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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.320 by root, Wed Apr 7 19:54:44 2010 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 1.19 2006/09/08 17:14:07 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 25#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 26#include <stdio.h>
35#include <sys/types.h> 27#include <sys/types.h>
36#include <sys/uio.h> 28#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 29#include <object.h>
39#include <funcpoint.h> 30#include <sproto.h>
40#include <skills.h>
41#include <loader.h>
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 = 10000;
38
39objectvec objects;
40activevec actives;
41
42//+GPL
43
47short freearr_x[SIZEOFFREE]= 44short 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, 45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 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}; 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
49};
50short freearr_y[SIZEOFFREE]= 50short 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, 51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -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}; 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 55};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
56int freedir[SIZEOFFREE]= { 56int 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, 57 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}; 58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
61};
59 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
70static void
71write_uuid (uval64 skip, bool sync)
72{
73 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip));
75 CALL_ARG_SV (boolSV (sync));
76 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END;
78}
79
80static void
81read_uuid ()
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
88
89 FILE *fp;
90
91 if (!(fp = fopen (filename, "r")))
92 {
93 if (errno == ENOENT)
94 {
95 LOG (llevInfo, "RESET uid to 1\n");
96 UUID::cur.seq = 0;
97 write_uuid (UUID_GAP, true);
98 return;
99 }
100
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1);
103 }
104
105 char buf [UUID::MAX_LEN];
106 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
110 {
111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
112 _exit (1);
113 }
114
115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
118 fclose (fp);
119}
120
121UUID
122UUID::gen ()
123{
124 UUID uid;
125
126 uid.seq = ++cur.seq;
127
128 if (expect_false (cur.seq >= seq_next_save))
129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
134
135 return uid;
136}
137
138void
139UUID::init ()
140{
141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
60 208
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
210static bool
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 211compare_ob_value_lists_one (const object *wants, const object *has)
63 key_value * wants_field; 212{
64
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
68 */ 216 */
69 217
70 /* For each field in wants, */ 218 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
72 key_value * has_field; 220 if (has->kv_get (kv->key) != kv->value)
73 221 return false;
74 /* Look for a field in has with the same key. */ 222
75 has_field = get_ob_key_link(has, wants_field->key);
76
77 if (has_field == NULL) {
78 /* No field with that name. */
79 return FALSE;
80 }
81
82 /* Found the matching field. */
83 if (has_field->value != wants_field->value) {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90
91 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 224 return true;
93} 225}
94 226
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
228static bool
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 229compare_ob_value_lists (const object *ob1, const object *ob2)
230{
97 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
99 */ 233 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
101} 236}
102 237
103/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 239 * they can be merged together.
105 * 240 *
106 * Note that this function appears a lot longer than the macro it 241 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 242 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 243 * reduce this to the same efficiency.
109 * 244 *
110 * Check nrof variable *before* calling CAN_MERGE() 245 * Check nrof variable *before* calling can_merge()
111 * 246 *
112 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
113 * check weight 248 * check weight
114 */ 249 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
118{ 251{
119 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 253 if (ob1 == ob2
254 || ob1->type != ob2->type
255 || ob1->value != ob2->value
256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
121 return 0; 258 return 0;
122 259
123 if (ob1->speed != ob2->speed) 260 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */
262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
124 return 0; 263 return 0;
125 264
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
135 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
136 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 269 * flags lose any meaning.
138 */ 270 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 273
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 276
145 277 if (ob1->arch->archname != ob2->arch->archname
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 278 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 279 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 280 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 281 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 282 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 283 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 284 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 285 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 286 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
167 (ob1->client_type != ob2->client_type) || 289 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 290 || ob1->material != ob2->material
169 (ob1->lore != ob2->lore) || 291 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 292 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 293 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 294 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 295 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 296 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 297 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 298 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
178 return 0; 302 return 0;
179 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
180 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
181 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
182 */ 313 */
183 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
184 { 315 {
185 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0;
188
189 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 316 if (!(ob1->inv && ob2->inv))
191 return 0; 317 return 0; /* inventories differ in length */
318
319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
322 if (!object::can_merge (ob1->inv, ob2->inv))
323 return 0; /* inventory objects differ */
192 324
193 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 326 * if it is valid.
