * the spaces to find monsters. In this way, it won't always look for 2035 * the spaces to find monsters. In this way, it won't always look for
2061 * monsters to the north first. However, the size of the array passed 2036 * monsters to the north first. However, the size of the array passed
2062 * covers all the spaces, so within that size, all the spaces within 2037 * covers all the spaces, so within that size, all the spaces within
2063 * the 3x3 area will be searched, just not in a predictable order. 2038 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2039 */
2040void
2065void get_search_arr(int *search_arr) 2041get_search_arr (int *search_arr)
2066{ 2042{
2067 int i; 2043 int i;
2068 2044
2069 for(i = 0; i < SIZEOFFREE; i++) 2045 for (i = 0; i < SIZEOFFREE; i++)
2070 {
2071 search_arr[i] = i; 2046 search_arr[i] = i;
2072 }
2073 2047
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2048 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2049 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2050 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2051}
2078 2052
2079/* 2053/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2054 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2055 * given map at the given coordinates for live objects.
2086 * Perhaps incorrectly, but I'm making the assumption that exclude 2060 * Perhaps incorrectly, but I'm making the assumption that exclude
2087 * is actually want is going to try and move there. We need this info 2061 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move 2062 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2063 * there is capable of.
2090 */ 2064 */
2091 2065int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2066find_dir (maptile *m, int x, int y, object *exclude)
2067{
2093 int i,max=SIZEOFFREE, mflags; 2068 int i, max = SIZEOFFREE, mflags;
2069
2094 sint16 nx, ny; 2070 sint16 nx, ny;
2095 object *tmp; 2071 object *tmp;
2096 mapstruct *mp; 2072 maptile *mp;
2073
2097 MoveType blocked, move_type; 2074 MoveType blocked, move_type;
2098 2075
2099 if (exclude && exclude->head) { 2076 if (exclude && exclude->head_ () != exclude)
2077 {
2100 exclude = exclude->head; 2078 exclude = exclude->head;
2101 move_type = exclude->move_type; 2079 move_type = exclude->move_type;
2102 } else { 2080 }
2081 else
2082 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2083 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2084 move_type = MOVE_ALL;
2085 }
2086
2087 for (i = 1; i < max; i++)
2105 } 2088 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2089 mp = m;
2109 nx = x + freearr_x[i]; 2090 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2091 ny = y + freearr_y[i];
2111 2092
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094
2113 if (mflags & P_OUT_OF_MAP) { 2095 if (mflags & P_OUT_OF_MAP)
2096 max = maxfree[i];
2097 else
2098 {
2099 mapspace &ms = mp->at (nx, ny);
2100
2101 blocked = ms.move_block;
2102
2103 if ((move_type & blocked) == move_type)
2114 max = maxfree[i]; 2104 max = maxfree[i];
2115 } else {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2117
2118 if ((move_type & blocked) == move_type) {
2119 max=maxfree[i];
2120 } else if (mflags & P_IS_ALIVE) { 2105 else if (mflags & P_IS_ALIVE)
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2106 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2124 break; 2110 break;
2125 } 2111
2126 }
2127 if(tmp) { 2112 if (tmp)
2128 return freedir[i]; 2113 return freedir[i];
2129 }
2130 } 2114 }
2131 } 2115 }
2132 } 2116 }
2117
2133 return 0; 2118 return 0;
2134} 2119}
2135 2120
2136/* 2121/*
2137 * distance(object 1, object 2) will return the square of the 2122 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2123 * distance between the two given objects.
2139 */ 2124 */
2140 2125int
2141int distance(const object *ob1, const object *ob2) { 2126distance (const object *ob1, const object *ob2)
2142 int i; 2127{
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2128 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2145 return i;
2146} 2129}
2147 2130
2148/* 2131/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2132 * find_dir_2(delta-x,delta-y) will return a direction in which
2150 * an object which has subtracted the x and y coordinates of another 2133 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2134 * object, needs to travel toward it.
