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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.268 by root, Fri Dec 26 13:33:22 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 1.21 2006/09/09 21:48:28 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 24#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 25#include <stdio.h>
35#include <sys/types.h> 26#include <sys/types.h>
36#include <sys/uio.h> 27#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 28#include <object.h>
39#include <funcpoint.h> 29#include <sproto.h>
40#include <skills.h>
41#include <loader.h> 30#include <loader.h>
42int nrofallocobjects = 0;
43 31
44object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37
38objectvec objects;
39activevec actives;
40
47short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = {
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46};
50short freearr_y[SIZEOFFREE]= 47short freearr_y[SIZEOFFREE] = {
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52};
53int maxfree[SIZEOFFREE]= 53int maxfree[SIZEOFFREE] = {
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
56int freedir[SIZEOFFREE]= { 59int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 60 0,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64};
65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
59 139
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 142compare_ob_value_lists_one (const object *wants, const object *has)
62 key_value * wants_field; 143{
63
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
67 */ 147 */
68 148
69 /* For each field in wants, */ 149 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
71 key_value * has_field; 151 if (has->kv_get (kv->key) != kv->value)
72 152 return false;
73 /* Look for a field in has with the same key. */ 153
74 has_field = get_ob_key_link(has, wants_field->key);
75
76 if (has_field == NULL) {
77 /* No field with that name. */
78 return FALSE;
79 }
80
81 /* Found the matching field. */
82 if (has_field->value != wants_field->value) {
83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89
90 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 155 return true;
92} 156}
93 157
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
159static bool
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 160compare_ob_value_lists (const object *ob1, const object *ob2)
161{
96 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
98 */ 164 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
100} 167}
101 168
102/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 170 * they can be merged together.
104 * 171 *
105 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
108 * 175 *
109 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
110 * 177 *
111 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
112 * check weight 179 * check weight
113 */ 180 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
117{ 182{
118 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
120 return 0; 189 return 0;
121 190
122 if (ob1->speed != ob2->speed) 191 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
123 return 0; 194 return 0;
124 195
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof).
128 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31)
130 return 0;
131
132 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
133 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
134 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
135 * are not equal - just if it has been identified, the been_applied 199 * are not equal - just if it has been identified, the been_applied
136 * flags lose any meaning. 200 * flags lose any meaning.
137 */ 201 */
138 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 204
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 207
144 208 if (ob1->arch->archname != ob2->arch->archname
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 209 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 210 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 211 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 212 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
160 (ob1->attacktype != ob2->attacktype) || 213 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 214 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 215 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 216 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 217 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
166 (ob1->client_type != ob2->client_type) || 220 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 221 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 222 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 223 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 224 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 225 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 226 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 227 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 228 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 229 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 233 return 0;
178 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
179 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
181 */ 244 */
182 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
183 { 246 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 247 if (!(ob1->inv && ob2->inv))
190 return 0; 248 return 0; /* inventories differ in length */
249
250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
253 if (!object::can_merge (ob1->inv, ob2->inv))
254 return 0; /* inventory objects differ */
191 255
192 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 257 * if it is valid.
194 */ 258 */
195 } 259 }
203 267
204 /* Note sure why the following is the case - either the object has to 268 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 269 * be animated or have a very low speed. Is this an attempted monster
206 * check? 270 * check?
207 */ 271 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 273 return 0;
211 274
212 switch (ob1->type) 275 switch (ob1->type)
213 { 276 {
214 case SCROLL: 277 case SCROLL:
215 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
216 return 0; 279 return 0;
217 break; 280 break;
218 } 281 }
219 282
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
221 { 284 {
222 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
224 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
225 return 0; 288
226 else if (!compare_ob_value_lists (ob1, ob2)) 289 if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 290 return 0;
228 } 291 }
229 292
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
232 { 294 {
233 ob1->optimise (); 295 ob1->optimise ();
234 ob2->optimise (); 296 ob2->optimise ();
235 297
236 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
237 return 0; 299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
304 return 0;
305
306 if (k1 == 0)
307 return 1;
308
309 if (!cfperl_can_merge (ob1, ob2))
310 return 0;
311 }
238 } 312 }
239 313
240 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
241 return 1; 315 return 1;
242} 316}
317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
243/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
244 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
247 */ 395 */
248signed long sum_weight(object *op) { 396void
249 signed long sum; 397object::update_weight ()
250 object *inv; 398{
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 399 sint32 sum = 0;
400
401 for (object *op = inv; op; op = op->below)
402 {
252 if (inv->inv) 403 if (op->inv)
253 sum_weight(inv); 404 op->update_weight ();
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 405
406 sum += op->total_weight ();
255 } 407 }
256 if (op->type == CONTAINER && op->stats.Str) 408
257 sum = (sum * (100 - op->stats.Str))/100; 409 sum = weight_adjust_for (this, sum);
258 if(op->carrying != sum) 410
411 if (sum != carrying)
412 {
259 op->carrying = sum; 413 carrying = sum;
260 return sum;
261}
262 414
415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
419}
420
263/** 421/*
264 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
265 */ 423 */
266 424char *
267object *object_get_env_recursive (object *op) {
268 while (op->env != NULL)
269 op = op->env;
270 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284}
285
286/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array.
290 */
291
292void dump_object2(object *op) {
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 425dump_object (object *op)
339 if(op==NULL) { 426{
340 strcpy(errmsg,"[NULL pointer]"); 427 if (!op)
341 return; 428 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 429
347void dump_all_objects(void) { 430 object_freezer freezer;
348 object *op; 431 op->write (freezer);
349 for(op=objects;op!=NULL;op=op->next) { 432 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 433}
354 434
355/* 435/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 436 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
359 */ 439 */
360 440object *
361object *get_nearest_part(object *op, const object *pl) { 441get_nearest_part (object *op, const object *pl)
442{
362 object *tmp,*closest; 443 object *tmp, *closest;
363 int last_dist,i; 444 int last_dist, i;
445
364 if(op->more==NULL) 446 if (!op->more)
365 return op; 447 return op;
448
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 453 closest = tmp, last_dist = i;
454
369 return closest; 455 return closest;
370} 456}
371 457
372/* 458/*
373 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
374 */ 461 */
375 462object *
376object *find_object(tag_t i) { 463find_object (tag_t i)
377 object *op; 464{
378 for(op=objects;op!=NULL;op=op->next) 465 for_all_objects (op)
379 if(op->count==i) 466 if (op->count == i)
380 break;
381 return op; 467 return op;
468
469 return 0;
382} 470}
383 471
384/* 472/*
385 * Returns the first object which has a name equal to the argument. 473 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 474 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 475 * Enables features like "patch <name-of-other-player> food 999"
388 */ 476 */
389 477object *
390object *find_object_name(const char *str) { 478find_object_name (const char *str)
391 const char *name = shstr::find (str); 479{
392 object *op; 480 shstr_cmp str_ (str);
393 for(op=objects;op!=NULL;op=op->next) 481
482 if (str_)
483 for_all_objects (op)
394 if(&op->name == name) 484 if (op->name == str_)
395 break; 485 return op;
396 486
397 return op; 487 return 0;
398}
399
400void free_all_object_data ()
401{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 488}
439 489
440/* 490/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
443 */ 494 */
444void set_owner (object *op, object *owner) 495void
496object::set_owner (object *owner)
445{ 497{
446 if(owner==NULL||op==NULL) 498 // allow objects which own objects
499 if (owner)
500 while (owner->owner)
501 owner = owner->owner;
502
503 if (flag [FLAG_FREED])
504 {
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
447 return; 506 return;
507 }
448 508
449 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid.
455 */
456 while (owner->owner && owner!=owner->owner &&
457 owner->ownercount==owner->owner->count) owner=owner->owner;
458
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 509 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469} 510}
470 511
471/* Set the owner to clone's current owner and set the skill and experience 512int
472 * objects to clone's objects (typically those objects that where the owner's 513object::slottype () const
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{ 514{
483 object *owner = get_owner (clone); 515 if (type == SKILL)
484 if (owner == NULL) { 516 {
485 /* players don't have owners - they own themselves. Update 517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
486 * as appropriate. 518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
487 */ 552 {
488 if (clone->type == PLAYER) owner=clone; 553 current_weapon = chosen_skill = 0;
489 else return; 554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
490 } 569 {
491 set_owner(op, owner); 570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
492 574
575 return true;
493} 576}
494 577
495/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 579 * refcounts and freeing the links.
497 */ 580 */
581static void
498static void free_key_values(object * op) 582free_key_values (object *op)
499{ 583{
500 for (key_value *i = op->key_values; i != 0; ) 584 for (key_value *i = op->key_values; i; )
501 { 585 {
502 key_value *next = i->next; 586 key_value *next = i->next;
503 delete i; 587 delete i;
588
504 i = next; 589 i = next;
505 } 590 }
506 591
507 op->key_values = 0; 592 op->key_values = 0;
508} 593}
509 594
510void object::clear ()
511{
512 attachable_base::clear ();
513
514 free_key_values (this);
515
516 name = 0;
517 name_pl = 0;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/* 595/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object, 596 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 597 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 598 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 600 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 601 * will point at garbage.
