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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 1.271 by root, Sat Dec 27 04:07:44 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;
37uint32_t mapspace::smellcount;
38
39objectvec objects;
40activevec actives;
41
47short freearr_x[SIZEOFFREE]= 42short 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, 43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 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}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47};
50short freearr_y[SIZEOFFREE]= 48short 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, 49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -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}; 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
53};
53int maxfree[SIZEOFFREE]= 54int 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, 55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 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}; 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
56int freedir[SIZEOFFREE]= { 60int 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, 61 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}; 62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65};
66
67static void
68write_uuid (uval64 skip, bool sync)
69{
70 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip));
72 CALL_ARG_SV (boolSV (sync));
73 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END;
75}
76
77static void
78read_uuid (void)
79{
80 char filename[MAX_BUF];
81
82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0;
94 write_uuid (UUID_GAP, true);
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 UUID::BUF buf;
103 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
107 {
108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1);
110 }
111
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_GAP, true);
115 fclose (fp);
116}
117
118UUID
119UUID::gen ()
120{
121 UUID uid;
122
123 uid.seq = ++cur.seq;
124
125 if (expect_false (cur.seq >= seq_next_save))
126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
131
132 return uid;
133}
134
135void
136UUID::init ()
137{
138 read_uuid ();
139}
59 140
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 143compare_ob_value_lists_one (const object *wants, const object *has)
62 key_value * wants_field; 144{
63
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* 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 146 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
67 */ 148 */
68 149
69 /* For each field in wants, */ 150 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
71 key_value * has_field; 152 if (has->kv_get (kv->key) != kv->value)
72 153 return false;
73 /* Look for a field in has with the same key. */ 154
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. */ 155 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 156 return true;
92} 157}
93 158
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
160static bool
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 161compare_ob_value_lists (const object *ob1, const object *ob2)
162{
96 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
98 */ 165 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
100} 168}
101 169
102/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 171 * they can be merged together.
104 * 172 *
105 * Note that this function appears a lot longer than the macro it 173 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 174 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 175 * reduce this to the same efficiency.
108 * 176 *
109 * Check nrof variable *before* calling CAN_MERGE() 177 * Check nrof variable *before* calling can_merge()
110 * 178 *
111 * Improvements made with merge: Better checking on potion, and also 179 * Improvements made with merge: Better checking on potion, and also
112 * check weight 180 * check weight
113 */ 181 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 182bool object::can_merge_slow (object *ob1, object *ob2)
117{ 183{
118 /* A couple quicksanity checks */ 184 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 185 if (ob1 == ob2
186 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value
189 || ob1->name != ob2->name)
120 return 0; 190 return 0;
121 191
122 if (ob1->speed != ob2->speed) 192 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
123 return 0; 195 return 0;
124 196
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. 197 /* 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 198 * 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 199 * 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 200 * are not equal - just if it has been identified, the been_applied
136 * flags lose any meaning. 201 * flags lose any meaning.
137 */ 202 */
138 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 205
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 208
144 209 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) || 210 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 211 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 212 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 213 || 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) || 214 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 215 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 216 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 217 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 218 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
166 (ob1->client_type != ob2->client_type) || 221 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 222 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 223 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 224 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 225 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 226 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 227 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 228 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 229 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 230 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 234 return 0;
178 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
179 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
181 */ 245 */
182 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
183 { 247 {
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)) 248 if (!(ob1->inv && ob2->inv))
190 return 0; 249 return 0; /* inventories differ in length */
250
251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
254 if (!object::can_merge (ob1->inv, ob2->inv))
255 return 0; /* inventory objects differ */
191 256
192 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 258 * if it is valid.
194 */ 259 */
195 } 260 }
203 268
204 /* Note sure why the following is the case - either the object has to 269 /* 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 270 * be animated or have a very low speed. Is this an attempted monster
206 * check? 271 * check?
207 */ 272 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 274 return 0;
211 275
212 switch (ob1->type) 276 switch (ob1->type)
213 { 277 {
214 case SCROLL: 278 case SCROLL:
215 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
216 return 0; 280 return 0;
217 break; 281 break;
218 } 282 }
219 283
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
221 { 285 {
222 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
224 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
225 return 0; 289
226 else if (!compare_ob_value_lists (ob1, ob2)) 290 if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 291 return 0;
228 } 292 }
229 293
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
232 { 295 {
233 ob1->optimise (); 296 ob1->optimise ();
234 ob2->optimise (); 297 ob2->optimise ();
235 298
236 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
237 return 0; 300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
238 } 313 }
239 314
240 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
241 return 1; 316 return 1;
242} 317}
318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
243/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
244 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
247 */ 396 */
248signed long sum_weight(object *op) { 397void
249 signed long sum; 398object::update_weight ()
250 object *inv; 399{
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 400 sint32 sum = 0;
401
402 for (object *op = inv; op; op = op->below)
403 {
252 if (inv->inv) 404 if (op->inv)
253 sum_weight(inv); 405 op->update_weight ();
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
255 } 408 }
256 if (op->type == CONTAINER && op->stats.Str) 409
257 sum = (sum * (100 - op->stats.Str))/100; 410 sum = weight_adjust_for (this, sum);
258 if(op->carrying != sum) 411
412 if (sum != carrying)
413 {
259 op->carrying = sum; 414 carrying = sum;
260 return sum;
261}
262 415
416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
420}
421
263/** 422/*
264 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
265 */ 424 */
266 425char *
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) { 426dump_object (object *op)
339 if(op==NULL) { 427{
340 strcpy(errmsg,"[NULL pointer]"); 428 if (!op)
341 return; 429 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 430
347void dump_all_objects(void) { 431 object_freezer freezer;
348 object *op; 432 op->write (freezer);
349 for(op=objects;op!=NULL;op=op->next) { 433 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 434}
354 435
355/* 436/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
359 */ 440 */
360 441object *
361object *get_nearest_part(object *op, const object *pl) { 442get_nearest_part (object *op, const object *pl)
443{
362 object *tmp,*closest; 444 object *tmp, *closest;
363 int last_dist,i; 445 int last_dist, i;
446
364 if(op->more==NULL) 447 if (!op->more)
365 return op; 448 return op;
449
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 454 closest = tmp, last_dist = i;
455
369 return closest; 456 return closest;
370} 457}
371 458
372/* 459/*
373 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
374 */ 462 */
375 463object *
376object *find_object(tag_t i) { 464find_object (tag_t i)
377 object *op; 465{
378 for(op=objects;op!=NULL;op=op->next) 466 for_all_objects (op)
379 if(op->count==i) 467 if (op->count == i)
380 break;
381 return op; 468 return op;
469
470 return 0;
382} 471}
383 472
384/* 473/*
385 * Returns the first object which has a name equal to the argument. 474 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
388 */ 477 */
389 478object *
390object *find_object_name(const char *str) { 479find_object_name (const char *str)
391 const char *name = shstr::find (str); 480{
392 object *op; 481 shstr_cmp str_ (str);
393 for(op=objects;op!=NULL;op=op->next) 482
483 if (str_)
484 for_all_objects (op)
394 if(&op->name == name) 485 if (op->name == str_)
395 break; 486 return op;
396 487
397 return op; 488 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} 489}
439 490
440/* 491/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
443 */ 495 */
444void set_owner (object *op, object *owner) 496void
497object::set_owner (object *owner)
445{ 498{
446 if(owner==NULL||op==NULL) 499 // allow objects which own objects
500 if (owner)
501 while (owner->owner)
502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
447 return; 507 return;
508 }
448 509
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; 510 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469} 511}
470 512
471/* Set the owner to clone's current owner and set the skill and experience 513int
472 * objects to clone's objects (typically those objects that where the owner's 514object::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{ 515{
483 object *owner = get_owner (clone); 516 if (type == SKILL)
484 if (owner == NULL) { 517 {
485 /* players don't have owners - they own themselves. Update 518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
486 * as appropriate. 519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
487 */ 553 {
488 if (clone->type == PLAYER) owner=clone; 554 current_weapon = chosen_skill = 0;
489 else return; 555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
490 } 570 {
491 set_owner(op, owner); 571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
492 575
576 return true;
493} 577}
494 578
495/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 580 * refcounts and freeing the links.