2152 */ 2135 */
2153 2136int
2154int find_dir_2(int x, int y) { 2137find_dir_2 (int x, int y)
2138{
2155 int q; 2139 int q;
2156 2140
2157 if(y) 2141 if (y)
2158 q=x*100/y; 2142 q = x * 100 / y;
2159 else if (x) 2143 else if (x)
2160 q= -300*x; 2144 q = -300 * x;
2161 else 2145 else
2162 return 0; 2146 return 0;
2163 2147
2164 if(y>0) { 2148 if (y > 0)
2149 {
2165 if(q < -242) 2150 if (q < -242)
2166 return 3 ; 2151 return 3;
2167 if (q < -41) 2152 if (q < -41)
2168 return 2 ; 2153 return 2;
2169 if (q < 41) 2154 if (q < 41)
2170 return 1 ; 2155 return 1;
2171 if (q < 242) 2156 if (q < 242)
2172 return 8 ; 2157 return 8;
2173 return 7 ; 2158 return 7;
2174 } 2159 }
2175 2160
2176 if (q < -242) 2161 if (q < -242)
2177 return 7 ; 2162 return 7;
2178 if (q < -41) 2163 if (q < -41)
2179 return 6 ; 2164 return 6;
2180 if (q < 41) 2165 if (q < 41)
2181 return 5 ; 2166 return 5;
2182 if (q < 242) 2167 if (q < 242)
2183 return 4 ; 2168 return 4;
2184 2169
2185 return 3 ; 2170 return 3;
2186}
2187
2188/*
2189 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction).
2192 */
2193
2194int absdir(int d) {
2195 while(d<1) d+=8;
2196 while(d>8) d-=8;
2197 return d;
2198} 2171}
2199 2172
2200/* 2173/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2174 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2175 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2176 */
2204 2177int
2205int dirdiff(int dir1, int dir2) { 2178dirdiff (int dir1, int dir2)
2179{
2206 int d; 2180 int d;
2181
2207 d = abs(dir1 - dir2); 2182 d = abs (dir1 - dir2);
2208 if(d>4) 2183 if (d > 4)
2209 d = 8 - d; 2184 d = 8 - d;
2185
2210 return d; 2186 return d;
2211} 2187}
2212 2188
2213/* peterm: 2189/* peterm:
2214 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2190 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2217 * This basically means that if direction is 15, then it could either go 2193 * This basically means that if direction is 15, then it could either go
2218 * direction 4, 14, or 16 to get back to where we are. 2194 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2195 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2196 * functions.
2221 */ 2197 */
2222
2223int reduction_dir[SIZEOFFREE][3] = { 2198int reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2199 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2200 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2201 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2202 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2203 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2204 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2205 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2206 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2207 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2208 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2209 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2210 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2211 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2212 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2213 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2214 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2215 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2216 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2217 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2218 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2219 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2220 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2221 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2222 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2223 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2224 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2225 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2226 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2227 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2228 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2229 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2230 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2231 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2232 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2233 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2234 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2235 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2236 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2237 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2238 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2239 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2240 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2241 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2242 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2243 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2244 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2245 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2246 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2247 {24, 9, -1}
2248}; /* 48 */
2273 2249
2274/* Recursive routine to step back and see if we can 2250/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2251 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2252 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2253 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2254 * Modified to be map tile aware -.MSW
2279 */ 2255 */
2280 2256int
2281
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2257can_see_monsterP (maptile *m, int x, int y, int dir)
2258{
2283 sint16 dx, dy; 2259 sint16 dx, dy;
2284 int mflags; 2260 int mflags;
2285 2261
2262 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2263 return 0; /* exit condition: invalid direction */
2287 2264
2288 dx = x + freearr_x[dir]; 2265 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2266 dy = y + freearr_y[dir];
2290 2267
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2268 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2269
2293 /* This functional arguably was incorrect before - it was 2270 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2271 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2272 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2273 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or 2274 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2275 * at least its move type.