579 */ 602 */
580 603void
581void copy_object (object *op2, object *op) 604object::copy_to (object *dst)
582{ 605{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 606 dst->remove ();
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 607 *(object_copy *)dst = *this;
585 608 dst->flag [FLAG_REMOVED] = true;
586 op2->clone (op);
587
588 if (is_freed) SET_FLAG (op, FLAG_FREED);
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
590
591 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
593 609
594 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 611 if (key_values)
596 { 612 {
597 key_value *tail = NULL; 613 key_value *tail = 0;
598 key_value *i;
599
600 op->key_values = NULL; 614 dst->key_values = 0;
601 615
602 for (i = op2->key_values; i != NULL; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
603 { 617 {
604 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
605 619
606 new_link->next = NULL; 620 new_link->next = 0;
607 new_link->key = i->key; 621 new_link->key = i->key;
608 new_link->value = i->value; 622 new_link->value = i->value;
609 623
610 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 625 if (!dst->key_values)
612 { 626 {
613 op->key_values = new_link; 627 dst->key_values = new_link;
614 tail = new_link; 628 tail = new_link;
615 } 629 }
616 else 630 else
617 { 631 {
618 tail->next = new_link; 632 tail->next = new_link;
619 tail = new_link; 633 tail = new_link;
620 } 634 }
621 } 635 }
622 } 636 }
623 637
624 update_ob_speed (op); 638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate ();
642}
643
644void
645object::instantiate ()
646{
647 if (!uuid.seq) // HACK
648 uuid = UUID::gen ();
649
650 speed_left = -0.1f;
651 /* copy the body_info to the body_used - this is only really
652 * need for monsters, but doesn't hurt to do it for everything.
653 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped.
656 */
657 for (int i = NUM_BODY_LOCATIONS; i--; )
658 slot[i].used = slot[i].info;
659
660 attachable::instantiate ();
661}
662
663object *
664object::clone ()
665{
666 object *neu = create ();
667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
669 return neu;
625} 670}
626 671
627/* 672/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 674 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 675 * be called to update the face variable, _and_ how it looks on the map.
631 */ 676 */
632 677void
633void update_turn_face(object *op) { 678update_turn_face (object *op)
679{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 681 return;
682
636 SET_ANIMATION(op, op->direction); 683 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 684 update_object (op, UP_OBJ_FACE);
638} 685}
639 686
640/* 687/*
641 * Updates the speed of an object. If the speed changes from 0 to another 688 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 689 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 690 * This function needs to be called whenever the speed of an object changes.
644 */ 691 */
645 692void
646void update_ob_speed(object *op) { 693object::set_speed (float speed)
647 extern int arch_init; 694{
648 695 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 696 {
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 698 speed = 0;
659#endif
660 } 699 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 700
669 /* process_events() expects us to insert the object at the beginning 701 this->speed = speed;
670 * of the list. */ 702
671 op->active_next = active_objects; 703 if (has_active_speed ())
672 if (op->active_next!=NULL) 704 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 705 else
677 /* If not on the active list, nothing needs to be done */ 706 deactivate ();
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694} 707}
695 708
696/* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704void remove_from_active_list(object *op)
705{
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 709/*
725 * update_object() updates the array which represents the map. 710 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 711 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 712 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 713 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 714 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 715 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 716 * updating that window, though, since update_object() is called _often_)
732 * 717 *
733 * action is a hint of what the caller believes need to be done. 718 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 719 * current action are:
739 * UP_OBJ_INSERT: op was inserted 720 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 721 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 722 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 723 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
744 */ 725 */
745 726void
746void update_object(object *op, int action) { 727update_object (object *op, int action)
747 int update_now=0, flags; 728{
748 MoveType move_on, move_off, move_block, move_slow; 729 if (!op)
749 730 {
750 if (op == NULL) {
751 /* this should never happen */ 731 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
753 return; 733 return;
754 }
755 734 }
756 if(op->env!=NULL) { 735
736 if (!op->is_on_map ())
737 {
757 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
758 * to do in this case. 739 * to do in this case.
759 */ 740 */
760 return; 741 return;
761 }
762
763 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways.
765 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return;
767 742 }
743
768 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 746 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 748#ifdef MANY_CORES
773 abort(); 749 abort ();
774#endif 750#endif
775 return; 751 return;
776 }
777 752 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 753
754 mapspace &m = op->ms ();
755
756 if (!(m.flags_ & P_UPTODATE))
757 /* nop */;
785 if (action == UP_OBJ_INSERT) { 758 else if (action == UP_OBJ_INSERT)
759 {
760 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 767 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 768 || (m.move_off | op->move_off ) != m.move_off
804 769 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 771 * have move_allow right now.
807 */ 772 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 775 m.invalidate ();
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 776 }
814 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 779 * that is being removed.
817 */ 780 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 782 m.invalidate ();
820 } else if (action == UP_OBJ_FACE) { 783 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 784 /* Nothing to do for that case */ ;
822 }
823 else { 785 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 787
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 788 if (op->more)
833 update_object(op->more, action); 789 update_object (op->more, action);
834}
835
836static std::vector<object *> mortals;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844} 790}
845 791
846object::object () 792object::object ()
847{ 793{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 794 SET_FLAG (this, FLAG_REMOVED);
859 795
860 expmul = 1.0; 796 expmul = 1.0;
861 face = blank_face; 797 face = blank_face;
862 attacked_by_count = -1;
863} 798}
864 799
865object::~object () 800object::~object ()
866{ 801{
802 unlink ();
803
804 free_key_values (this);
805}
806
807static int object_count;
808
809void object::link ()
810{
811 assert (!index);//D
812 uuid = UUID::gen ();
813 count = ++object_count;
814
815 refcnt_inc ();
816 objects.insert (this);
817}
818
819void object::unlink ()
820{
821 if (!index)
822 return;
823
824 objects.erase (this);
825 refcnt_dec ();
826}
827
828void
829object::activate ()
830{
831 /* If already on active list, don't do anything */
832 if (active)
833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ())
839 actives.insert (this);
840}
841
842void
843object::activate_recursive ()
844{
845 activate ();
846
847 for (object *op = inv; op; op = op->below)
848 op->activate_recursive ();
849}
850
851/* This function removes object 'op' from the list of active
852 * objects.
853 * This should only be used for style maps or other such
854 * reference maps where you don't want an object that isn't
855 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which
857 * will do the right thing based on the speed of the object.
858 */
859void
860object::deactivate ()
861{
862 /* If not on the active list, nothing needs to be done */
863 if (!active)
864 return;
865
866 actives.erase (this);
867}
868
869void
870object::deactivate_recursive ()
871{
872 for (object *op = inv; op; op = op->below)
873 op->deactivate_recursive ();
874
875 deactivate ();
876}
877
878void
879object::set_flag_inv (int flag, int value)
880{
881 for (object *op = inv; op; op = op->below)
882 {
883 op->flag [flag] = value;
884 op->set_flag_inv (flag, value);
885 }
886}
887
888/*
889 * Remove and free all objects in the inventory of the given object.
890 * object.c ?
891 */
892void
893object::destroy_inv (bool drop_to_ground)
894{
895 // need to check first, because the checks below might segfault
896 // as we might be on an invalid mapspace and crossfire code
897 // is too buggy to ensure that the inventory is empty.
898 // corollary: if you create arrows etc. with stuff in its inventory,
899 // cf will crash below with off-map x and y
900 if (!inv)
901 return;
902
903 /* Only if the space blocks everything do we not process -
904 * if some form of movement is allowed, let objects
905 * drop on that space.
906 */
907 if (!drop_to_ground
908 || !map
909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
911 || ms ().move_block == MOVE_ALL)
912 {
913 while (inv)
914 inv->destroy ();
915 }
916 else
917 { /* Put objects in inventory onto this space */
918 while (inv)
919 {
920 object *op = inv;
921
922 if (op->flag [FLAG_STARTEQUIP]
923 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE
925 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy ();
929 else
930 map->insert (op, x, y);
931 }
932 }
867} 933}
868 934
869object *object::create () 935object *object::create ()
870{ 936{
871 return new object; 937 object *op = new object;
938 op->link ();
939 return op;
872} 940}
873 941
874/* 942static struct freed_map : maptile
875 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for
879 * this function to succeed.
880 *
881 * If free_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground.