497 */ 581 */
582static void
498static void free_key_values(object * op) 583free_key_values (object *op)
499{ 584{
500 for (key_value *i = op->key_values; i != 0; ) 585 for (key_value *i = op->key_values; i; )
501 { 586 {
502 key_value *next = i->next; 587 key_value *next = i->next;
503 delete i; 588 delete i;
589
504 i = next; 590 i = next;
505 } 591 }
506 592
507 op->key_values = 0; 593 op->key_values = 0;
508} 594}
509 595
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/* 596/*
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, 597 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 598 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 599 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 600 * 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 601 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 602 * will point at garbage.
579 */ 603 */
580 604void
581void copy_object (object *op2, object *op) 605object::copy_to (object *dst)
582{ 606{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 607 dst->remove ();
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 608 *(object_copy *)dst = *this;
585 609 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;
593 610
594 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 612 if (key_values)
596 { 613 {
597 key_value *tail = NULL; 614 key_value *tail = 0;
598 key_value *i;
599
600 op->key_values = NULL; 615 dst->key_values = 0;
601 616
602 for (i = op2->key_values; i != NULL; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
603 { 618 {
604 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
605 620
606 new_link->next = NULL; 621 new_link->next = 0;
607 new_link->key = i->key; 622 new_link->key = i->key;
608 new_link->value = i->value; 623 new_link->value = i->value;
609 624
610 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 626 if (!dst->key_values)
612 { 627 {
613 op->key_values = new_link; 628 dst->key_values = new_link;
614 tail = new_link; 629 tail = new_link;
615 } 630 }
616 else 631 else
617 { 632 {
618 tail->next = new_link; 633 tail->next = new_link;
619 tail = new_link; 634 tail = new_link;
620 } 635 }
621 } 636 }
622 } 637 }
623 638
624 update_ob_speed (op); 639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate ();
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
662}
663
664object *
665object::clone ()
666{
667 object *neu = create ();
668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
670 return neu;
625} 671}
626 672
627/* 673/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * 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 675 * 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. 676 * be called to update the face variable, _and_ how it looks on the map.
631 */ 677 */
632 678void
633void update_turn_face(object *op) { 679update_turn_face (object *op)
680{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 682 return;
683
636 SET_ANIMATION(op, op->direction); 684 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 685 update_object (op, UP_OBJ_FACE);
638} 686}
639 687
640/* 688/*
641 * Updates the speed of an object. If the speed changes from 0 to another 689 * 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. 690 * 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. 691 * This function needs to be called whenever the speed of an object changes.
644 */ 692 */
645 693void
646void update_ob_speed(object *op) { 694object::set_speed (float speed)
647 extern int arch_init; 695{
648 696 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 697 {
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); 698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 699 speed = 0;
659#endif
660 } 700 }
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;
668 701
669 /* process_events() expects us to insert the object at the beginning 702 this->speed = speed;
670 * of the list. */ 703
671 op->active_next = active_objects; 704 if (has_active_speed ())
672 if (op->active_next!=NULL) 705 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 706 else
677 /* If not on the active list, nothing needs to be done */ 707 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} 708}
695 709
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/* 710/*
725 * update_object() updates the array which represents the map. 711 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 712 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 713 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 714 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 715 * 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 716 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 717 * updating that window, though, since update_object() is called _often_)
732 * 718 *
733 * action is a hint of what the caller believes need to be done. 719 * 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: 720 * current action are:
739 * UP_OBJ_INSERT: op was inserted 721 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 722 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 723 * 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. 724 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
744 */ 726 */
745 727void
746void update_object(object *op, int action) { 728update_object (object *op, int action)
747 int update_now=0, flags; 729{
748 MoveType move_on, move_off, move_block, move_slow; 730 if (!op)
749 731 {
750 if (op == NULL) {
751 /* this should never happen */ 732 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
753 return; 734 return;
754 }
755 735 }
756 if(op->env!=NULL) { 736
737 if (!op->is_on_map ())
738 {
757 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
758 * to do in this case. 740 * to do in this case.
759 */ 741 */
760 return; 742 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;
767 743 }
744
768 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 746 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)) { 747 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 749#ifdef MANY_CORES
773 abort(); 750 abort ();
774#endif 751#endif
775 return; 752 return;
776 }
777 753 }
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);
784 754
755 mapspace &m = op->ms ();
756
757 if (!(m.flags_ & P_UPTODATE))
758 /* nop */;
785 if (action == UP_OBJ_INSERT) { 759 else if (action == UP_OBJ_INSERT)
760 {
761 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 762 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)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 768 || (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; 769 || (m.move_off | op->move_off ) != m.move_off
804 770 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 772 * have move_allow right now.
807 */ 773 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 776 m.invalidate ();
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 777 }
814 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 780 * that is being removed.
817 */ 781 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 783 m.invalidate ();
820 } else if (action == UP_OBJ_FACE) { 784 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 785 /* Nothing to do for that case */ ;
822 }
823 else { 786 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 788
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) 789 if (op->more)
833 update_object(op->more, action); 790 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} 791}
845 792
846object::object () 793object::object ()
847{ 794{
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); 795 SET_FLAG (this, FLAG_REMOVED);
859 796
860 expmul = 1.0; 797 expmul = 1.0;
861 face = blank_face; 798 face = blank_face;
862 attacked_by_count = -1;
863} 799}
864 800
865object::~object () 801object::~object ()
866{ 802{
803 unlink ();
804
805 free_key_values (this);
806}
807
808static int object_count;
809
810void object::link ()
811{
812 assert (!index);//D
813 uuid = UUID::gen ();
814 count = ++object_count;
815
816 refcnt_inc ();
817 objects.insert (this);
818}
819
820void object::unlink ()
821{
822 if (!index)
823 return;
824
825 objects.erase (this);
826 refcnt_dec ();
827}
828
829void
830object::activate ()
831{
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
839 if (has_active_speed ())
840 actives.insert (this);
841}
842
843void
844object::activate_recursive ()
845{
846 activate ();
847
848 for (object *op = inv; op; op = op->below)
849 op->activate_recursive ();
850}
851
852/* This function removes object 'op' from the list of active
853 * objects.
854 * This should only be used for style maps or other such
855 * reference maps where you don't want an object that isn't
856 * in play chewing up cpu time getting processed.
857 * The reverse of this is to call update_ob_speed, which
858 * will do the right thing based on the speed of the object.
859 */
860void
861object::deactivate ()
862{
863 /* If not on the active list, nothing needs to be done */
864 if (!active)
865 return;
866
867 actives.erase (this);
868}
869
870void
871object::deactivate_recursive ()
872{
873 for (object *op = inv; op; op = op->below)
874 op->deactivate_recursive ();
875
876 deactivate ();
877}
878
879void
880object::set_flag_inv (int flag, int value)
881{
882 for (object *op = inv; op; op = op->below)
883 {
884 op->flag [flag] = value;
885 op->set_flag_inv (flag, value);
886 }
887}
888
889/*
890 * Remove and free all objects in the inventory of the given object.
891 * object.c ?
892 */
893void
894object::destroy_inv (bool drop_to_ground)
895{
896 // need to check first, because the checks below might segfault
897 // as we might be on an invalid mapspace and crossfire code
898 // is too buggy to ensure that the inventory is empty.
899 // corollary: if you create arrows etc. with stuff in its inventory,
900 // cf will crash below with off-map x and y
901 if (!inv)
902 return;
903
904 /* Only if the space blocks everything do we not process -
905 * if some form of movement is allowed, let objects
906 * drop on that space.