2299 */ 2276 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2277 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2278 return 0;
2301 2279
2302 /* yes, can see. */ 2280 /* yes, can see. */
2303 if(dir < 9) return 1; 2281 if (dir < 9)
2282 return 1;
2283
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2284 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2285 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2286 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2307} 2287}
2308 2288
2309
2310
2311/* 2289/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2290 * can_pick(picker, item): finds out if an object is possible to be
2313 * picked up by the picker. Returnes 1 if it can be 2291 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2292 * picked up, otherwise 0.
2315 * 2293 *
2316 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2294 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2317 * core dumps if they do. 2295 * core dumps if they do.
2318 * 2296 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2297 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2298 */
2321 2299int
2322int can_pick(const object *who, const object *item) { 2300can_pick (const object *who, const object *item)
2301{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2305}
2328
2329 2306
2330/* 2307/*
2331 * create clone from object to another 2308 * create clone from object to another
2332 */ 2309 */
2333object *object_create_clone (object *asrc) { 2310object *
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2311object::deep_clone ()
2312{
2313 assert (("deep_clone called on non-head object", is_head ()));
2335 2314
2336 if(!asrc) return NULL; 2315 object *dst = clone ();
2337 src = asrc;
2338 if(src->head)
2339 src = src->head;
2340 2316
2341 prev = NULL; 2317 object *prev = dst;
2342 for(part = src; part; part = part->more) { 2318 for (object *part = this->more; part; part = part->more)
2343 tmp = get_object(); 2319 {
2344 copy_object(part,tmp); 2320 object *tmp = part->clone ();
2345 tmp->x -= src->x;
2346 tmp->y -= src->y;
2347 if(!part->head) {
2348 dst = tmp;
2349 tmp->head = NULL;
2350 } else {
2351 tmp->head = dst; 2321 tmp->head = dst;
2352 }
2353 tmp->more = NULL;
2354 if(prev)
2355 prev->more = tmp; 2322 prev->more = tmp;
2356 prev = tmp; 2323 prev = tmp;
2357 } 2324 }
2358 /*** copy inventory ***/ 2325
2359 for(item = src->inv; item; item = item->below) { 2326 for (object *item = inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2327 insert_ob_in_ob (item->deep_clone (), dst);
2361 }
2362 2328
2363 return dst; 2329 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372}
2373
2374/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */
2380
2381object* load_object_str(const char *obstr)
2382{
2383 object *op;
2384 char filename[MAX_BUF];
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2386
2387 FILE *tempfile=fopen(filename,"w");
2388 if (tempfile == NULL)
2389 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n");
2391 return NULL;
2392 };
2393 fprintf(tempfile,obstr);
2394 fclose(tempfile);
2395
2396 op=get_object();
2397
2398 object_thawer thawer (filename);
2399
2400 if (thawer)
2401 load_object(thawer,op,0);
2402
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED);
2405
2406 return op;
2407} 2330}
2408 2331
2409/* This returns the first object in who's inventory that 2332/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2333 * has the same type and subtype match.
2411 * returns NULL if no match. 2334 * returns NULL if no match.