883 */
884void
885object::free (bool free_inventory)
886{ 943{
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 944 freed_map ()
888 { 945 {
889 LOG (llevDebug, "Free object called with non removed object\n"); 946 path = "<freed objects map>";
890 dump_object (this); 947 name = "/internal/freed_objects_map";
891#ifdef MANY_CORES 948 width = 3;
892 abort (); 949 height = 3;
893#endif 950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
894 } 955 }
895 956
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 957 ~freed_map ()
897 { 958 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
963void
964object::do_destroy ()
965{
966 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this);
968
969 if (flag [FLAG_FRIENDLY])
899 remove_friendly_object (this); 970 remove_friendly_object (this);
971
972 remove ();
973
974 attachable::do_destroy ();
975
976 deactivate ();
977 unlink ();
978
979 flag [FLAG_FREED] = 1;
980
981 // hack to ensure that freed objects still have a valid map
982 map = &freed_map;
983 x = 1;
984 y = 1;
985
986 if (more)
900 } 987 {
901 988 more->destroy ();
902 if (QUERY_FLAG (this, FLAG_FREED)) 989 more = 0;
903 { 990 }
904 dump_object (this); 991
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 992 head = 0;
993
994 // clear those pointers that likely might cause circular references
995 owner = 0;
996 enemy = 0;
997 attacked_by = 0;
998 current_weapon = 0;
999}
1000
1001void
1002object::destroy ()
1003{
1004 if (destroyed ())
1005 return;
1006
1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
906 return; 1011 return;
907 } 1012 }
908 1013
909 if (more) 1014 destroy_inv (false);
910 {
911 more->free (free_inventory);
912 more = 0;
913 }
914 1015
915 if (inv) 1016 if (is_head ())
916 { 1017 if (sound_destroy)
917 /* Only if the space blocks everything do we not process - 1018 play_sound (sound_destroy);
918 * if some form of movement is allowed, let objects 1019 else if (flag [FLAG_MONSTER])
919 * drop on that space. 1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
920 */
921 if (free_inventory || !map
922 || map->in_memory != MAP_IN_MEMORY
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv;
926 1021
927 while (op) 1022 attachable::destroy ();
928 {
929 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory);
932 op = tmp;
933 }
934 }
935 else
936 { /* Put objects in inventory onto this space */
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 remove_ob (op);
943
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
947 free_object (op);
948 else
949 {
950 op->x = x;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 }
954
955 op = tmp;
956 }
957 }
958 }
959
960 /* Remove object from the active list */
961 speed = 0;
962 update_ob_speed (this);
963
964 SET_FLAG (this, FLAG_FREED);
965
966 mortalise ();
967} 1023}
968 1024
969void 1025/* op->remove ():
970object::mortalise ()
971{
972 count = 0;
973
974 /* Remove this object from the list of used objects */
975 if (prev) prev->next = next;
976 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978
979 free_key_values (this);
980
981 mortals.push_back (this);
982}
983
984/*
985 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)).
987 */
988
989void sub_weight (object *op, signed long weight) {
990 while (op != NULL) {
991 if (op->type == CONTAINER) {
992 weight=(signed long)(weight*(100-op->stats.Str)/100);
993 }
994 op->carrying-=weight;
995 op = op->env;
996 }
997}
998
999/* remove_ob(op):
1000 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
1002 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 1030 * the previous environment.
1005 * Beware: This function is called from the editor as well!
1006 */ 1031 */
1007 1032void
1008void remove_ob(object *op) { 1033object::do_remove ()
1034{
1009 object *tmp,*last=NULL; 1035 object *tmp, *last = 0;
1010 object *otmp; 1036 object *otmp;
1011 tag_t tag;
1012 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 1037
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1038 if (flag [FLAG_REMOVED])
1018 dump_object(op); 1039 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 1040
1021 /* Changed it to always dump core in this case. As has been learned 1041 INVOKE_OBJECT (REMOVE, this);
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035 1042
1036 SET_FLAG(op, FLAG_REMOVED); 1043 flag [FLAG_REMOVED] = true;
1037 1044
1045 if (more)
1046 more->remove ();
1047
1038 /* 1048 /*
1039 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1040 * inventory. 1050 * inventory.
1051 */
1052 if (env)
1053 {
1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1055 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 object *pl = in_player ();
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1041 */ 1066 */
1042 if(op->env!=NULL) { 1067 map = env->map;
1043 if(op->nrof) 1068 x = env->x;
1044 sub_weight(op->env, op->weight*op->nrof); 1069 y = env->y;
1045 else
1046 sub_weight(op->env, op->weight+op->carrying);
1047 1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
1078
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1081 * to save cpu time.
1051 */ 1082 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1083 if (pl)
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1054 fix_player(otmp);
1055
1056 if(op->above!=NULL)
1057 op->above->below=op->below;
1058 else
1059 op->env->inv=op->below;
1060
1061 if(op->below!=NULL)
1062 op->below->above=op->above;
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */ 1085 {
1068 op->x=op->env->x,op->y=op->env->y; 1086 pl->update_stats ();
1069 op->map=op->env->map; 1087
1070 op->above=NULL,op->below=NULL; 1088 if (glow_radius && pl->is_on_map () && pl->map->darklevel () > 0)
1071 op->env=NULL; 1089 update_all_los (pl->map, pl->x, pl->y);
1090 }
1091 }
1092 else if (map)
1093 {
1094 map->dirty = true;
1095 mapspace &ms = this->ms ();
1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (type == PLAYER) // this == pl(!)
1100 {
1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
1107 --map->players;
1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
1117 }
1118
1119 /* link the object above us */
1120 // re-link, make sure compiler can easily use cmove
1121 *(above ? &above->below : &ms.top) = below;
1122 *(below ? &below->above : &ms.bot) = above;
1123
1124 above = 0;
1125 below = 0;
1126
1127 ms.invalidate ();
1128
1129 if (map->in_memory == MAP_SAVING)
1072 return; 1130 return;
1073 }
1074 1131
1075 /* If we get here, we are removing it from a map */ 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1076 if (op->map == NULL) return;
1077 1133
1078 x = op->x; 1134 if (object *pl = ms.player ())
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 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);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 } 1135 {
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1136 if (pl->container == this)
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1131 /* No point updating the players look faces if he is the object
1132 * being removed.
1133 */
1134
1135 if(tmp->type==PLAYER && tmp!=op) {
1136 /* If a container that the player is currently using somehow gets 1137 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1138 * removed (most likely destroyed), update the player view
1138 * appropriately. 1139 * appropriately.
1139 */ 1140 */
1140 if (tmp->container==op) { 1141 pl->close_container ();
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1142
1142 tmp->container=NULL; 1143 //TODO: the floorbox prev/next might need updating
1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1147 pl->contr->ns->floorbox_update ();
1148 }
1149
1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1151 {
1152 /* No point updating the players look faces if he is the object
1153 * being removed.
1154 */
1155
1156 /* See if object moving off should effect something */
1157 if (check_walk_off
1158 && ((move_type & tmp->move_off)
1159 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1160 {
1161 move_apply (tmp, this, 0);
1162
1163 if (destroyed ())
1164 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1143 } 1165 }
1144 tmp->contr->socket.update_look=1; 1166
1167 last = tmp;
1145 } 1168 }
1146 /* See if player moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1149 1169
1150 move_apply(tmp, op, NULL); 1170 if (affect_los () && map->darklevel () > 0)
1151 if (was_destroyed (op, tag)) {
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 }
1155 }
1156
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158
1159 if(tmp->above == tmp)
1160 tmp->above = NULL;
1161 last=tmp;
1162 }
1163 /* last == NULL of there are no objects on this space */
1164 if (last==NULL) {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y);
1172 }
1173 else
1174 update_object(last, UP_OBJ_REMOVE);
1175
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1177 update_all_los(op->map, op->x, op->y); 1171 update_all_los (map, x, y);
1178 1172 }
1179} 1173}
1180 1174
1181/* 1175/*
1182 * merge_ob(op,top): 1176 * merge_ob(op,top):
1183 * 1177 *
1184 * This function goes through all objects below and including top, and 1178 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1179 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1180 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1181 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1182 */
1189 1183object *
1190object *merge_ob(object *op, object *top) { 1184merge_ob (object *op, object *top)
1185{
1191 if(!op->nrof) 1186 if (!op->nrof)
1192 return 0; 1187 return 0;
1193 if(top==NULL) 1188
1189 if (!top)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1190 for (top = op; top && top->above; top = top->above)
1191 ;
1192
1195 for(;top!=NULL;top=top->below) { 1193 for (; top; top = top->below)
1196 if(top==op) 1194 if (object::can_merge (op, top))
1197 continue;
1198 if (CAN_MERGE(op,top))
1199 { 1195 {
1200 top->nrof+=op->nrof; 1196 top->nrof += op->nrof;
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1197
1202 op->weight = 0; /* Don't want any adjustements now */ 1198 if (object *pl = top->visible_to ())
1203 remove_ob(op); 1199 esrv_update_item (UPD_NROF, pl, top);
1204 free_object(op); 1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1204 op->destroy ();
1205
1205 return top; 1206 return top;
1206 } 1207 }
1207 } 1208
1208 return NULL; 1209 return 0;
1209} 1210}
1210 1211
1212void
1213object::expand_tail ()
1214{
1215 if (more)
1216 return;
1217
1218 object *prev = this;
1219
1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 {
1222 object *op = arch_to_object (at);
1223
1224 op->name = name;
1225 op->name_pl = name_pl;
1226 op->title = title;
1227
1228 op->head = this;
1229 prev->more = op;
1230
1231 prev = op;
1232 }
1233}
1234
1211/* 1235/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1236 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1213 * job preparing multi-part monsters 1237 * job preparing multi-part monsters.