195 */ 327 */
196 } 328 }
204 336
205 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
207 * check? 339 * check?
208 */ 340 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 342 return 0;
212 343
213 switch (ob1->type) 344 switch (ob1->type)
214 { 345 {
215 case SCROLL: 346 case SCROLL:
216 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
217 return 0; 348 return 0;
218 break; 349 break;
219 } 350 }
220 351
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
222 { 353 {
223 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
225 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
226 return 0; 357
227 else if (!compare_ob_value_lists (ob1, ob2)) 358 if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 359 return 0;
229 } 360 }
230 361
231 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
233 { 363 {
234 ob1->optimise (); 364 ob1->optimise ();
235 ob2->optimise (); 365 ob2->optimise ();
236 366
237 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
238 return 0; 368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
239 } 381 }
240 382
241 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
242 return 1; 384 return 1;
243} 385}
386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
244/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
245 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
247 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
248 */ 464 */
249signed long sum_weight(object *op) { 465void
250 signed long sum; 466object::update_weight ()
251 object *inv; 467{
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 468 sint32 sum = 0;
469
470 for (object *op = inv; op; op = op->below)
471 {
253 if (inv->inv) 472 if (op->inv)
254 sum_weight(inv); 473 op->update_weight ();
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
256 } 476 }
257 if (op->type == CONTAINER && op->stats.Str) 477
258 sum = (sum * (100 - op->stats.Str))/100; 478 sum = weight_adjust_for (this, sum);
259 if(op->carrying != sum) 479
480 if (sum != carrying)
481 {
260 op->carrying = sum; 482 carrying = sum;
261 return sum;
262}
263 483
484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
488}
489
264/** 490/*
265 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
266 */ 492 */
267 493char *
268object *object_get_env_recursive (object *op) {
269 while (op->env != NULL)
270 op = op->env;
271 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285}
286
287/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array.
291 */
292
293void dump_object2(object *op) {
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 494dump_object (object *op)
340 if(op==NULL) { 495{
341 strcpy(errmsg,"[NULL pointer]"); 496 if (!op)
342 return; 497 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 498
348void dump_all_objects(void) { 499 object_freezer freezer;
349 object *op; 500 op->write (freezer);
350 for(op=objects;op!=NULL;op=op->next) { 501 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 502}
355 503
356/* 504char *
357 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
358 * multi-object 1 which is closest to the second object. 506{
359 * If it's not a multi-object, it is returned. 507 return dump_object (this);
360 */
361
362object *get_nearest_part(object *op, const object *pl) {
363 object *tmp,*closest;
364 int last_dist,i;
365 if(op->more==NULL)
366 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
368 if((i=distance(tmp,pl))<last_dist)
369 closest=tmp,last_dist=i;
370 return closest;
371} 508}
372 509
373/* 510/*
374 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
375 */ 513 */
376 514object *
377object *find_object(tag_t i) { 515find_object (tag_t i)
378 object *op; 516{
379 for(op=objects;op!=NULL;op=op->next) 517 for_all_objects (op)
380 if(op->count==i) 518 if (op->count == i)
381 break;
382 return op; 519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
383} 537}
384 538
385/* 539/*
386 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
389 */ 543 */
390 544object *
391object *find_object_name(const char *str) { 545find_object_name (const char *str)
392 const char *name = shstr::find (str); 546{
393 object *op; 547 shstr_cmp str_ (str);
394 for(op=objects;op!=NULL;op=op->next) 548
549 if (str_)
550 for_all_objects (op)
395 if(&op->name == name) 551 if (op->name == str_)
396 break; 552 return op;
397 553
398 return op; 554 return 0;
399}
400
401void free_all_object_data ()
402{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 555}
440 556
441/* 557/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
444 */ 561 */
445void set_owner (object *op, object *owner) 562void
563object::set_owner (object *owner)
446{ 564{
447 if(owner==NULL||op==NULL) 565 // allow objects which own objects
566 if (owner)
567 while (owner->owner)
568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
448 return; 573 return;
574 }
449 575
450 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid.