2412 */ 2335 */
2336object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2337find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2338{
2415 object *tmp;
2416
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2339 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2340 if (tmp->type == type && tmp->subtype == subtype)
2341 return tmp;
2419 2342
2420 return NULL; 2343 return 0;
2421} 2344}
2422 2345
2423/* If ob has a field named key, return the link from the list, 2346const shstr &
2424 * otherwise return NULL. 2347object::kv_get (const shstr &key) const
2425 * 2348{
2426 * key must be a passed in shared string - otherwise, this won't 2349 for (key_value *kv = key_values; kv; kv = kv->next)
2427 * do the desired thing. 2350 if (kv->key == key)
2428 */ 2351 return kv->value;
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2352
2430 key_value * link; 2353 return shstr_null;
2354}
2355
2356void
2357object::kv_set (const shstr &key, const shstr &value)
2358{
2359 for (key_value *kv = key_values; kv; kv = kv->next)
2360 if (kv->key == key)
2361 {
2362 kv->value = value;
2363 return;
2364 }
2365
2366 key_value *kv = new key_value;
2367
2368 kv->next = key_values;
2369 kv->key = key;
2370 kv->value = value;
2371
2372 key_values = kv;
2373}
2374
2375void
2376object::kv_del (const shstr &key)
2377{
2378 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379 if ((*kvp)->key == key)
2380 {
2381 key_value *kv = *kvp;
2382 *kvp = (*kvp)->next;
2383 delete kv;
2384 return;
2385 }
2386}
2387
2388object::depth_iterator::depth_iterator (object *container)
2389: iterator_base (container)
2390{
2391 while (item->inv)
2392 item = item->inv;
2393}
2394
2395void
2396object::depth_iterator::next ()
2397{
2398 if (item->below)
2431 2399 {
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2400 item = item->below;
2433 if (link->key == key) { 2401
2434 return link; 2402 while (item->inv)
2403 item = item->inv;
2404 }
2405 else
2406 item = item->env;
2407}
2408
2409const char *
2410object::flag_desc (char *desc, int len) const
2411{
2412 char *p = desc;
2413 bool first = true;
2414
2415 *p = 0;
2416
2417 for (int i = 0; i < NUM_FLAGS; i++)
2418 {
2419 if (len <= 10) // magic constant!
2420 {
2421 snprintf (p, len, ",...");
2422 break;
2435 } 2423 }
2436 }
2437
2438 return NULL;
2439}
2440 2424
2441/* 2425 if (flag [i])
2442 * Returns the value of op has an extra_field for key, or NULL.
2443 *
2444 * The argument doesn't need to be a shared string.
2445 *
2446 * The returned string is shared.
2447 */
2448const char * get_ob_key_value(const object * op, const char * const key) {
2449 key_value * link;
2450 const char * canonical_key;
2451
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2426 {
2460 return NULL; 2427 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2461 } 2428 len -= cnt;
2462 2429 p += cnt;
2463 /* This is copied from get_ob_key_link() above - 2430 first = false;
2464 * only 4 lines, and saves the function call overhead.
2465 */
2466 for (link = op->key_values; link != NULL; link = link->next) {
2467 if (link->key == canonical_key) {
2468 return link->value;
2469 } 2431 }
2470 } 2432 }
2433
2434 return desc;
2435}
2436
2437// return a suitable string describing an object in enough detail to find it
2438const char *
2439object::debug_desc (char *info) const
2440{
2441 char flagdesc[512];
2442 char info2[256 * 4];
2443 char *p = info;
2444
2445 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2446 count,
2447 uuid.c_str (),
2448 &name,
2449 title ? ",title:\"" : "",
2450 title ? (const char *)title : "",
2451 title ? "\"" : "",
2452 flag_desc (flagdesc, 512), type);
2453
2454 if (!flag[FLAG_REMOVED] && env)
2455 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2456
2457 if (map)
2458 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2459
2460 return info;
2461}
2462
2463const char *
2464object::debug_desc () const
2465{
2466 static char info[3][256 * 4];
2467 static int info_idx;
2468
2469 return debug_desc (info [++info_idx % 3]);
2470}
2471
2472struct region *
2473object::region () const
2474{
2475 return map ? map->region (x, y)
2476 : region::default_region ();
2477}
2478
2479const materialtype_t *
2480object::dominant_material () const
2481{
2482 if (materialtype_t *mt = name_to_material (materialname))
2483 return mt;
2484
2485 return name_to_material (shstr_unknown);
2486}
2487
2488void
2489object::open_container (object *new_container)
2490{
2491 if (container == new_container)
2471 return NULL; 2492 return;
2472}
2473 2493
2494 object *old_container = container;
2474 2495
2475/* 2496 if (old_container)
2476 * Updates the canonical_key in op to value.