1214 */ 1238 */
1239object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216 object* tmp; 1241{
1217 if (op->head) 1242 op->remove ();
1218 op=op->head; 1243
1219 for (tmp=op;tmp;tmp=tmp->more){ 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1245 {
1220 tmp->x=x+tmp->arch->clone.x; 1246 tmp->x = x + tmp->arch->x;
1221 tmp->y=y+tmp->arch->clone.y; 1247 tmp->y = y + tmp->arch->y;
1222 } 1248 }
1249
1223 return insert_ob_in_map (op, m, originator, flag); 1250 return insert_ob_in_map (op, m, originator, flag);
1224} 1251}
1225 1252
1226/* 1253/*
1227 * insert_ob_in_map (op, map, originator, flag): 1254 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1255 * This function inserts the object in the two-way linked list
1241 * Return value: 1268 * Return value:
1242 * new object if 'op' was merged with other object 1269 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1270 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1271 * just 'op' otherwise
1245 */ 1272 */
1246 1273object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1275{
1249 object *tmp, *top, *floor=NULL; 1276 op->remove ();
1250 sint16 x,y;
1251 1277
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1278 if (m == &freed_map)//D TODO: remove soon
1253 LOG (llevError, "Trying to insert freed object!\n"); 1279 {//D
1254 return NULL; 1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 }//D
1282
1283 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work
1286 */
1287 if (!xy_normalise (m, op->x, op->y))
1255 } 1288 {
1256 if(m==NULL) { 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1257 dump_object(op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1259 return op; 1290 return 0;
1260 } 1291 }
1261 if(out_of_map(m,op->x,op->y)) { 1292
1262 dump_object(op); 1293 if (object *more = op->more)
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1294 if (!insert_ob_in_map (more, m, originator, flag))
1264#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted.
1268 */
1269 abort();
1270#endif
1271 return op; 1295 return 0;
1272 }
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1274 dump_object(op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1276 return op;
1277 }
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */
1280 1296
1281 object *more = op->more; 1297 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1298
1283 /* We really need the caller to normalize coordinates - if 1299 op->map = m;
1284 * we set the map, that doesn't work if the location is within 1300 mapspace &ms = op->ms ();
1285 * a map and this is straddling an edge. So only if coordinate 1301
1286 * is clear wrong do we normalize it. 1302 /* this has to be done after we translate the coordinates.
1303 */
1304 if (op->nrof && !(flag & INS_NO_MERGE))
1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 if (object::can_merge (op, tmp))
1287 */ 1307 {
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1308 // TODO: we actually want to update tmp, not op,
1289 more->map = get_map_from_coord(m, &more->x, &more->y); 1309 // but some caller surely breaks when we return tmp
1290 } else if (!more->map) { 1310 // from here :/
1291 /* For backwards compatibility - when not dealing with tiled maps, 1311 op->nrof += tmp->nrof;
1292 * more->map should always point to the parent. 1312 tmp->destroy ();
1293 */
1294 more->map = m;
1295 } 1313 }
1296 1314
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1298 if ( ! op->head) 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1317
1300 return NULL; 1318 if (!QUERY_FLAG (op, FLAG_ALIVE))
1319 CLEAR_FLAG (op, FLAG_NO_STEAL);
1320
1321 if (flag & INS_BELOW_ORIGINATOR)
1322 {
1323 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1324 {
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort ();
1301 } 1327 }
1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1333 op->above = originator;
1334 op->below = originator->below;
1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1338 }
1339 else
1302 } 1340 {
1303 CLEAR_FLAG(op,FLAG_REMOVED); 1341 object *floor = 0;
1342 object *top = ms.top;
1304 1343
1305 /* Ideally, the caller figures this out. However, it complicates a lot 1344 /* If there are other objects, then */
1306 * of areas of callers (eg, anything that uses find_free_spot would now 1345 if (top)
1307 * need extra work 1346 {
1308 */ 1347 /*
1309 op->map=get_map_from_coord(m, &op->x, &op->y); 1348 * If there are multiple objects on this space, we do some trickier handling.
1310 x = op->x; 1349 * We've already dealt with merging if appropriate.
1311 y = op->y; 1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1360 {
1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1362 floor = tmp;
1312 1363
1313 /* this has to be done after we translate the coordinates. 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1314 */ 1365 {
1315 if(op->nrof && !(flag & INS_NO_MERGE)) { 1366 /* We insert above top, so we want this object below this */
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1367 top = tmp->below;
1317 if (CAN_MERGE(op,tmp)) { 1368 break;
1318 op->nrof+=tmp->nrof; 1369 }
1319 remove_ob(tmp); 1370
1320 free_object(tmp); 1371 top = tmp;
1321 } 1372 }
1322 }
1323 1373
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1374 /* We let update_position deal with figuring out what the space
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1375 * looks like instead of lots of conditions here.
1326 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1376 * makes things faster, and effectively the same result.
1327 CLEAR_FLAG(op, FLAG_NO_STEAL); 1377 */
1328 1378
1329 if (flag & INS_BELOW_ORIGINATOR) { 1379 /* Have object 'fall below' other objects that block view.
1330 if (originator->map != op->map || originator->x != op->x || 1380 * Unless those objects are exits.
1331 originator->y != op->y) { 1381 * If INS_ON_TOP is used, don't do this processing
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1382 * Need to find the object that in fact blocks view, otherwise
1333 abort(); 1383 * stacking is a bit odd.
1384 */
1385 if (!(flag & INS_ON_TOP)
1386 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility))
1388 {
1389 object *last;
1390
1391 for (last = top; last != floor; last = last->below)
1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1393 break;
1394
1395 /* Check to see if we found the object that blocks view,
1396 * and make sure we have a below pointer for it so that
1397 * we can get inserted below this one, which requires we
1398 * set top to the object below us.
1399 */
1400 if (last && last->below && last != floor)
1401 top = last->below;
1402 }
1403 } /* If objects on this space */
1404
1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1406 top = floor;
1407
1408 // insert object above top, or bottom-most if top = 0
1409 if (!top)
1410 {
1411 op->below = 0;
1412 op->above = ms.bot;
1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1334 } 1416 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else { 1417 else
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /*
1346 * If there are multiple objects on this space, we do some trickier handling.
1347 * We've already dealt with merging if appropriate.
1348 * Generally, we want to put the new object on top. But if
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1350 * floor, we want to insert above that and no further.
1351 * Also, if there are spell objects on this space, we stop processing
1352 * once we get to them. This reduces the need to traverse over all of
1353 * them when adding another one - this saves quite a bit of cpu time
1354 * when lots of spells are cast in one area. Currently, it is presumed
1355 * that flying non pickable objects are spell objects.
1356 */
1357
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above;
1371 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1402
1403 /* Top is the object that our object (op) is going to get inserted above.
1404 */ 1418 {
1405
1406 /* First object on this space */
1407 if (!top) {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y);
1409 if (op->above) op->above->below = op;
1410 op->below = NULL;
1411 SET_MAP_OB(op->map, op->x, op->y, op);
1412 } else { /* get inserted into the stack above top */
1413 op->above = top->above; 1419 op->above = top->above;
1414 if (op->above) op->above->below = op;
1415 op->below = top;
1416 top->above = op; 1420 top->above = op;
1421
1422 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op;
1417 } 1424 }
1418 if (op->above==NULL) 1425 }
1419 SET_MAP_TOP(op->map,op->x, op->y, op);
1420 } /* else not INS_BELOW_ORIGINATOR */
1421 1426
1422 if(op->type==PLAYER) 1427 if (op->type == PLAYER)
1428 {
1423 op->contr->do_los=1; 1429 op->contr->do_los = 1;
1430 ++op->map->players;
1431 op->map->touch ();
1432 }
1424 1433
1425 /* If we have a floor, we know the player, if any, will be above 1434 op->map->dirty = true;
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1430 if (tmp->type == PLAYER)
1431 tmp->contr->socket.update_look=1;
1432 }
1433 1435
1436 if (object *pl = ms.player ())
1437 //TODO: the floorbox prev/next might need updating
1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1440 if (pl->contr->ns)
1441 pl->contr->ns->floorbox_update ();
1442
1434 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1444 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players 1445 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1441 * of effect may be sufficient. 1450 * of effect may be sufficient.
1442 */ 1451 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darklevel () > 0)
1453 {
1454 op->ms ().invalidate ();
1444 update_all_los(op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1445 1457
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1449 1460
1461 INVOKE_OBJECT (INSERT, op);
1450 1462
1451 /* Don't know if moving this to the end will break anything. However, 1463 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this. 1464 * we want to have floorbox_update called before calling this.
1453 * 1465 *
1454 * check_move_on() must be after this because code called from 1466 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like 1467 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by 1468 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object(). 1469 * update_object().
1458 */ 1470 */
1459 1471
1460 /* if this is not the head or flag has been passed, don't check walk on status */ 1472 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1474 {
1463 if (check_move_on(op, originator)) 1475 if (check_move_on (op, originator))
1464 return NULL; 1476 return 0;
1465 1477
1466 /* If we are a multi part object, lets work our way through the check 1478 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1479 * walk on's.
1468 */ 1480 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1481 for (object *tmp = op->more; tmp; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1482 if (check_move_on (tmp, originator))
1471 return NULL; 1483 return 0;
1472 } 1484 }
1485
1473 return op; 1486 return op;
1474} 1487}
1475 1488
1476/* this function inserts an object in the map, but if it 1489/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1490 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1491 * op is the object to insert it under: supplies x and the map.