456 */
457 while (owner->owner && owner!=owner->owner &&
458 owner->ownercount==owner->owner->count) owner=owner->owner;
459
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 576 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 577}
495 578
496/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 580 * refcounts and freeing the links.
498 */ 581 */
582static void
499static void free_key_values(object * op) 583free_key_values (object *op)
500{ 584{
501 for (key_value *i = op->key_values; i != 0; ) 585 for (key_value *i = op->key_values; i; )
502 { 586 {
503 key_value *next = i->next; 587 key_value *next = i->next;
504 delete i; 588 delete i;
589
505 i = next; 590 i = next;
506 } 591 }
507 592
508 op->key_values = 0; 593 op->key_values = 0;
509} 594}
510 595
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 596/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 597 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 598 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 599 * object, allocating what needs to be allocated. Basically, any
577 * 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,
578 * 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
579 * will point at garbage. 602 * will point at garbage.
580 */ 603 */
581 604void
582void copy_object (object *op2, object *op) 605object::copy_to (object *dst)
583{ 606{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 607 dst->remove ();
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 608 *(object_copy *)dst = *this;
586 609 dst->flag [FLAG_REMOVED] = true;
587 op2->clone (op);
588
589 if (is_freed) SET_FLAG (op, FLAG_FREED);
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
591
592 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
594 610
595 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 612 if (key_values)
597 { 613 {
598 key_value *tail = NULL; 614 key_value *tail = 0;
599 key_value *i;
600
601 op->key_values = NULL; 615 dst->key_values = 0;
602 616
603 for (i = op2->key_values; i != NULL; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
604 { 618 {
605 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
606 620
607 new_link->next = NULL; 621 new_link->next = 0;
608 new_link->key = i->key; 622 new_link->key = i->key;
609 new_link->value = i->value; 623 new_link->value = i->value;
610 624
611 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 626 if (!dst->key_values)
613 { 627 {
614 op->key_values = new_link; 628 dst->key_values = new_link;
615 tail = new_link; 629 tail = new_link;
616 } 630 }
617 else 631 else
618 { 632 {
619 tail->next = new_link; 633 tail->next = new_link;
620 tail = new_link; 634 tail = new_link;
621 } 635 }
622 } 636 }
623 } 637 }
624 638
625 update_ob_speed (op); 639 dst->activate ();
626} 640}
627 641
642void
643object::instantiate ()
644{
645 if (!uuid.seq) // HACK
646 uuid = UUID::gen ();
647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
652 speed_left = -1.;
653
654 /* copy the body_info to the body_used - this is only really
655 * need for monsters, but doesn't hurt to do it for everything.
656 * by doing so, when a monster is created, it has good starting
657 * values for the body_used info, so when items are created
658 * for it, they can be properly equipped.
659 */
660 for (int i = NUM_BODY_LOCATIONS; i--; )
661 slot[i].used = slot[i].info;
662
663 attachable::instantiate ();
664}
665
666object *
628object::object () 667object::clone ()
629{ 668{
630 count = ++ob_count; 669 object *neu = create ();
670 copy_to (neu);
631 671
632 next = objects; 672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
633 675
634 if (objects) 676 neu->map = map; // not copied by copy_to
635 objects->prev = this; 677 return neu;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 678}
649 679
650/* 680/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 682 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 683 * be called to update the face variable, _and_ how it looks on the map.