907 */
908 if (!drop_to_ground
909 || !map
910 || map->in_memory != MAP_ACTIVE
911 || map->no_drop
912 || ms ().move_block == MOVE_ALL)
913 {
914 while (inv)
915 inv->destroy ();
916 }
917 else
918 { /* Put objects in inventory onto this space */
919 while (inv)
920 {
921 object *op = inv;
922
923 if (op->flag [FLAG_STARTEQUIP]
924 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE
926 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy ();
930 else
931 map->insert (op, x, y);
932 }
933 }
867} 934}
868 935
869object *object::create () 936object *object::create ()
870{ 937{
871 return new object; 938 object *op = new object;
939 op->link ();
940 return op;
872} 941}
873 942
874/* 943static 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{ 944{
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 945 freed_map ()
888 { 946 {
889 LOG (llevDebug, "Free object called with non removed object\n"); 947 path = "<freed objects map>";
890 dump_object (this); 948 name = "/internal/freed_objects_map";
891#ifdef MANY_CORES 949 width = 3;
892 abort (); 950 height = 3;
893#endif 951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
894 } 956 }
895 957
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 958 ~freed_map ()
897 { 959 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
964void
965object::do_destroy ()
966{
967 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this);
969
970 if (flag [FLAG_FRIENDLY])
899 remove_friendly_object (this); 971 remove_friendly_object (this);
972
973 remove ();
974
975 attachable::do_destroy ();
976
977 deactivate ();
978 unlink ();
979
980 flag [FLAG_FREED] = 1;
981
982 // hack to ensure that freed objects still have a valid map
983 map = &freed_map;
984 x = 1;
985 y = 1;
986
987 if (more)
900 } 988 {
901 989 more->destroy ();
902 if (QUERY_FLAG (this, FLAG_FREED)) 990 more = 0;
903 { 991 }
904 dump_object (this); 992
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 993 head = 0;
994
995 // clear those pointers that likely might cause circular references
996 owner = 0;
997 enemy = 0;
998 attacked_by = 0;
999 current_weapon = 0;
1000}
1001
1002void
1003object::destroy ()
1004{
1005 if (destroyed ())
1006 return;
1007
1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
906 return; 1012 return;
907 } 1013 }
908 1014
909 if (more) 1015 destroy_inv (false);
910 {
911 more->free (free_inventory);
912 more = 0;
913 }
914 1016
915 if (inv) 1017 if (is_head ())
916 { 1018 if (sound_destroy)
917 /* Only if the space blocks everything do we not process - 1019 play_sound (sound_destroy);
918 * if some form of movement is allowed, let objects 1020 else if (flag [FLAG_MONSTER])
919 * drop on that space. 1021 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 1022
927 while (op) 1023 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} 1024}
968 1025
969void 1026/* 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 1027 * 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 1028 * which it is currently tied to. When this function is done, the
1002 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 1031 * the previous environment.
1005 * Beware: This function is called from the editor as well!
1006 */ 1032 */
1007 1033void
1008void remove_ob(object *op) { 1034object::do_remove ()
1035{
1009 object *tmp,*last=NULL; 1036 object *tmp, *last = 0;
1010 object *otmp; 1037 object *otmp;
1011 tag_t tag;
1012 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 1038
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1039 if (flag [FLAG_REMOVED])
1018 dump_object(op); 1040 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 1041
1021 /* Changed it to always dump core in this case. As has been learned 1042 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 1043
1036 SET_FLAG(op, FLAG_REMOVED); 1044 flag [FLAG_REMOVED] = true;
1037 1045
1046 if (more)
1047 more->remove ();
1048
1038 /* 1049 /*
1039 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1040 * inventory. 1051 * inventory.
1052 */
1053 if (env)
1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
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.
1041 */ 1067 */
1042 if(op->env!=NULL) { 1068 map = env->map;
1043 if(op->nrof) 1069 x = env->x;
1044 sub_weight(op->env, op->weight*op->nrof); 1070 y = env->y;
1045 else
1046 sub_weight(op->env, op->weight+op->carrying);
1047 1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
1079
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1082 * to save cpu time.
1051 */ 1083 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1084 if (pl)
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1085 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 */ 1086 {
1068 op->x=op->env->x,op->y=op->env->y; 1087 pl->update_stats ();
1069 op->map=op->env->map; 1088
1070 op->above=NULL,op->below=NULL; 1089 if (glow_radius && pl->is_on_map ())
1071 op->env=NULL; 1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1092 }
1093 else if (map)
1094 {
1095 map->dirty = true;
1096 mapspace &ms = this->ms ();
1097
1098 if (object *pl = ms.player ())
1099 {
1100 if (is_player ())
1101 {
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113 else if (pl->container == this)
1114 {
1115 // removing a container should close it
1116 close_container ();
1117 }
1118
1119 esrv_del_item (pl->contr, count);
1120 }
1121
1122 /* link the object above us */
1123 // re-link, make sure compiler can easily use cmove
1124 *(above ? &above->below : &ms.top) = below;
1125 *(below ? &below->above : &ms.bot) = above;
1126
1127 above = 0;
1128 below = 0;
1129
1130 ms.invalidate ();
1131
1132 if (map->in_memory == MAP_SAVING)
1072 return; 1133 return;
1073 }
1074 1134
1075 /* If we get here, we are removing it from a map */ 1135 int check_walk_off = !flag [FLAG_NO_APPLY];
1076 if (op->map == NULL) return;
1077 1136
1078 x = op->x; 1137 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 } 1138 {
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1139 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 1140 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1141 * removed (most likely destroyed), update the player view
1138 * appropriately. 1142 * appropriately.
1139 */ 1143 */
1140 if (tmp->container==op) { 1144 pl->close_container ();
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1145
1142 tmp->container=NULL; 1146 //TODO: the floorbox prev/next might need updating
1147 //esrv_del_item (pl->contr, count);
1148 //TODO: update floorbox to preserve ordering
1149 if (pl->contr->ns)
1150 pl->contr->ns->floorbox_update ();
1151 }
1152
1153 for (tmp = ms.bot; tmp; tmp = tmp->above)
1154 {
1155 /* No point updating the players look faces if he is the object
1156 * being removed.
1157 */
1158
1159 /* See if object moving off should effect something */
1160 if (check_walk_off
1161 && ((move_type & tmp->move_off)
1162 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1163 {
1164 move_apply (tmp, this, 0);
1165
1166 if (destroyed ())
1167 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1143 } 1168 }
1144 tmp->contr->socket.update_look=1; 1169
1170 last = tmp;
1145 } 1171 }
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 1172
1150 move_apply(tmp, op, NULL); 1173 if (affects_los ())
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); 1174 update_all_los (map, x, y);
1178 1175 }
1179} 1176}
1180 1177
1181/* 1178/*
1182 * merge_ob(op,top): 1179 * merge_ob(op,top):
1183 * 1180 *
1184 * This function goes through all objects below and including top, and 1181 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1182 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1183 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1184 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1185 */
1189 1186object *
1190object *merge_ob(object *op, object *top) { 1187merge_ob (object *op, object *top)
1188{
1191 if(!op->nrof) 1189 if (!op->nrof)
1192 return 0; 1190 return 0;
1193 if(top==NULL) 1191
1192 if (!top)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1193 for (top = op; top && top->above; top = top->above)
1194 ;
1195
1195 for(;top!=NULL;top=top->below) { 1196 for (; top; top = top->below)
1196 if(top==op) 1197 if (object::can_merge (op, top))
1197 continue;
1198 if (CAN_MERGE(op,top))
1199 { 1198 {
1200 top->nrof+=op->nrof; 1199 top->nrof += op->nrof;
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1200
1202 op->weight = 0; /* Don't want any adjustements now */ 1201 if (object *pl = top->visible_to ())
1203 remove_ob(op); 1202 esrv_update_item (UPD_NROF, pl, top);
1204 free_object(op); 1203
1204 op->weight = 0; // cancel the addition above
1205 op->carrying = 0; // must be 0 already
1206
1207 op->destroy ();
1208
1205 return top; 1209 return top;
1206 } 1210 }
1207 } 1211
1208 return NULL; 1212 return 0;
1209} 1213}
1210 1214
1215void
1216object::expand_tail ()
1217{
1218 if (more)
1219 return;
1220
1221 object *prev = this;
1222
1223 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1224 {
1225 object *op = arch_to_object (at);
1226
1227 op->name = name;
1228 op->name_pl = name_pl;
1229 op->title = title;
1230
1231 op->head = this;
1232 prev->more = op;
1233
1234 prev = op;
1235 }
1236}
1237
1211/* 1238/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1239 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1213 * job preparing multi-part monsters 1240 * job preparing multi-part monsters.