1479 */ 1492 */
1493void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1494replace_insert_ob_in_map (const char *arch_string, object *op)
1481 object *tmp; 1495{
1482 object *tmp1;
1483
1484 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1485 1497
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1500 tmp->destroy ();
1489 free_object(tmp);
1490 }
1491 }
1492 1501
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1494 1503
1495 1504 tmp->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1505 tmp->y = op->y;
1506
1497 insert_ob_in_map(tmp1,op->map,op,0); 1507 insert_ob_in_map (tmp, op->map, op, 0);
1498}
1499
1500/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array.
1506 */
1507
1508object *get_split_ob(object *orig_ob, uint32 nr) {
1509 object *newob;
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511
1512 if(orig_ob->nrof<nr) {
1513 sprintf(errmsg,"There are only %d %ss.",
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1515 return NULL;
1516 }
1517 newob = object_create_clone(orig_ob);
1518 if((orig_ob->nrof-=nr)<1) {
1519 if ( ! is_removed)
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) {
1524 if(orig_ob->env!=NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL;
1531 }
1532 }
1533 newob->nrof=nr;
1534
1535 return newob;
1536} 1508}
1537 1509
1510object *
1511object::insert_at (object *where, object *originator, int flags)
1512{
1513 if (where->env)
1514 return where->env->insert (this);
1515 else
1516 return where->map->insert (this, where->x, where->y, originator, flags);
1517}
1518
1538/* 1519/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1520 * decrease(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1521 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1522 * is subsequently removed and freed.
1542 * 1523 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1524 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1525 */
1545 1526bool
1546object *decrease_ob_nr (object *op, uint32 i) 1527object::decrease (sint32 nr)
1547{ 1528{
1548 object *tmp; 1529 if (!nr)
1549 player *pl; 1530 return true;
1550 1531
1551 if (i == 0) /* objects with op->nrof require this check */ 1532 nr = min (nr, nrof);
1533
1534 if (nrof > nr)
1535 {
1536 nrof -= nr;
1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538
1539 if (object *pl = visible_to ())
1540 esrv_update_item (UPD_NROF, pl, this);
1541
1542 return true;
1543 }
1544 else
1545 {
1546 destroy ();
1547 return false;
1548 }
1549}
1550
1551/*
1552 * split(ob,nr) splits up ob into two parts. The part which
1553 * is returned contains nr objects, and the remaining parts contains
1554 * the rest (or is removed and returned if that number is 0).
1555 * On failure, NULL is returned.
1556 */
1557object *
1558object::split (sint32 nr)
1559{
1560 int have = number_of ();
1561
1562 if (have < nr)
1563 return 0;
1564 else if (have == nr)
1565 {
1566 remove ();
1567 return this;
1568 }
1569 else
1570 {
1571 decrease (nr);
1572
1573 object *op = deep_clone ();
1574 op->nrof = nr;
1552 return op; 1575 return op;
1553
1554 if (i > op->nrof)
1555 i = op->nrof;
1556
1557 if (QUERY_FLAG (op, FLAG_REMOVED))
1558 { 1576 }
1559 op->nrof -= i; 1577}
1578
1579object *
1580insert_ob_in_ob (object *op, object *where)
1581{
1582 if (!where)
1560 } 1583 {
1561 else if (op->env != NULL) 1584 char *dump = dump_object (op);
1562 { 1585 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1563 /* is this object in the players inventory, or sub container 1586 free (dump);
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 }
1579
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op);
1588 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above)
1606 if (tmp->type == PLAYER) {
1607 if (op->nrof)
1608 esrv_send_item(tmp, op);
1609 else
1610 esrv_del_item(tmp->contr, op->count);
1611 }
1612 }
1613
1614 if (op->nrof) {
1615 return op; 1587 return op;
1616 } else { 1588 }
1617 free_object (op); 1589
1618 return NULL; 1590 if (where->head_ () != where)
1619 } 1591 {
1620} 1592 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 1593 where = where->head;
1622/*
1623 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying.
1625 */
1626
1627void add_weight (object *op, signed long weight) {
1628 while (op!=NULL) {
1629 if (op->type == CONTAINER) {
1630 weight=(signed long)(weight*(100-op->stats.Str)/100);
1631 }
1632 op->carrying+=weight;
1633 op=op->env;
1634 } 1594 }
1635}
1636 1595
1596 return where->insert (op);
1597}
1598
1637/* 1599/*
1638 * insert_ob_in_ob(op,environment): 1600 * env->insert (op)
1639 * This function inserts the object op in the linked list 1601 * This function inserts the object op in the linked list
1640 * inside the object environment. 1602 * inside the object environment.
1641 * 1603 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * The function returns now pointer to inserted item, and return value can 1604 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1605 * be != op, if items are merged. -Tero
1649 */ 1606 */
1650 1607object *
1651object *insert_ob_in_ob(object *op,object *where) { 1608object::insert (object *op)
1652 object *tmp, *otmp; 1609{
1653
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1655 dump_object(op);
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) { 1610 if (op->more)
1611 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1613 return op;
1673 } 1614 }
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1615
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1616 op->remove ();
1617
1618 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1619
1676 if(op->nrof) { 1620 if (op->nrof)
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1621 for (object *tmp = inv; tmp; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1622 if (object::can_merge (tmp, op))
1623 {
1679 /* return the original object and remove inserted object 1624 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1625 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1626 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1627
1683 * tmp->nrof, we need to increase the weight. 1628 if (object *pl = tmp->visible_to ())
1684 */ 1629 esrv_update_item (UPD_NROF, pl, tmp);
1685 add_weight (where, op->weight*op->nrof); 1630
1686 SET_FLAG(op, FLAG_REMOVED); 1631 adjust_weight (this, op->total_weight ());
1687 free_object(op); /* free the inserted object */ 1632
1633 op->destroy ();
1688 op = tmp; 1634 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1635 goto inserted;
1690 CLEAR_FLAG(op, FLAG_REMOVED);
1691 break;
1692 } 1636 }
1693 1637
1694 /* I assume combined objects have no inventory 1638 op->owner = 0; // it's his/hers now. period.
1695 * We add the weight - this object could have just been removed 1639 op->map = 0;
1696 * (if it was possible to merge). calling remove_ob will subtract 1640 op->x = 0;
1697 * the weight, so we need to add it in again, since we actually do 1641 op->y = 0;
1698 * the linking below
1699 */
1700 add_weight (where, op->weight*op->nrof);
1701 } else
1702 add_weight (where, (op->weight+op->carrying));
1703 1642
1704 otmp=is_player_inv(where);
1705 if (otmp&&otmp->contr!=NULL) {
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp);
1708 }
1709
1710 op->map=NULL;
1711 op->env=where;
1712 op->above=NULL; 1643 op->above = 0;
1713 op->below=NULL; 1644 op->below = inv;
1714 op->x=0,op->y=0; 1645 op->env = this;
1715 1646
1647 if (inv)
1648 inv->above = op;
1649
1650 inv = op;
1651
1652 op->flag [FLAG_REMOVED] = 0;
1653
1654 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op);
1656
1657 adjust_weight (this, op->total_weight ());
1658
1659inserted:
1716 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1661 if (op->glow_radius && is_on_map () && map->darklevel () > 0)
1718 { 1662 {
1719#ifdef DEBUG_LIGHTS 1663 update_stats ();
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1664 update_all_los (map, x, y);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1724 } 1665 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1667 // if this is a player's inventory, update stats
1668 update_stats ();
1725 1669
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1670 INVOKE_OBJECT (INSERT, this);
1727 * It sure simplifies this function... 1671
1728 */
1729 if (where->inv==NULL)
1730 where->inv=op;
1731 else {
1732 op->below = where->inv;
1733 op->below->above = op;
1734 where->inv = op;
1735 }
1736 return op; 1672 return op;
1737} 1673}
1738 1674
1739/* 1675/*
1740 * Checks if any objects has a move_type that matches objects 1676 * Checks if any objects has a move_type that matches objects
1754 * 1690 *
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1691 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1692 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1693 * on top.
1758 */ 1694 */
1759 1695int
1760int check_move_on (object *op, object *originator) 1696check_move_on (object *op, object *originator)
1761{ 1697{
1762 object *tmp; 1698 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1699 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1700 int x = op->x, y = op->y;
1701
1766 MoveType move_on, move_slow, move_block; 1702 MoveType move_on, move_slow, move_block;
1767 1703
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1704 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1705 return 0;
1770 1706
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1707 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1708 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1709 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1710
1777 /* if nothing on this space will slow op down or be applied, 1711 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1712 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1713 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1714 * as walking.
1781 */ 1715 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1716 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 1717 return 0;
1784 1718
1785 /* This is basically inverse logic of that below - basically, 1719 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 1720 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is 1721 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 1722 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1723 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 1724 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1725 return 0;
1792 1726
1793 /* The objects have to be checked from top to bottom. 1727 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1728 * Hence, we first go to the top:
1795 */ 1729 */
1796 1730
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1731 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 1732 {
1799 /* Trim the search when we find the first other spell effect 1733 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 1734 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 1735 * we don't need to check all of them.