654 */ 684 */
655 685void
656void update_turn_face(object *op) { 686update_turn_face (object *op)
687{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 688 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
658 return; 689 return;
690
659 SET_ANIMATION(op, op->direction); 691 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
661} 693}
662 694
663/* 695/*
664 * Updates the speed of an object. If the speed changes from 0 to another 696 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 697 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
667 */ 699 */
700void
701object::set_speed (float speed)
702{
703 this->speed = speed;
668 704
669void update_ob_speed(object *op) { 705 if (has_active_speed ())
670 extern int arch_init; 706 activate ();
671
672 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated.
674 */
675
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES
679 abort();
680#else
681 op->speed = 0;
682#endif
683 }
684 if (arch_init) {
685 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691
692 /* process_events() expects us to insert the object at the beginning
693 * of the list. */
694 op->active_next = active_objects;
695 if (op->active_next!=NULL)
696 op->active_next->active_prev = op;
697 active_objects = op;
698 }
699 else { 707 else
700 /* If not on the active list, nothing needs to be done */ 708 deactivate ();
701 if (!op->active_next && !op->active_prev && op!=active_objects)
702 return;
703
704 if (op->active_prev==NULL) {
705 active_objects = op->active_next;
706 if (op->active_next!=NULL)
707 op->active_next->active_prev = NULL;
708 }
709 else {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716 }
717} 709}
718 710
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void remove_from_active_list(object *op)
728{
729 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects)
731 return;
732
733 if (op->active_prev==NULL) {
734 active_objects = op->active_next;
735 if (op->active_next!=NULL)
736 op->active_next->active_prev = NULL;
737 }
738 else {
739 op->active_prev->active_next = op->active_next;
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743 op->active_next = NULL;
744 op->active_prev = NULL;
745}
746
747/* 711/*
748 * update_object() updates the array which represents the map. 712 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 714 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 715 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 716 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 717 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 718 * updating that window, though, since update_object() is called _often_)
755 * 719 *
756 * action is a hint of what the caller believes need to be done. 720 * action is a hint of what the caller believes need to be done.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 721 * current action are:
762 * UP_OBJ_INSERT: op was inserted 722 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 723 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 725 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
767 */ 727 */
768 728void
769void update_object(object *op, int action) { 729update_object (object *op, int action)
770 int update_now=0, flags; 730{
771 MoveType move_on, move_off, move_block, move_slow; 731 if (!op)
772 732 {
773 if (op == NULL) {
774 /* this should never happen */ 733 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
776 return; 735 return;
777 }
778 736 }
779 if(op->env!=NULL) { 737
738 if (!op->is_on_map ())
739 {
780 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
781 * to do in this case. 741 * to do in this case.
782 */ 742 */
783 return; 743 return;
784 }
785
786 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways.
788 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return;
790 744 }
745
791 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 748 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 750#ifdef MANY_CORES
796 abort(); 751 abort ();
797#endif 752#endif
798 return; 753 return;
799 }
800 754 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 755
756 mapspace &m = op->ms ();
757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
808 if (action == UP_OBJ_INSERT) { 760 else if (action == UP_OBJ_INSERT)
761 {
762#if 0
763 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
814 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 770 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if ((move_on | op->move_on) != move_on) update_now=1;
822 if ((move_off | op->move_off) != move_off) update_now=1; 771 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow
823 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
824 * to have move_allow right now. 774 * have move_allow right now.
825 */ 775 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
827 update_now=1; 777 m.invalidate ();
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 778#else
779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
780 m.invalidate ();
781#endif
829 } 782 }
830 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 785 * that is being removed.