1214 */ 1241 */
1242object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1243insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216 object* tmp; 1244{
1217 if (op->head) 1245 op->remove ();
1218 op=op->head; 1246
1219 for (tmp=op;tmp;tmp=tmp->more){ 1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1248 {
1220 tmp->x=x+tmp->arch->clone.x; 1249 tmp->x = x + tmp->arch->x;
1221 tmp->y=y+tmp->arch->clone.y; 1250 tmp->y = y + tmp->arch->y;
1222 } 1251 }
1252
1223 return insert_ob_in_map (op, m, originator, flag); 1253 return insert_ob_in_map (op, m, originator, flag);
1224} 1254}
1225 1255
1226/* 1256/*
1227 * insert_ob_in_map (op, map, originator, flag): 1257 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1258 * This function inserts the object in the two-way linked list
1241 * Return value: 1271 * Return value:
1242 * new object if 'op' was merged with other object 1272 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1273 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1274 * just 'op' otherwise
1245 */ 1275 */
1246 1276object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1278{
1249 object *tmp, *top, *floor=NULL; 1279 op->remove ();
1250 sint16 x,y;
1251 1280
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1281 if (m == &freed_map)//D TODO: remove soon
1253 LOG (llevError, "Trying to insert freed object!\n"); 1282 {//D
1254 return NULL; 1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1284 }//D
1285
1286 /* Ideally, the caller figures this out. However, it complicates a lot
1287 * of areas of callers (eg, anything that uses find_free_spot would now
1288 * need extra work
1289 */
1290 if (!xy_normalise (m, op->x, op->y))
1255 } 1291 {
1256 if(m==NULL) { 1292 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; 1293 return 0;
1260 } 1294 }
1261 if(out_of_map(m,op->x,op->y)) { 1295
1262 dump_object(op); 1296 if (object *more = op->more)
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1297 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; 1298 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 1299
1281 object *more = op->more; 1300 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1301
1283 /* We really need the caller to normalize coordinates - if 1302 op->map = m;
1284 * we set the map, that doesn't work if the location is within 1303 mapspace &ms = op->ms ();
1285 * a map and this is straddling an edge. So only if coordinate 1304
1286 * is clear wrong do we normalize it. 1305 /* this has to be done after we translate the coordinates.
1306 */
1307 if (op->nrof && !(flag & INS_NO_MERGE))
1308 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1309 if (object::can_merge (op, tmp))
1287 */ 1310 {
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1311 // TODO: we actually want to update tmp, not op,
1289 more->map = get_map_from_coord(m, &more->x, &more->y); 1312 // but some caller surely breaks when we return tmp
1290 } else if (!more->map) { 1313 // from here :/
1291 /* For backwards compatibility - when not dealing with tiled maps, 1314 op->nrof += tmp->nrof;
1292 * more->map should always point to the parent. 1315 tmp->destroy ();
1293 */
1294 more->map = m;
1295 } 1316 }
1296 1317
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1298 if ( ! op->head) 1319 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1320
1300 return NULL; 1321 if (!QUERY_FLAG (op, FLAG_ALIVE))
1322 CLEAR_FLAG (op, FLAG_NO_STEAL);
1323
1324 if (flag & INS_BELOW_ORIGINATOR)
1325 {
1326 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1327 {
1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort ();
1301 } 1330 }
1331
1332 if (!originator->is_on_map ())
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ());
1335
1336 op->above = originator;
1337 op->below = originator->below;
1338 originator->below = op;
1339
1340 *(op->below ? &op->below->above : &ms.bot) = op;
1341 }
1342 else
1302 } 1343 {
1303 CLEAR_FLAG(op,FLAG_REMOVED); 1344 object *floor = 0;
1345 object *top = ms.top;
1304 1346
1305 /* Ideally, the caller figures this out. However, it complicates a lot 1347 /* If there are other objects, then */
1306 * of areas of callers (eg, anything that uses find_free_spot would now 1348 if (top)
1307 * need extra work 1349 {
1308 */ 1350 /*
1309 op->map=get_map_from_coord(m, &op->x, &op->y); 1351 * If there are multiple objects on this space, we do some trickier handling.
1310 x = op->x; 1352 * We've already dealt with merging if appropriate.
1311 y = op->y; 1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1363 {
1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1365 floor = tmp;
1312 1366
1313 /* this has to be done after we translate the coordinates. 1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1314 */ 1368 {
1315 if(op->nrof && !(flag & INS_NO_MERGE)) { 1369 /* 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) 1370 top = tmp->below;
1317 if (CAN_MERGE(op,tmp)) { 1371 break;
1318 op->nrof+=tmp->nrof; 1372 }
1319 remove_ob(tmp); 1373
1320 free_object(tmp); 1374 top = tmp;
1321 } 1375 }
1322 }
1323 1376
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 /* We let update_position deal with figuring out what the space
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1378 * looks like instead of lots of conditions here.
1326 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1379 * makes things faster, and effectively the same result.
1327 CLEAR_FLAG(op, FLAG_NO_STEAL); 1380 */
1328 1381
1329 if (flag & INS_BELOW_ORIGINATOR) { 1382 /* Have object 'fall below' other objects that block view.
1330 if (originator->map != op->map || originator->x != op->x || 1383 * Unless those objects are exits.
1331 originator->y != op->y) { 1384 * 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"); 1385 * Need to find the object that in fact blocks view, otherwise
1333 abort(); 1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP)
1389 && ms.flags () & P_BLOCKSVIEW
1390 && (op->face && !faces [op->face].visibility))
1391 {
1392 object *last;
1393
1394 for (last = top; last != floor; last = last->below)
1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1396 break;
1397
1398 /* Check to see if we found the object that blocks view,
1399 * and make sure we have a below pointer for it so that
1400 * we can get inserted below this one, which requires we
1401 * set top to the object below us.
1402 */
1403 if (last && last->below && last != floor)
1404 top = last->below;
1405 }
1406 } /* If objects on this space */
1407
1408 if (flag & INS_ABOVE_FLOOR_ONLY)
1409 top = floor;
1410
1411 // insert object above top, or bottom-most if top = 0
1412 if (!top)
1413 {
1414 op->below = 0;
1415 op->above = ms.bot;
1416 ms.bot = op;
1417
1418 *(op->above ? &op->above->below : &ms.top) = op;
1334 } 1419 }
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 { 1420 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 */ 1421 {
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; 1422 op->above = top->above;
1414 if (op->above) op->above->below = op;
1415 op->below = top;
1416 top->above = op; 1423 top->above = op;
1424
1425 op->below = top;
1426 *(op->above ? &op->above->below : &ms.top) = op;
1417 } 1427 }
1418 if (op->above==NULL) 1428 }
1419 SET_MAP_TOP(op->map,op->x, op->y, op);
1420 } /* else not INS_BELOW_ORIGINATOR */
1421 1429
1422 if(op->type==PLAYER) 1430 if (op->is_player ())
1431 {
1423 op->contr->do_los=1; 1432 op->contr->do_los = 1;
1433 ++op->map->players;
1434 op->map->touch ();
1435 }
1424 1436
1425 /* If we have a floor, we know the player, if any, will be above 1437 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 1438
1439 if (object *pl = ms.player ())
1440 //TODO: the floorbox prev/next might need updating
1441 //esrv_send_item (pl, op);
1442 //TODO: update floorbox to preserve ordering
1443 if (pl->contr->ns)
1444 pl->contr->ns->floorbox_update ();
1445
1434 /* If this object glows, it may affect lighting conditions that are 1446 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1447 * 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 1448 * 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 1449 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way - 1450 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1441 * of effect may be sufficient. 1453 * of effect may be sufficient.