1802 */ 1736 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1737 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1738 break;
1739 }
1740
1741 for (; tmp; tmp = tmp->below)
1804 } 1742 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1743 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1744 continue; /* Can't apply yourself */
1807 1745
1808 /* Check to see if one of the movement types should be slowed down. 1746 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1747 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1748 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually 1749 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty. 1750 * swim on that space, can't use it to avoid the penalty.
1813 */ 1751 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1752 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1753 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1754 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1755 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1756 {
1818 1757
1819 float diff; 1758 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1759 diff = tmp->move_slow_penalty * fabs (op->speed);
1760
1822 if (op->type == PLAYER) { 1761 if (op->type == PLAYER)
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1762 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1763 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1764 diff /= 4.0;
1826 } 1765
1827 }
1828 op->speed_left -= diff; 1766 op->speed_left -= diff;
1829 } 1767 }
1830 } 1768 }
1831 1769
1832 /* Basically same logic as above, except now for actual apply. */ 1770 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1771 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1772 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 1773 {
1837 move_apply(tmp, op, originator); 1774 move_apply (tmp, op, originator);
1775
1838 if (was_destroyed (op, tag)) 1776 if (op->destroyed ())
1839 return 1; 1777 return 1;
1840 1778
1841 /* what the person/creature stepped onto has moved the object 1779 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1780 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1781 * have a feeling strange problems would result.
1844 */ 1782 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 1783 if (op->map != m || op->x != x || op->y != y)
1784 return 0;
1846 } 1785 }
1847 } 1786 }
1787
1848 return 0; 1788 return 0;
1849} 1789}
1850 1790
1851/* 1791/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1792 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1793 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1794 * The first matching object is returned, or NULL if none.
1855 */ 1795 */
1856 1796object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1797present_arch (const archetype *at, maptile *m, int x, int y)
1858 object *tmp; 1798{
1859 if(m==NULL || out_of_map(m,x,y)) { 1799 if (!m || out_of_map (m, x, y))
1800 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1802 return NULL;
1862 } 1803 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1804
1864 if(tmp->arch == at) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1806 if (tmp->arch->archname == at->archname)
1865 return tmp; 1807 return tmp;
1808
1866 return NULL; 1809 return NULL;
1867} 1810}
1868 1811
1869/* 1812/*
1870 * present(type, map, x, y) searches for any objects with 1813 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1814 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1815 * The first matching object is returned, or NULL if none.
1873 */ 1816 */
1874 1817object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1818present (unsigned char type, maptile *m, int x, int y)
1876 object *tmp; 1819{
1877 if(out_of_map(m,x,y)) { 1820 if (out_of_map (m, x, y))
1821 {
1878 LOG(llevError,"Present called outside map.\n"); 1822 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1823 return NULL;
1880 } 1824 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1825
1826 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if(tmp->type==type) 1827 if (tmp->type == type)
1883 return tmp; 1828 return tmp;
1829
1884 return NULL; 1830 return NULL;
1885} 1831}
1886 1832
1887/* 1833/*
1888 * present_in_ob(type, object) searches for any objects with 1834 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1835 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1836 * The first matching object is returned, or NULL if none.
1891 */ 1837 */
1892 1838object *
1893object *present_in_ob(unsigned char type, const object *op) { 1839present_in_ob (unsigned char type, const object *op)
1894 object *tmp; 1840{
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1841 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 1842 if (tmp->type == type)
1897 return tmp; 1843 return tmp;
1844
1898 return NULL; 1845 return NULL;
1899} 1846}
1900 1847
1901/* 1848/*
1902 * present_in_ob (type, str, object) searches for any objects with 1849 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1857 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1858 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1859 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1860 * to be unique.
1914 */ 1861 */
1915 1862object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 1863present_in_ob_by_name (int type, const char *str, const object *op)
1917 object *tmp; 1864{
1918
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1865 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1866 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1867 return tmp;
1922 } 1868
1923 return NULL; 1869 return 0;
1924} 1870}
1925 1871
1926/* 1872/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1873 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1874 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1930 */ 1876 */
1931 1877object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 1878present_arch_in_ob (const archetype *at, const object *op)
1933 object *tmp; 1879{
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if( tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1936 return tmp; 1882 return tmp;
1883
1937 return NULL; 1884 return NULL;
1938} 1885}
1939 1886
1940/* 1887/*
1941 * activate recursively a flag on an object inventory 1888 * activate recursively a flag on an object inventory
1942 */ 1889 */
1890void
1943void flag_inv(object*op, int flag){ 1891flag_inv (object *op, int flag)
1944 object *tmp; 1892{
1945 if(op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894 {
1947 SET_FLAG(tmp, flag); 1895 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 1896 flag_inv (tmp, flag);
1949 } 1897 }
1898}
1899
1950}/* 1900/*
1951 * desactivate recursively a flag on an object inventory 1901 * deactivate recursively a flag on an object inventory
1952 */ 1902 */
1903void
1953void unflag_inv(object*op, int flag){ 1904unflag_inv (object *op, int flag)
1954 object *tmp; 1905{
1955 if(op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 {
1957 CLEAR_FLAG(tmp, flag); 1908 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 1909 unflag_inv (tmp, flag);
1959 } 1910 }
1960}
1961
1962/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function.
1967 */
1968
1969void set_cheat(object *op) {
1970 SET_FLAG(op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ);
1972} 1911}
1973 1912
1974/* 1913/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 1914 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain 1915 * a spot at the given map and coordinates which will be able to contain
1978 * to search (see the freearr_x/y[] definition). 1917 * to search (see the freearr_x/y[] definition).
1979 * It returns a random choice among the alternatives found. 1918 * It returns a random choice among the alternatives found.
1980 * start and stop are where to start relative to the free_arr array (1,9 1919 * start and stop are where to start relative to the free_arr array (1,9
1981 * does all 4 immediate directions). This returns the index into the 1920 * does all 4 immediate directions). This returns the index into the
1982 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1921 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1983 * Note - this only checks to see if there is space for the head of the
1984 * object - if it is a multispace object, this should be called for all
1985 * pieces.
1986 * Note2: This function does correctly handle tiled maps, but does not 1922 * Note: This function does correctly handle tiled maps, but does not
1987 * inform the caller. However, insert_ob_in_map will update as 1923 * inform the caller. However, insert_ob_in_map will update as
1988 * necessary, so the caller shouldn't need to do any special work. 1924 * necessary, so the caller shouldn't need to do any special work.
1989 * Note - updated to take an object instead of archetype - this is necessary 1925 * Note - updated to take an object instead of archetype - this is necessary
1990 * because arch_blocked (now ob_blocked) needs to know the movement type 1926 * because arch_blocked (now ob_blocked) needs to know the movement type
1991 * to know if the space in question will block the object. We can't use 1927 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been 1928 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 1929 * customized, changed states, etc.
1994 */ 1930 */
1995 1931int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1932find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1933{
1934 int altern[SIZEOFFREE];
1997 int i,index=0, flag; 1935 int index = 0, flag;
1998 static int altern[SIZEOFFREE];
1999 1936
2000 for(i=start;i<stop;i++) { 1937 for (int i = start; i < stop; i++)
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1938 {
2002 if(!flag) 1939 mapxy pos (m, x, y); pos.move (i);
1940
1941 if (!pos.normalise ())
1942 continue;
1943
1944 mapspace &ms = *pos;
1945
1946 if (ms.flags () & P_IS_ALIVE)
1947 continue;
1948
1949 /* However, often
1950 * ob doesn't have any move type (when used to place exits)
1951 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1952 */
1953 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1954 {
2003 altern[index++]=i; 1955 altern [index++] = i;
1956 continue;
1957 }
2004 1958
2005 /* Basically, if we find a wall on a space, we cut down the search size. 1959 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 1960 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 1961 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 1962 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 1963 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 1964 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 1965 * won't look 2 spaces south of the target space.
2012 */ 1966 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1967 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1968 {
2014 stop=maxfree[i]; 1969 stop = maxfree[i];
2015 } 1970 continue;
2016 if(!index) return -1; 1971 }
2017 return altern[RANDOM()%index];
2018}
2019 1972
1973 /* Note it is intentional that we check ob - the movement type of the
1974 * head of the object should correspond for the entire object.
1975 */
1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1977 continue;
1978
1979 if (ob->blocked (pos.m, pos.x, pos.y))
1980 continue;
1981
1982 altern [index++] = i;
1983 }
1984
1985 if (!index)
1986 return -1;
1987
1988 return altern [rndm (index)];
1989}
1990
2020/* 1991/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 1994 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 1996 */
2026 1997int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028 int i; 1999{
2029 for(i=0;i<SIZEOFFREE;i++) { 2000 for (int i = 0; i < SIZEOFFREE; i++)
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2001 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2002 return i;
2032 } 2003
2033 return -1; 2004 return -1;
2034} 2005}
2035 2006
2036/* 2007/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2039 */ 2011 */
2012static void
2040static void permute(int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2041{ 2014{
2042 int i, j, tmp, len; 2015 arr += begin;
2016 end -= begin;
2043 2017
2044 len = end-begin; 2018 while (--end)
2045 for(i = begin; i < end; i++) 2019 swap (arr [end], arr [rndm (end + 1)]);
2046 {
2047 j = begin+RANDOM()%len;
2048
2049 tmp = arr[i];
2050 arr[i] = arr[j];
2051 arr[j] = tmp;
2052 }
2053} 2020}
2054 2021
2055/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed 2025 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within 2026 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order. 2027 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2028 */
2029void
2062void get_search_arr(int *search_arr) 2030get_search_arr (int *search_arr)
2063{ 2031{
2064 int i; 2032 int i;
2065 2033
2066 for(i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2067 {
2068 search_arr[i] = i; 2035 search_arr[i] = i;
2069 }
2070 2036
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2040}
2075 2041
2076/* 2042/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2043 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2044 * given map at the given coordinates for live objects.