833 */ 786 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 788 m.invalidate ();
836 } else if (action == UP_OBJ_FACE) { 789 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 790 /* Nothing to do for that case */ ;
838 }
839 else { 791 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 793
843 if (update_now) {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y);
846 }
847
848 if(op->more!=NULL) 794 if (op->more)
849 update_object(op->more, action); 795 update_object (op->more, action);
850} 796}
851 797
852 798object::object ()
853/*
854 * free_object() frees everything allocated by an object, removes
855 * it from the list of used objects, and puts it on the list of
856 * free objects. The IS_FREED() flag is set in the object.
857 * The object must have been removed by remove_ob() first for
858 * this function to succeed.
859 *
860 * If free_inventory is set, free inventory as well. Else drop items in
861 * inventory to the ground.
862 */
863
864void
865free_object (object * ob)
866{ 799{
867 free_object2 (ob, 0); 800 SET_FLAG (this, FLAG_REMOVED);
868}
869 801
870void 802 //expmul = 1.0; declared const for the time being
871free_object2 (object * ob, int free_inventory) 803 face = blank_face;
872{ 804 material = MATERIAL_NULL;
873 object *tmp, *op; 805}
874 806
875 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 807object::~object ()
876 { 808{
877 LOG (llevDebug, "Free object called with non removed object\n"); 809 unlink ();
878 dump_object (ob); 810
879#ifdef MANY_CORES 811 free_key_values (this);
880 abort (); 812}
881#endif 813
814static int object_count;
815
816void object::link ()
817{
818 assert (!index);//D
819 uuid = UUID::gen ();
820 count = ++object_count;
821
822 refcnt_inc ();
823 objects.insert (this);
824}
825
826void object::unlink ()
827{
828 if (!index)
829 return;
830
831 objects.erase (this);
832 refcnt_dec ();
833}
834
835void
836object::activate ()
837{
838 /* If already on active list, don't do anything */
839 if (active)
840 return;
841
842 if (has_active_speed ())
882 } 843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
883 846
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 847 actives.insert (this);
885 { 848 }
886 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 849}
850
851void
852object::activate_recursive ()
853{
854 activate ();
855
856 for (object *op = inv; op; op = op->below)
857 op->activate_recursive ();
858}
859
860/* This function removes object 'op' from the list of active
861 * objects.
862 * This should only be used for style maps or other such
863 * reference maps where you don't want an object that isn't
864 * in play chewing up cpu time getting processed.
865 * The reverse of this is to call update_ob_speed, which
866 * will do the right thing based on the speed of the object.
867 */
868void
869object::deactivate ()
870{
871 /* If not on the active list, nothing needs to be done */
872 if (!active)
873 return;
874
875 actives.erase (this);
876}
877
878void
879object::deactivate_recursive ()
880{
881 for (object *op = inv; op; op = op->below)
882 op->deactivate_recursive ();
883
884 deactivate ();
885}
886
887void
888object::set_flag_inv (int flag, int value)
889{
890 for (object *op = inv; op; op = op->below)
891 {
892 op->flag [flag] = value;
893 op->set_flag_inv (flag, value);
894 }
895}
896
897/*
898 * Remove and free all objects in the inventory of the given object.
899 * object.c ?
900 */
901void
902object::destroy_inv (bool drop_to_ground)
903{
904 // need to check first, because the checks below might segfault
905 // as we might be on an invalid mapspace and crossfire code
906 // is too buggy to ensure that the inventory is empty.