2477 *
2478 * canonical_key is a shared string (value doesn't have to be).
2479 *
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys.
2482 *
2483 * Returns TRUE on success.
2484 */
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2486 key_value * field = NULL, *last=NULL;
2487 2497 {
2488 for (field=op->key_values; field != NULL; field=field->next) { 2498 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2489 if (field->key != canonical_key) { 2499 return;
2490 last = field; 2500
2491 continue; 2501#if 0
2502 // remove the "Close old_container" object.
2503 if (object *closer = old_container->inv)
2504 if (closer->type == CLOSE_CON)
2505 closer->destroy ();
2506#endif
2507
2508 // make sure the container is available
2509 esrv_send_item (this, old_container);
2510
2511 old_container->flag [FLAG_APPLIED] = false;
2512 container = 0;
2513
2514 // client needs item update to make it work, client bug requires this to be separate
2515 esrv_update_item (UPD_FLAGS, this, old_container);
2516
2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2518 play_sound (sound_find ("chest_close"));
2519 }
2520
2521 if (new_container)
2522 {
2523 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2524 return;
2525
2526 // TODO: this does not seem to serve any purpose anymore?
2527#if 0
2528 // insert the "Close Container" object.
2529 if (archetype *closer = new_container->other_arch)
2530 {
2531 object *closer = arch_to_object (new_container->other_arch);
2532 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2533 new_container->insert (closer);
2492 } 2534 }
2535#endif
2536
2537 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2538
2539 // make sure the container is available, client bug requires this to be separate
2540 esrv_send_item (this, new_container);
2541
2542 new_container->flag [FLAG_APPLIED] = true;
2543 container = new_container;
2544
2545 // client needs flag change
2546 esrv_update_item (UPD_FLAGS, this, new_container);
2547 esrv_send_inventory (this, new_container);
2548 play_sound (sound_find ("chest_open"));
2493 2549 }
2494 if (value) 2550// else if (!old_container->env && contr && contr->ns)
2495 field->value = value; 2551// contr->ns->floorbox_reset ();
2496 else { 2552}
2497 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load,
2500 * we get this value back again.
2501 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0;
2504 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next;
2508 2553
2509 delete field; 2554object *
2510 } 2555object::force_find (const shstr name)
2511 } 2556{
2512 return TRUE; 2557 /* cycle through his inventory to look for the MARK we want to
2513 } 2558 * place
2514 /* IF we get here, key doesn't exist */ 2559 */
2560 for (object *tmp = inv; tmp; tmp = tmp->below)
2561 if (tmp->type == FORCE && tmp->slaying == name)
2562 return splay (tmp);
2515 2563
2516 /* No field, we'll have to add it. */ 2564 return 0;
2565}
2566
2567void
2568object::force_add (const shstr name, int duration)
2569{
2570 if (object *force = force_find (name))
2571 force->destroy ();
2572
2573 object *force = get_archetype (FORCE_NAME);
2574
2575 force->slaying = name;
2576 force->stats.food = 1;
2577 force->speed_left = -1.f;
2578
2579 force->set_speed (duration ? 1.f / duration : 0.f);
2580 force->flag [FLAG_IS_USED_UP] = true;
2581 force->flag [FLAG_APPLIED] = true;
2582
2583 insert (force);
2584}
2585
2586void
2587object::play_sound (faceidx sound)
2588{
2589 if (!sound)
2590 return;
2591
2592 if (flag [FLAG_REMOVED])
2593 return;
2594
2595 if (env)
2517 2596 {
2518 if (!add_key) { 2597 if (object *pl = in_player ())
2519 return FALSE; 2598 pl->contr->play_sound (sound);
2520 }
2521 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings,
2525 * should pass in ""
2526 */
2527 if (value == NULL) return TRUE;
2528 2599 }
2529 field = new key_value; 2600 else
2530 2601 map->play_sound (sound, x, y);
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538} 2602}
2539 2603
2540/*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2550{
2551 shstr key_ (key);
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553}

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