2083 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * Perhaps incorrectly, but I'm making the assumption that exclude
2084 * is actually want is going to try and move there. We need this info 2050 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move 2051 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2052 * there is capable of.
2087 */ 2053 */
2088 2054int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2055find_dir (maptile *m, int x, int y, object *exclude)
2056{
2090 int i,max=SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2058
2091 sint16 nx, ny; 2059 sint16 nx, ny;
2092 object *tmp; 2060 object *tmp;
2093 mapstruct *mp; 2061 maptile *mp;
2062
2094 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2095 2064
2096 if (exclude && exclude->head) { 2065 if (exclude && exclude->head_ () != exclude)
2066 {
2097 exclude = exclude->head; 2067 exclude = exclude->head;
2098 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2099 } else { 2069 }
2070 else
2071 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2073 move_type = MOVE_ALL;
2074 }
2075
2076 for (i = 1; i < max; i++)
2102 } 2077 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2078 mp = m;
2106 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2108 2081
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2110 if (mflags & P_OUT_OF_MAP) { 2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i];
2086 else
2087 {
2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type)
2111 max = maxfree[i]; 2093 max = maxfree[i];
2112 } else {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2114
2115 if ((move_type & blocked) == move_type) {
2116 max=maxfree[i];
2117 } else if (mflags & P_IS_ALIVE) { 2094 else if (mflags & P_IS_ALIVE)
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2095 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2121 break; 2099 break;
2122 } 2100
2123 }
2124 if(tmp) { 2101 if (tmp)
2125 return freedir[i]; 2102 return freedir[i];
2126 }
2127 } 2103 }
2128 } 2104 }
2129 } 2105 }
2106
2130 return 0; 2107 return 0;
2131} 2108}
2132 2109
2133/* 2110/*
2134 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2112 * distance between the two given objects.
2136 */ 2113 */
2137 2114int
2138int distance(const object *ob1, const object *ob2) { 2115distance (const object *ob1, const object *ob2)
2139 int i; 2116{
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2142 return i;
2143} 2118}
2144 2119
2145/* 2120/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another 2122 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2149 */ 2124 */
2150 2125int
2151int find_dir_2(int x, int y) { 2126find_dir_2 (int x, int y)
2127{
2152 int q; 2128 int q;
2153 2129
2154 if(y) 2130 if (y)
2155 q=x*100/y; 2131 q = x * 100 / y;
2156 else if (x) 2132 else if (x)
2157 q= -300*x; 2133 q = -300 * x;
2158 else 2134 else
2159 return 0; 2135 return 0;
2160 2136
2161 if(y>0) { 2137 if (y > 0)
2138 {
2162 if(q < -242) 2139 if (q < -242)
2163 return 3 ; 2140 return 3;
2164 if (q < -41) 2141 if (q < -41)
2165 return 2 ; 2142 return 2;
2166 if (q < 41) 2143 if (q < 41)
2167 return 1 ; 2144 return 1;
2168 if (q < 242) 2145 if (q < 242)
2169 return 8 ; 2146 return 8;
2170 return 7 ; 2147 return 7;
2171 } 2148 }
2172 2149
2173 if (q < -242) 2150 if (q < -242)
2174 return 7 ; 2151 return 7;
2175 if (q < -41) 2152 if (q < -41)
2176 return 6 ; 2153 return 6;
2177 if (q < 41) 2154 if (q < 41)
2178 return 5 ; 2155 return 5;
2179 if (q < 242) 2156 if (q < 242)
2180 return 4 ; 2157 return 4;
2181 2158
2182 return 3 ; 2159 return 3;
2183}
2184
2185/*
2186 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction).
2189 */
2190
2191int absdir(int d) {
2192 while(d<1) d+=8;
2193 while(d>8) d-=8;
2194 return d;
2195} 2160}
2196 2161
2197/* 2162/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2163 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2164 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2165 */
2201 2166int
2202int dirdiff(int dir1, int dir2) { 2167dirdiff (int dir1, int dir2)
2168{
2203 int d; 2169 int d;
2170
2204 d = abs(dir1 - dir2); 2171 d = abs (dir1 - dir2);
2205 if(d>4) 2172 if (d > 4)
2206 d = 8 - d; 2173 d = 8 - d;
2174
2207 return d; 2175 return d;
2208} 2176}
2209 2177
2210/* peterm: 2178/* peterm:
2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2179 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2214 * This basically means that if direction is 15, then it could either go 2182 * This basically means that if direction is 15, then it could either go
2215 * direction 4, 14, or 16 to get back to where we are. 2183 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2184 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2185 * functions.
2218 */ 2186 */
2219
2220int reduction_dir[SIZEOFFREE][3] = { 2187int reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2188 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2189 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2190 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2191 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2192 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2193 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2194 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2195 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2196 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2197 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2198 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2199 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2200 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2201 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2202 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2203 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2204 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2205 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2206 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2207 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2208 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2209 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2210 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2211 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2212 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2213 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2214 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2215 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2216 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2217 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2218 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2219 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2220 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2221 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2222 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2223 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2224 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2225 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2226 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2227 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2228 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2229 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2230 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2231 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2232 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2233 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2234 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2235 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2236 {24, 9, -1}
2237}; /* 48 */
2270 2238
2271/* Recursive routine to step back and see if we can 2239/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2240 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2241 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2242 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2243 * Modified to be map tile aware -.MSW
2276 */ 2244 */
2277 2245int
2278
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2246can_see_monsterP (maptile *m, int x, int y, int dir)
2247{
2280 sint16 dx, dy; 2248 sint16 dx, dy;
2281 int mflags; 2249 int mflags;
2282 2250
2251 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2252 return 0; /* exit condition: invalid direction */
2284 2253
2285 dx = x + freearr_x[dir]; 2254 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2255 dy = y + freearr_y[dir];
2287 2256
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2257 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2258
2290 /* This functional arguably was incorrect before - it was 2259 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2260 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2261 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2262 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or 2263 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2264 * at least its move type.
2296 */ 2265 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2266 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2267 return 0;
2298 2268
2299 /* yes, can see. */ 2269 /* yes, can see. */
2300 if(dir < 9) return 1; 2270 if (dir < 9)
2271 return 1;
2272
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2273 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2274 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2275 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2304} 2276}
2305 2277
2306
2307
2308/* 2278/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2279 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be 2280 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2281 * picked up, otherwise 0.
2312 * 2282 *
2313 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2283 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2314 * core dumps if they do. 2284 * core dumps if they do.
2315 * 2285 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2286 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2287 */
2318 2288int
2319int can_pick(const object *who, const object *item) { 2289can_pick (const object *who, const object *item)
2290{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2293 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2294}
2325
2326 2295
2327/* 2296/*
2328 * create clone from object to another 2297 * create clone from object to another
2329 */ 2298 */
2330object *object_create_clone (object *asrc) { 2299object *
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2300object::deep_clone ()
2301{
2302 assert (("deep_clone called on non-head object", is_head ()));
2332 2303
2333 if(!asrc) return NULL; 2304 object *dst = clone ();
2334 src = asrc;
2335 if(src->head)
2336 src = src->head;
2337 2305
2338 prev = NULL; 2306 object *prev = dst;
2339 for(part = src; part; part = part->more) { 2307 for (object *part = this->more; part; part = part->more)
2340 tmp = get_object(); 2308 {
2341 copy_object(part,tmp); 2309 object *tmp = part->clone ();
2342 tmp->x -= src->x;
2343 tmp->y -= src->y;
2344 if(!part->head) {
2345 dst = tmp;
2346 tmp->head = NULL;
2347 } else {
2348 tmp->head = dst; 2310 tmp->head = dst;
2349 }
2350 tmp->more = NULL;
2351 if(prev)
2352 prev->more = tmp; 2311 prev->more = tmp;
2353 prev = tmp; 2312 prev = tmp;
2354 } 2313 }
2355 /*** copy inventory ***/ 2314
2356 for(item = src->inv; item; item = item->below) { 2315 for (object *item = inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2358 }
2359 2317
2360 return dst; 2318 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369}
2370
2371/* GROS - Creates an object using a string representing its content. */
2372/* Basically, we save the content of the string to a temp file, then call */
2373/* load_object on it. I admit it is a highly inefficient way to make things, */
2374/* but it was simple to make and allows reusing the load_object function. */
2375/* Remember not to use load_object_str in a time-critical situation. */
2376/* Also remember that multiparts objects are not supported for now. */
2377
2378object* load_object_str(const char *obstr)
2379{
2380 object *op;
2381 char filename[MAX_BUF];
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2383
2384 FILE *tempfile=fopen(filename,"w");
2385 if (tempfile == NULL)
2386 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n");
2388 return NULL;
2389 };
2390 fprintf(tempfile,obstr);
2391 fclose(tempfile);
2392
2393 op=get_object();
2394
2395 object_thawer thawer (filename);
2396
2397 if (thawer)
2398 load_object(thawer,op,0);
2399
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED);
2402
2403 return op;
2404} 2319}
2405 2320
2406/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2322 * has the same type and subtype match.