1442 */ 1454 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1455 if (op->affects_los ())
1456 {
1457 op->ms ().invalidate ();
1444 update_all_los(op->map, op->x, op->y); 1458 update_all_los (op->map, op->x, op->y);
1459 }
1445 1460
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1461 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT); 1462 update_object (op, UP_OBJ_INSERT);
1449 1463
1464 INVOKE_OBJECT (INSERT, op);
1450 1465
1451 /* Don't know if moving this to the end will break anything. However, 1466 /* 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. 1467 * we want to have floorbox_update called before calling this.
1453 * 1468 *
1454 * check_move_on() must be after this because code called from 1469 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like 1470 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by 1471 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object(). 1472 * update_object().
1458 */ 1473 */
1459 1474
1460 /* if this is not the head or flag has been passed, don't check walk on status */ 1475 /* 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) { 1476 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1477 {
1463 if (check_move_on(op, originator)) 1478 if (check_move_on (op, originator))
1464 return NULL; 1479 return 0;
1465 1480
1466 /* If we are a multi part object, lets work our way through the check 1481 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1482 * walk on's.
1468 */ 1483 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1484 for (object *tmp = op->more; tmp; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1485 if (check_move_on (tmp, originator))
1471 return NULL; 1486 return 0;
1472 } 1487 }
1488
1473 return op; 1489 return op;
1474} 1490}
1475 1491
1476/* this function inserts an object in the map, but if it 1492/* 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. 1493 * 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. 1494 * op is the object to insert it under: supplies x and the map.
1479 */ 1495 */
1496void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1497replace_insert_ob_in_map (const char *arch_string, object *op)
1481 object *tmp; 1498{
1482 object *tmp1;
1483
1484 /* first search for itself and remove any old instances */ 1499 /* first search for itself and remove any old instances */
1485 1500
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1503 tmp->destroy ();
1489 free_object(tmp);
1490 }
1491 }
1492 1504
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1505 object *tmp = arch_to_object (archetype::find (arch_string));
1494 1506
1495 1507 tmp->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1508 tmp->y = op->y;
1509
1497 insert_ob_in_map(tmp1,op->map,op,0); 1510 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} 1511}
1537 1512
1513object *
1514object::insert_at (object *where, object *originator, int flags)
1515{
1516 if (where->env)
1517 return where->env->insert (this);
1518 else
1519 return where->map->insert (this, where->x, where->y, originator, flags);
1520}
1521
1538/* 1522/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1523 * decrease(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1524 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1525 * is subsequently removed and freed.
1542 * 1526 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1527 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1528 */
1545 1529bool
1546object *decrease_ob_nr (object *op, uint32 i) 1530object::decrease (sint32 nr)
1547{ 1531{
1548 object *tmp; 1532 if (!nr)
1549 player *pl; 1533 return true;
1550 1534
1551 if (i == 0) /* objects with op->nrof require this check */ 1535 nr = min (nr, nrof);
1536
1537 if (nrof > nr)
1538 {
1539 nrof -= nr;
1540 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1541
1542 if (object *pl = visible_to ())
1543 esrv_update_item (UPD_NROF, pl, this);
1544
1545 return true;
1546 }
1547 else
1548 {
1549 destroy ();
1550 return false;
1551 }
1552}
1553
1554/*
1555 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned.
1559 */
1560object *
1561object::split (sint32 nr)
1562{
1563 int have = number_of ();
1564
1565 if (have < nr)
1566 return 0;
1567 else if (have == nr)
1568 {
1569 remove ();
1570 return this;
1571 }
1572 else
1573 {
1574 decrease (nr);
1575
1576 object *op = deep_clone ();
1577 op->nrof = nr;
1552 return op; 1578 return op;
1553
1554 if (i > op->nrof)
1555 i = op->nrof;
1556
1557 if (QUERY_FLAG (op, FLAG_REMOVED))
1558 { 1579 }
1559 op->nrof -= i; 1580}
1581
1582object *
1583insert_ob_in_ob (object *op, object *where)
1584{
1585 if (!where)
1560 } 1586 {
1561 else if (op->env != NULL) 1587 char *dump = dump_object (op);
1562 { 1588 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1563 /* is this object in the players inventory, or sub container 1589 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; 1590 return op;
1616 } else { 1591 }
1617 free_object (op); 1592
1618 return NULL; 1593 if (where->head_ () != where)
1619 } 1594 {
1620} 1595 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 1596 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 } 1597 }
1635}
1636 1598
1599 return where->insert (op);
1600}
1601
1637/* 1602/*
1638 * insert_ob_in_ob(op,environment): 1603 * env->insert (op)
1639 * This function inserts the object op in the linked list 1604 * This function inserts the object op in the linked list
1640 * inside the object environment. 1605 * inside the object environment.
1641 * 1606 *
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 1607 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1608 * be != op, if items are merged. -Tero
1649 */ 1609 */
1650 1610object *
1651object *insert_ob_in_ob(object *op,object *where) { 1611object::insert (object *op)
1652 object *tmp, *otmp; 1612{
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) { 1613 if (op->more)
1614 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1616 return op;
1673 } 1617 }
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1618
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1619 op->remove ();
1620
1621 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1622
1676 if(op->nrof) { 1623 if (op->nrof)
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1624 for (object *tmp = inv; tmp; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1625 if (object::can_merge (tmp, op))
1626 {
1679 /* return the original object and remove inserted object 1627 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1628 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1629 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1630
1683 * tmp->nrof, we need to increase the weight. 1631 if (object *pl = tmp->visible_to ())
1684 */ 1632 esrv_update_item (UPD_NROF, pl, tmp);
1685 add_weight (where, op->weight*op->nrof); 1633
1686 SET_FLAG(op, FLAG_REMOVED); 1634 adjust_weight (this, op->total_weight ());
1687 free_object(op); /* free the inserted object */ 1635
1636 op->destroy ();
1688 op = tmp; 1637 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1638 goto inserted;
1690 CLEAR_FLAG(op, FLAG_REMOVED);
1691 break;
1692 } 1639 }
1693 1640
1694 /* I assume combined objects have no inventory 1641 op->owner = 0; // it's his/hers now. period.
1695 * We add the weight - this object could have just been removed 1642 op->map = 0;
1696 * (if it was possible to merge). calling remove_ob will subtract 1643 op->x = 0;
1697 * the weight, so we need to add it in again, since we actually do 1644 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 1645
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; 1646 op->above = 0;
1713 op->below=NULL; 1647 op->below = inv;
1714 op->x=0,op->y=0; 1648 op->env = this;
1715 1649
1650 if (inv)
1651 inv->above = op;
1652
1653 inv = op;
1654
1655 op->flag [FLAG_REMOVED] = 0;
1656
1657 if (object *pl = op->visible_to ())
1658 esrv_send_item (pl, op);
1659
1660 adjust_weight (this, op->total_weight ());
1661
1662inserted:
1716 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1664 if (op->glow_radius && is_on_map ())
1718 { 1665 {
1719#ifdef DEBUG_LIGHTS 1666 update_stats ();
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1667 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 } 1668 }
1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1670 // if this is a player's inventory, update stats
1671 update_stats ();
1725 1672
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1673 INVOKE_OBJECT (INSERT, this);
1727 * It sure simplifies this function... 1674
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; 1675 return op;
1737} 1676}
1738 1677
1739/* 1678/*
1740 * Checks if any objects has a move_type that matches objects 1679 * Checks if any objects has a move_type that matches objects
1754 * 1693 *
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1694 * 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 1695 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1696 * on top.
1758 */ 1697 */
1759 1698int
1760int check_move_on (object *op, object *originator) 1699check_move_on (object *op, object *originator)
1761{ 1700{
1762 object *tmp; 1701 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1702 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1703 int x = op->x, y = op->y;
1704
1766 MoveType move_on, move_slow, move_block; 1705 MoveType move_on, move_slow, move_block;
1767 1706
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1707 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1708 return 0;
1770 1709
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1710 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); 1711 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); 1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1713
1777 /* if nothing on this space will slow op down or be applied, 1714 /* 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 1715 * 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 1716 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1717 * as walking.