2408 * returns NULL if no match. 2323 * returns NULL if no match.
2409 */ 2324 */
2325object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2326find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2327{
2412 object *tmp;
2413
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2328 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2329 if (tmp->type == type && tmp->subtype == subtype)
2330 return tmp;
2416 2331
2417 return NULL; 2332 return 0;
2418} 2333}
2419 2334
2420/* If ob has a field named key, return the link from the list, 2335const shstr &
2421 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2422 * 2337{
2423 * key must be a passed in shared string - otherwise, this won't 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2424 * do the desired thing. 2339 if (kv->key == key)
2425 */ 2340 return kv->value;
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2341
2427 key_value * link; 2342 return shstr_null;
2343}
2344
2345void
2346object::kv_set (const shstr &key, const shstr &value)
2347{
2348 for (key_value *kv = key_values; kv; kv = kv->next)
2349 if (kv->key == key)
2350 {
2351 kv->value = value;
2352 return;
2353 }
2354
2355 key_value *kv = new key_value;
2356
2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2369 {
2370 key_value *kv = *kvp;
2371 *kvp = (*kvp)->next;
2372 delete kv;
2373 return;
2374 }
2375}
2376
2377object::depth_iterator::depth_iterator (object *container)
2378: iterator_base (container)
2379{
2380 while (item->inv)
2381 item = item->inv;
2382}
2383
2384void
2385object::depth_iterator::next ()
2386{
2387 if (item->below)
2428 2388 {
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2389 item = item->below;
2430 if (link->key == key) { 2390
2431 return link; 2391 while (item->inv)
2392 item = item->inv;
2393 }
2394 else
2395 item = item->env;
2396}
2397
2398const char *
2399object::flag_desc (char *desc, int len) const
2400{
2401 char *p = desc;
2402 bool first = true;
2403
2404 *p = 0;
2405
2406 for (int i = 0; i < NUM_FLAGS; i++)
2407 {
2408 if (len <= 10) // magic constant!
2409 {
2410 snprintf (p, len, ",...");
2411 break;
2432 } 2412 }
2433 }
2434
2435 return NULL;
2436}
2437 2413
2438/* 2414 if (flag [i])
2439 * Returns the value of op has an extra_field for key, or NULL.
2440 *
2441 * The argument doesn't need to be a shared string.
2442 *
2443 * The returned string is shared.
2444 */
2445const char * get_ob_key_value(const object * op, const char * const key) {
2446 key_value * link;
2447 const char * canonical_key;
2448
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2415 {
2457 return NULL; 2416 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2458 } 2417 len -= cnt;
2459 2418 p += cnt;
2460 /* This is copied from get_ob_key_link() above - 2419 first = false;
2461 * only 4 lines, and saves the function call overhead.
2462 */
2463 for (link = op->key_values; link != NULL; link = link->next) {
2464 if (link->key == canonical_key) {
2465 return link->value;
2466 } 2420 }
2467 } 2421 }
2422
2423 return desc;
2424}
2425
2426// return a suitable string describing an object in enough detail to find it
2427const char *
2428object::debug_desc (char *info) const
2429{
2430 char flagdesc[512];
2431 char info2[256 * 4];
2432 char *p = info;
2433
2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2435 count,
2436 uuid.c_str (),
2437 &name,
2438 title ? ",title:\"" : "",
2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2441 flag_desc (flagdesc, 512), type);
2442
2443 if (!flag[FLAG_REMOVED] && env)
2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2445
2446 if (map)
2447 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2448
2449 return info;
2450}
2451
2452const char *
2453object::debug_desc () const
2454{
2455 static char info[3][256 * 4];
2456 static int info_idx;
2457
2458 return debug_desc (info [++info_idx % 3]);
2459}
2460
2461struct region *
2462object::region () const
2463{
2464 return map ? map->region (x, y)
2465 : region::default_region ();
2466}
2467
2468const materialtype_t *
2469object::dominant_material () const
2470{
2471 if (materialtype_t *mt = name_to_material (materialname))
2472 return mt;
2473
2474 return name_to_material (shstr_unknown);
2475}
2476
2477void
2478object::open_container (object *new_container)
2479{
2480 if (container == new_container)
2468 return NULL; 2481 return;
2469}
2470 2482
2483 object *old_container = container;
2471 2484
2472/* 2485 if (old_container)
2473 * Updates the canonical_key in op to value.
2474 *
2475 * canonical_key is a shared string (value doesn't have to be).
2476 *
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys.
2479 *
2480 * Returns TRUE on success.
2481 */
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2483 key_value * field = NULL, *last=NULL;
2484 2486 {
2485 for (field=op->key_values; field != NULL; field=field->next) { 2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2486 if (field->key != canonical_key) { 2488 return;
2487 last = field; 2489
2488 continue; 2490#if 0
2491 // remove the "Close old_container" object.
2492 if (object *closer = old_container->inv)
2493 if (closer->type == CLOSE_CON)
2494 closer->destroy ();
2495#endif
2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2500 old_container->flag [FLAG_APPLIED] = false;
2501 container = 0;
2502
2503 // client needs item update to make it work, client bug requires this to be separate
2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2507 play_sound (sound_find ("chest_close"));
2508 }
2509
2510 if (new_container)
2511 {
2512 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2513 return;
2514
2515 // TODO: this does not seem to serve any purpose anymore?
2516#if 0
2517 // insert the "Close Container" object.
2518 if (archetype *closer = new_container->other_arch)
2519 {
2520 object *closer = arch_to_object (new_container->other_arch);
2521 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522 new_container->insert (closer);
2489 } 2523 }
2524#endif
2525
2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2531 new_container->flag [FLAG_APPLIED] = true;
2532 container = new_container;
2533
2534 // client needs flag change
2535 esrv_update_item (UPD_FLAGS, this, new_container);
2536 esrv_send_inventory (this, new_container);
2537 play_sound (sound_find ("chest_open"));
2490 2538 }
2491 if (value) 2539// else if (!old_container->env && contr && contr->ns)
2492 field->value = value; 2540// contr->ns->floorbox_reset ();
2493 else { 2541}
2494 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load,
2497 * we get this value back again.
2498 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next;
2505 2542
2506 delete field; 2543object *
2507 } 2544object::force_find (const shstr name)
2508 } 2545{
2509 return TRUE; 2546 /* cycle through his inventory to look for the MARK we want to
2510 } 2547 * place
2511 /* IF we get here, key doesn't exist */ 2548 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below)
2550 if (tmp->type == FORCE && tmp->slaying == name)
2551 return splay (tmp);
2512 2552
2513 /* No field, we'll have to add it. */ 2553 return 0;
2554}
2555
2556object *
2557object::force_add (const shstr name, int duration)
2558{
2559 if (object *force = force_find (name))
2560 force->destroy ();
2561
2562 object *force = get_archetype (FORCE_NAME);
2563
2564 force->slaying = name;
2565 force->stats.food = 1;
2566 force->speed_left = -1.f;
2567
2568 force->set_speed (duration ? 1.f / duration : 0.f);
2569 force->flag [FLAG_IS_USED_UP] = true;
2570 force->flag [FLAG_APPLIED] = true;
2571
2572 return insert (force);
2573}
2574
2575void
2576object::play_sound (faceidx sound)
2577{
2578 if (!sound)
2579 return;
2580
2581 if (flag [FLAG_REMOVED])
2582 return;
2583
2584 if (env)
2514 2585 {
2515 if (!add_key) { 2586 if (object *pl = in_player ())
2516 return FALSE; 2587 pl->contr->play_sound (sound);
2517 }
2518 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings,
2522 * should pass in ""
2523 */
2524 if (value == NULL) return TRUE;
2525 2588 }
2526 field = new key_value; 2589 else
2527 2590 map->play_sound (sound, x, y);
2528 field->key = canonical_key; 2591}
2529 field->value = value; 2592
2530 /* Usual prepend-addition. */ 2593void
2531 field->next = op->key_values; 2594object::make_noise ()
2532 op->key_values = field; 2595{
2533 2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2534 return TRUE; 2603 return;
2535}
2536 2604
2537/* 2605 // find old force, or create new one
2538 * Updates the key in op to value. 2606 object *force = force_find (shstr_noise_force);
2539 * 2607
2540 * If add_key is FALSE, this will only update existing keys, 2608 if (force)
2541 * and not add new ones. 2609 force->speed = 1.f / 4; // patch old speed up
2542 * In general, should be little reason FALSE is ever passed in for add_key 2610 else
2543 * 2611 force_add (shstr_noise_force, 4);
2544 * Returns TRUE on success.
2545 */
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2547{
2548 shstr key_ (key);
2549 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2612}
2613

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