1781 */ 1718 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1719 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 1720 return 0;
1784 1721
1785 /* This is basically inverse logic of that below - basically, 1722 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 1723 * 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 1724 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 1725 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1726 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 1727 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; 1728 return 0;
1792 1729
1793 /* The objects have to be checked from top to bottom. 1730 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1731 * Hence, we first go to the top:
1795 */ 1732 */
1796 1733
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 1735 {
1799 /* Trim the search when we find the first other spell effect 1736 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 1737 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 1738 * we don't need to check all of them.
1802 */ 1739 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1740 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1741 break;
1742 }
1743
1744 for (; tmp; tmp = tmp->below)
1804 } 1745 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1746 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1747 continue; /* Can't apply yourself */
1807 1748
1808 /* Check to see if one of the movement types should be slowed down. 1749 /* 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 1750 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1751 * (~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 1752 * 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. 1753 * swim on that space, can't use it to avoid the penalty.
1813 */ 1754 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1755 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1756 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1757 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)) { 1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1759 {
1818 1760
1819 float diff; 1761 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1822 if (op->type == PLAYER) { 1763
1764 if (op->is_player ())
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1765 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))) { 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1767 diff /= 4.0;
1826 } 1768
1827 }
1828 op->speed_left -= diff; 1769 op->speed_left -= diff;
1829 } 1770 }
1830 } 1771 }
1831 1772
1832 /* Basically same logic as above, except now for actual apply. */ 1773 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1774 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)) { 1775 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 1776 {
1837 move_apply(tmp, op, originator); 1777 move_apply (tmp, op, originator);
1778
1838 if (was_destroyed (op, tag)) 1779 if (op->destroyed ())
1839 return 1; 1780 return 1;
1840 1781
1841 /* what the person/creature stepped onto has moved the object 1782 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1783 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1784 * have a feeling strange problems would result.
1844 */ 1785 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 1786 if (op->map != m || op->x != x || op->y != y)
1787 return 0;
1846 } 1788 }
1847 } 1789 }
1790
1848 return 0; 1791 return 0;
1849} 1792}
1850 1793
1851/* 1794/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1795 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1796 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1797 * The first matching object is returned, or NULL if none.
1855 */ 1798 */
1856 1799object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1800present_arch (const archetype *at, maptile *m, int x, int y)
1858 object *tmp; 1801{
1859 if(m==NULL || out_of_map(m,x,y)) { 1802 if (!m || out_of_map (m, x, y))
1803 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1805 return NULL;
1862 } 1806 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1807
1864 if(tmp->arch == at) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1809 if (tmp->arch->archname == at->archname)
1865 return tmp; 1810 return tmp;
1811
1866 return NULL; 1812 return NULL;
1867} 1813}
1868 1814
1869/* 1815/*
1870 * present(type, map, x, y) searches for any objects with 1816 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1817 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1818 * The first matching object is returned, or NULL if none.
1873 */ 1819 */
1874 1820object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1821present (unsigned char type, maptile *m, int x, int y)
1876 object *tmp; 1822{
1877 if(out_of_map(m,x,y)) { 1823 if (out_of_map (m, x, y))
1824 {
1878 LOG(llevError,"Present called outside map.\n"); 1825 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1826 return NULL;
1880 } 1827 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1828
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if(tmp->type==type) 1830 if (tmp->type == type)
1883 return tmp; 1831 return tmp;
1832
1884 return NULL; 1833 return NULL;
1885} 1834}
1886 1835
1887/* 1836/*
1888 * present_in_ob(type, object) searches for any objects with 1837 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1838 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
1891 */ 1840 */
1892 1841object *
1893object *present_in_ob(unsigned char type, const object *op) { 1842present_in_ob (unsigned char type, const object *op)
1894 object *tmp; 1843{
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1844 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 1845 if (tmp->type == type)
1897 return tmp; 1846 return tmp;
1847
1898 return NULL; 1848 return NULL;
1899} 1849}
1900 1850
1901/* 1851/*
1902 * present_in_ob (type, str, object) searches for any objects with 1852 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1860 * 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 1861 * 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 1862 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1863 * to be unique.
1914 */ 1864 */
1915 1865object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 1866present_in_ob_by_name (int type, const char *str, const object *op)
1917 object *tmp; 1867{
1918
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1868 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1869 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1870 return tmp;
1922 } 1871
1923 return NULL; 1872 return 0;
1924} 1873}
1925 1874
1926/* 1875/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1876 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1877 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1930 */ 1879 */
1931 1880object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 1881present_arch_in_ob (const archetype *at, const object *op)
1933 object *tmp; 1882{
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if( tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1936 return tmp; 1885 return tmp;
1886
1937 return NULL; 1887 return NULL;
1938} 1888}
1939 1889
1940/* 1890/*
1941 * activate recursively a flag on an object inventory 1891 * activate recursively a flag on an object inventory
1942 */ 1892 */
1893void
1943void flag_inv(object*op, int flag){ 1894flag_inv (object *op, int flag)
1944 object *tmp; 1895{
1945 if(op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 {
1947 SET_FLAG(tmp, flag); 1898 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 1899 flag_inv (tmp, flag);
1949 } 1900 }
1901}
1902
1950}/* 1903/*
1951 * desactivate recursively a flag on an object inventory 1904 * deactivate recursively a flag on an object inventory
1952 */ 1905 */
1906void
1953void unflag_inv(object*op, int flag){ 1907unflag_inv (object *op, int flag)
1954 object *tmp; 1908{
1955 if(op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 {
1957 CLEAR_FLAG(tmp, flag); 1911 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 1912 unflag_inv (tmp, flag);
1959 } 1913 }
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} 1914}
1973 1915
1974/* 1916/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 1917 * 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 1918 * a spot at the given map and coordinates which will be able to contain
1978 * to search (see the freearr_x/y[] definition). 1920 * to search (see the freearr_x/y[] definition).
1979 * It returns a random choice among the alternatives found. 1921 * 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 1922 * 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 1923 * 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) 1924 * 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 1925 * Note: This function does correctly handle tiled maps, but does not
1987 * inform the caller. However, insert_ob_in_map will update as 1926 * inform the caller. However, insert_ob_in_map will update as
1988 * necessary, so the caller shouldn't need to do any special work. 1927 * 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 1928 * 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 1929 * 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 1930 * 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 1931 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 1932 * customized, changed states, etc.
1994 */ 1933 */
1995 1934int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1935find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1936{
1937 int altern[SIZEOFFREE];
1997 int i,index=0, flag; 1938 int index = 0, flag;
1998 static int altern[SIZEOFFREE];
1999 1939
2000 for(i=start;i<stop;i++) { 1940 for (int i = start; i < stop; i++)
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1941 {
2002 if(!flag) 1942 mapxy pos (m, x, y); pos.move (i);
1943
1944 if (!pos.normalise ())
1945 continue;
1946
1947 mapspace &ms = *pos;
1948
1949 if (ms.flags () & P_IS_ALIVE)
1950 continue;
1951
1952 /* However, often
1953 * ob doesn't have any move type (when used to place exits)
1954 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955 */
1956 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 {
2003 altern[index++]=i; 1958 altern [index++] = i;
1959 continue;
1960 }
2004 1961
2005 /* Basically, if we find a wall on a space, we cut down the search size. 1962 /* 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. 1963 * 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 - 1964 * 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 1965 * 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 1966 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 1967 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 1968 * won't look 2 spaces south of the target space.
2012 */ 1969 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1970 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971 {
2014 stop=maxfree[i]; 1972 stop = maxfree[i];
2015 } 1973 continue;
2016 if(!index) return -1; 1974 }
2017 return altern[RANDOM()%index];
2018}
2019 1975
1976 /* Note it is intentional that we check ob - the movement type of the
1977 * head of the object should correspond for the entire object.
1978 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue;
1981
1982 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue;
1984
1985 altern [index++] = i;
1986 }
1987
1988 if (!index)
1989 return -1;
1990
1991 return altern [rndm (index)];
1992}
1993
2020/* 1994/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 1997 * 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. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 1999 */
2026 2000int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028 int i; 2002{
2029 for(i=0;i<SIZEOFFREE;i++) { 2003 for (int i = 0; i < SIZEOFFREE; i++)
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2005 return i;
2032 } 2006
2033 return -1; 2007 return -1;
2034} 2008}
2035 2009
2036/* 2010/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2039 */ 2014 */
2015static void
2040static void permute(int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2041{ 2017{
2042 int i, j, tmp, len; 2018 arr += begin;
2019 end -= begin;
2043 2020
2044 len = end-begin; 2021 while (--end)
2045 for(i = begin; i < end; i++) 2022 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} 2023}
2054 2024
2055/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2026 * 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 2027 * 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 2028 * 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 2029 * 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. 2030 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2031 */
2032void
2062void get_search_arr(int *search_arr) 2033get_search_arr (int *search_arr)
2063{ 2034{
2064 int i; 2035 int i;
2065 2036
2066 for(i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2067 {
2068 search_arr[i] = i; 2038 search_arr[i] = i;
2069 }
2070 2039
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2043}
2075 2044
2076/* 2045/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2046 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2047 * given map at the given coordinates for live objects.
2083 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * 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 2053 * 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 2054 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2055 * there is capable of.
2087 */ 2056 */
2088 2057int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2058find_dir (maptile *m, int x, int y, object *exclude)
2059{
2090 int i,max=SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2061
2091 sint16 nx, ny; 2062 sint16 nx, ny;
2092 object *tmp; 2063 object *tmp;
2093 mapstruct *mp; 2064 maptile *mp;
2065
2094 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2095 2067
2096 if (exclude && exclude->head) { 2068 if (exclude && exclude->head_ () != exclude)
2069 {
2097 exclude = exclude->head; 2070 exclude = exclude->head;
2098 move_type = exclude->move_type; 2071 move_type = exclude->move_type;
2099 } else { 2072 }
2073 else
2074 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2075 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2076 move_type = MOVE_ALL;
2077 }
2078
2079 for (i = 1; i < max; i++)
2102 } 2080 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2081 mp = m;
2106 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2108 2084
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2110 if (mflags & P_OUT_OF_MAP) { 2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i];
2089 else
2090 {
2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type)
2111 max = maxfree[i]; 2096 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) { 2097 else if (mflags & P_IS_ALIVE)
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2098 {
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2121 break; 2102 break;
2122 } 2103
2123 }
2124 if(tmp) { 2104 if (tmp)
2125 return freedir[i]; 2105 return freedir[i];
2126 }
2127 } 2106 }
2128 } 2107 }
2129 } 2108 }
2109
2130 return 0; 2110 return 0;
2131} 2111}
2132 2112
2133/* 2113/*
2134 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2115 * distance between the two given objects.
2136 */ 2116 */
2137 2117int
2138int distance(const object *ob1, const object *ob2) { 2118distance (const object *ob1, const object *ob2)
2139 int i; 2119{
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2120 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} 2121}
2144 2122
2145/* 2123/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * 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 2125 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2149 */ 2127 */
2150 2128int
2151int find_dir_2(int x, int y) { 2129find_dir_2 (int x, int y)
2130{
2152 int q; 2131 int q;
2153 2132
2154 if(y) 2133 if (y)
2155 q=x*100/y; 2134 q = x * 100 / y;
2156 else if (x) 2135 else if (x)
2157 q= -300*x; 2136 q = -300 * x;
2158 else 2137 else
2159 return 0; 2138 return 0;
2160 2139
2161 if(y>0) { 2140 if (y > 0)
2141 {
2162 if(q < -242) 2142 if (q < -242)
2163 return 3 ; 2143 return 3;
2164 if (q < -41) 2144 if (q < -41)
2165 return 2 ; 2145 return 2;
2166 if (q < 41) 2146 if (q < 41)
2167 return 1 ; 2147 return 1;
2168 if (q < 242) 2148 if (q < 242)
2169 return 8 ; 2149 return 8;
2170 return 7 ; 2150 return 7;
2171 } 2151 }
2172 2152
2173 if (q < -242) 2153 if (q < -242)
2174 return 7 ; 2154 return 7;
2175 if (q < -41) 2155 if (q < -41)
2176 return 6 ; 2156 return 6;
2177 if (q < 41) 2157 if (q < 41)
2178 return 5 ; 2158 return 5;
2179 if (q < 242) 2159 if (q < 242)
2180 return 4 ; 2160 return 4;
2181 2161
2182 return 3 ; 2162 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} 2163}
2196 2164
2197/* 2165/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2166 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2167 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2168 */
2201 2169int
2202int dirdiff(int dir1, int dir2) { 2170dirdiff (int dir1, int dir2)
2171{
2203 int d; 2172 int d;
2173
2204 d = abs(dir1 - dir2); 2174 d = abs (dir1 - dir2);
2205 if(d>4) 2175 if (d > 4)
2206 d = 8 - d; 2176 d = 8 - d;
2177
2207 return d; 2178 return d;
2208} 2179}
2209 2180
2210/* peterm: 2181/* peterm:
2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2182 * 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 2185 * 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. 2186 * 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 2187 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2188 * functions.
2218 */ 2189 */
2219
2220int reduction_dir[SIZEOFFREE][3] = { 2190int reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2191 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2192 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2193 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2194 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2195 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2196 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2197 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2198 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2199 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2200 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2201 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2202 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2203 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2204 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2205 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2206 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2207 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2208 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2209 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2210 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2211 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2212 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2213 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2214 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2215 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2216 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2217 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2218 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2219 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2220 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2221 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2222 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2223 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2224 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2225 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2226 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2227 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2228 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2229 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2230 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2231 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2232 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2233 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2234 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2235 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2236 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2237 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2238 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2239 {24, 9, -1}
2240}; /* 48 */
2270 2241
2271/* Recursive routine to step back and see if we can 2242/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2243 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2244 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2245 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2246 * Modified to be map tile aware -.MSW
2276 */ 2247 */
2277 2248int
2278
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2249can_see_monsterP (maptile *m, int x, int y, int dir)
2250{
2280 sint16 dx, dy; 2251 sint16 dx, dy;
2281 int mflags; 2252 int mflags;
2282 2253
2254 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2255 return 0; /* exit condition: invalid direction */
2284 2256
2285 dx = x + freearr_x[dir]; 2257 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2258 dy = y + freearr_y[dir];
2287 2259
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2260 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2261
2290 /* This functional arguably was incorrect before - it was 2262 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2263 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2264 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2265 * 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 2266 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2267 * at least its move type.
2296 */ 2268 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2269 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2270 return 0;
2298 2271
2299 /* yes, can see. */ 2272 /* yes, can see. */
2300 if(dir < 9) return 1; 2273 if (dir < 9)
2274 return 1;
2275
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2276 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2277 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2278 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2304} 2279}
2305 2280
2306
2307
2308/* 2281/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2282 * 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 2283 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2284 * picked up, otherwise 0.
2312 * 2285 *
2313 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2286 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2314 * core dumps if they do. 2287 * core dumps if they do.
2315 * 2288 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2289 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2290 */
2318 2291int
2319int can_pick(const object *who, const object *item) { 2292can_pick (const object *who, const object *item)
2293{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2297}
2325
2326 2298
2327/* 2299/*
2328 * create clone from object to another 2300 * create clone from object to another
2329 */ 2301 */
2330object *object_create_clone (object *asrc) { 2302object *
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2303object::deep_clone ()
2304{
2305 assert (("deep_clone called on non-head object", is_head ()));
2332 2306
2333 if(!asrc) return NULL; 2307 object *dst = clone ();
2334 src = asrc;
2335 if(src->head)
2336 src = src->head;
2337 2308
2338 prev = NULL; 2309 object *prev = dst;
2339 for(part = src; part; part = part->more) { 2310 for (object *part = this->more; part; part = part->more)
2340 tmp = get_object(); 2311 {
2341 copy_object(part,tmp); 2312 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; 2313 tmp->head = dst;
2349 }
2350 tmp->more = NULL;
2351 if(prev)
2352 prev->more = tmp; 2314 prev->more = tmp;
2353 prev = tmp; 2315 prev = tmp;
2354 } 2316 }
2355 /*** copy inventory ***/ 2317
2356 for(item = src->inv; item; item = item->below) { 2318 for (object *item = inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2319 insert_ob_in_ob (item->deep_clone (), dst);
2358 }
2359 2320
2360 return dst; 2321 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} 2322}
2405 2323
2406/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2325 * has the same type and subtype match.
2408 * returns NULL if no match. 2326 * returns NULL if no match.
2409 */ 2327 */
2328object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2329find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2330{
2412 object *tmp;
2413
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2331 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2332 if (tmp->type == type && tmp->subtype == subtype)
2333 return tmp;
2416 2334
2417 return NULL; 2335 return 0;
2418} 2336}
2419 2337
2420/* If ob has a field named key, return the link from the list, 2338const shstr &
2421 * otherwise return NULL. 2339object::kv_get (const shstr &key) const
2422 * 2340{
2423 * key must be a passed in shared string - otherwise, this won't 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2424 * do the desired thing. 2342 if (kv->key == key)
2425 */ 2343 return kv->value;
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2344
2427 key_value * link; 2345 return shstr_null;
2346}
2347
2348void
2349object::kv_set (const shstr &key, const shstr &value)
2350{
2351 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key)
2353 {
2354 kv->value = value;
2355 return;
2356 }
2357
2358 key_value *kv = new key_value;
2359
2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2372 {
2373 key_value *kv = *kvp;
2374 *kvp = (*kvp)->next;
2375 delete kv;
2376 return;
2377 }
2378}
2379
2380object::depth_iterator::depth_iterator (object *container)
2381: iterator_base (container)
2382{
2383 while (item->inv)
2384 item = item->inv;
2385}
2386
2387void
2388object::depth_iterator::next ()
2389{
2390 if (item->below)
2428 2391 {
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2392 item = item->below;
2430 if (link->key == key) { 2393
2431 return link; 2394 while (item->inv)
2395 item = item->inv;
2396 }
2397 else
2398 item = item->env;
2399}
2400
2401const char *
2402object::flag_desc (char *desc, int len) const
2403{
2404 char *p = desc;
2405 bool first = true;
2406
2407 *p = 0;
2408
2409 for (int i = 0; i < NUM_FLAGS; i++)
2410 {
2411 if (len <= 10) // magic constant!
2412 {
2413 snprintf (p, len, ",...");
2414 break;
2432 } 2415 }
2433 }
2434
2435 return NULL;
2436}
2437 2416
2438/* 2417 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 */ 2418 {
2457 return NULL; 2419 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2458 } 2420 len -= cnt;
2459 2421 p += cnt;
2460 /* This is copied from get_ob_key_link() above - 2422 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 } 2423 }
2467 } 2424 }
2425
2426 return desc;
2427}
2428
2429// return a suitable string describing an object in enough detail to find it
2430const char *
2431object::debug_desc (char *info) const
2432{
2433 char flagdesc[512];
2434 char info2[256 * 4];
2435 char *p = info;
2436
2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2438 count,
2439 uuid.c_str (),
2440 &name,
2441 title ? ",title:\"" : "",
2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2444 flag_desc (flagdesc, 512), type);
2445
2446 if (!flag[FLAG_REMOVED] && env)
2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2448
2449 if (map)
2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2451
2452 return info;
2453}
2454
2455const char *
2456object::debug_desc () const
2457{
2458 static char info[3][256 * 4];
2459 static int info_idx;
2460
2461 return debug_desc (info [++info_idx % 3]);
2462}
2463
2464struct region *
2465object::region () const
2466{
2467 return map ? map->region (x, y)
2468 : region::default_region ();
2469}
2470
2471const materialtype_t *
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478}
2479
2480void
2481object::open_container (object *new_container)
2482{
2483 if (container == new_container)
2468 return NULL; 2484 return;
2469}
2470 2485
2486 object *old_container = container;
2471 2487
2472/* 2488 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 2489 {
2485 for (field=op->key_values; field != NULL; field=field->next) { 2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2486 if (field->key != canonical_key) { 2491 return;
2487 last = field; 2492
2488 continue; 2493#if 0
2494 // remove the "Close old_container" object.
2495 if (object *closer = old_container->inv)
2496 if (closer->type == CLOSE_CON)
2497 closer->destroy ();
2498#endif
2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2503 old_container->flag [FLAG_APPLIED] = false;
2504 container = 0;
2505
2506 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2510 play_sound (sound_find ("chest_close"));
2511 }
2512
2513 if (new_container)
2514 {
2515 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2516 return;
2517
2518 // TODO: this does not seem to serve any purpose anymore?
2519#if 0
2520 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch)
2522 {
2523 object *closer = arch_to_object (new_container->other_arch);
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer);
2489 } 2526 }
2527#endif
2528
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2534 new_container->flag [FLAG_APPLIED] = true;
2535 container = new_container;
2536
2537 // client needs flag change
2538 esrv_update_item (UPD_FLAGS, this, new_container);
2539 esrv_send_inventory (this, new_container);
2540 play_sound (sound_find ("chest_open"));
2490 2541 }
2491 if (value) 2542// else if (!old_container->env && contr && contr->ns)
2492 field->value = value; 2543// contr->ns->floorbox_reset ();
2493 else { 2544}
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 2545
2506 delete field; 2546object *
2507 } 2547object::force_find (const shstr name)
2508 } 2548{
2509 return TRUE; 2549 /* cycle through his inventory to look for the MARK we want to
2510 } 2550 * place
2511 /* IF we get here, key doesn't exist */ 2551 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below)
2553 if (tmp->type == FORCE && tmp->slaying == name)
2554 return splay (tmp);
2512 2555
2513 /* No field, we'll have to add it. */ 2556 return 0;
2557}
2558
2559object *
2560object::force_add (const shstr name, int duration)
2561{
2562 if (object *force = force_find (name))
2563 force->destroy ();
2564
2565 object *force = get_archetype (FORCE_NAME);
2566
2567 force->slaying = name;
2568 force->stats.food = 1;
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true;
2574
2575 return insert (force);
2576}
2577
2578void
2579object::play_sound (faceidx sound)
2580{
2581 if (!sound)
2582 return;
2583
2584 if (flag [FLAG_REMOVED])
2585 return;
2586
2587 if (env)
2514 2588 {
2515 if (!add_key) { 2589 if (object *pl = in_player ())
2516 return FALSE; 2590 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 2591 }
2526 field = new key_value; 2592 else
2593 map->play_sound (sound, x, y);
2594}
2595
2596void
2597object::make_noise ()
2598{
2599 // we do not model noise in the map, so instead put
2600 // a temporary light into the noise source
2601 // could use the map instead, but that's less reliable for our
2602 // goal, which is to make invisibility a bit harder to exploit
2603
2604 // currently only works sensibly for players
2605 if (!is_player ())
2606 return;
2607
2608 // find old force, or create new one
2609 object *force = force_find (shstr_noise_force);
2610
2611 if (force)
2612 force->speed_left = -1.f; // patch old speed up
2613 else
2527 2614 {
2528 field->key = canonical_key; 2615 force = archetype::get (shstr_noise_force);
2529 field->value = value; 2616
2530 /* Usual prepend-addition. */ 2617 force->slaying = shstr_noise_force;
2531 field->next = op->key_values; 2618 force->stats.food = 1;
2532 op->key_values = field; 2619 force->speed_left = -1.f;
2620
2621 force->set_speed (1.f / 4.f);
2622 force->flag [FLAG_IS_USED_UP] = true;
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 insert (force);
2533 2626 }
2534 return TRUE;
2535} 2627}
2536 2628
2537/*
2538 * Updates the key in op to value.
2539 *
2540 * If add_key is FALSE, this will only update existing keys,
2541 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key
2543 *
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}

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