907 // corollary: if you create arrows etc. with stuff in its inventory,
908 // cf will crash below with off-map x and y
909 if (!inv)
910 return;
911
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (!drop_to_ground
917 || !map
918 || map->in_memory != MAP_ACTIVE
919 || map->no_drop
920 || ms ().move_block == MOVE_ALL)
921 {
922 while (inv)
923 inv->destroy ();
924 }
925 else
926 { /* Put objects in inventory onto this space */
927 while (inv)
928 {
929 object *op = inv;
930
931 if (op->flag [FLAG_STARTEQUIP]
932 || op->flag [FLAG_NO_DROP]
933 || op->type == RUNE
934 || op->type == TRAP
935 || op->flag [FLAG_IS_A_TEMPLATE]
936 || op->flag [FLAG_DESTROY_ON_DEATH])
937 op->destroy ();
938 else
939 map->insert (op, x, y);
940 }
941 }
942}
943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
963}
964
965object *object::create ()
966{
967 object *op = new object;
968 op->link ();
969 return op;
970}
971
972static struct freed_map : maptile
973{
974 freed_map ()
975 {
976 path = "<freed objects map>";
977 name = "/internal/freed_objects_map";
978 width = 3;
979 height = 3;
980 no_drop = 1;
981 no_reset = 1;
982
983 alloc ();
984 in_memory = MAP_ACTIVE;
985 }
986
987 ~freed_map ()
988 {
989 destroy ();
990 }
991} freed_map; // freed objects are moved here to avoid crashes
992
993void
994object::do_destroy ()
995{
996 if (flag [FLAG_IS_LINKED])
997 remove_link ();
998
999 if (flag [FLAG_FRIENDLY])
887 remove_friendly_object (ob); 1000 remove_friendly_object (this);
1001
1002 remove ();
1003
1004 attachable::do_destroy ();
1005
1006 deactivate ();
1007 unlink ();
1008
1009 flag [FLAG_FREED] = 1;
1010
1011 // hack to ensure that freed objects still have a valid map
1012 map = &freed_map;
1013 x = 1;
1014 y = 1;
1015
1016 if (more)
888 } 1017 {
889 1018 more->destroy ();
890 if (QUERY_FLAG (ob, FLAG_FREED)) 1019 more = 0;
891 { 1020 }
892 dump_object (ob); 1021
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1022 head = 0;
1023
1024 // clear those pointers that likely might cause circular references
1025 owner = 0;
1026 enemy = 0;
1027 attacked_by = 0;
1028 current_weapon = 0;
1029}
1030
1031void
1032object::destroy ()
1033{
1034 if (destroyed ())
1035 return;
1036
1037 if (!is_head () && !head->destroyed ())
1038 {
1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1040 head->destroy ();
894 return; 1041 return;
895 } 1042 }
896 1043
897 if (ob->more != NULL) 1044 destroy_inv_fast ();
898 {
899 free_object2 (ob->more, free_inventory);
900 ob->more = NULL;
901 }
902 1045
903 if (ob->inv) 1046 if (is_head ())
904 { 1047 if (sound_destroy)
905 /* Only if the space blocks everything do we not process - 1048 play_sound (sound_destroy);
906 * if some form of movement is allowed, let objects 1049 else if (flag [FLAG_MONSTER])
907 * drop on that space. 1050 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
908 */
909 if (free_inventory || ob->map == NULL
910 || ob->map->in_memory != MAP_IN_MEMORY
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
912 {
913 op = ob->inv;
914 1051
915 while (op != NULL) 1052 attachable::destroy ();
916 {
917 tmp = op->below;
918 remove_ob (op);
919 free_object2 (op, free_inventory);
920 op = tmp;
921 }
922 }
923 else
924 { /* Put objects in inventory onto this space */
925 op = ob->inv;
926
927 while (op != NULL)
928 {
929 tmp = op->below;
930 remove_ob (op);
931
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
935 free_object (op);
936 else
937 {
938 op->x = ob->x;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
941 }
942
943 op = tmp;
944 }
945 }
946 }
947
948 /* Remove object from the active list */
949 ob->speed = 0;
950 update_ob_speed (ob);
951
952 SET_FLAG (ob, FLAG_FREED);
953 ob->count = 0;
954
955 /* Remove this object from the list of used objects */
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 }
963 else
964 {
965 ob->prev->next = ob->next;
966
967 if (ob->next != NULL)
968 ob->next->prev = ob->prev;
969 }
970
971 free_key_values (ob);
972
973 /* Now link it with the free_objects list: */
974 ob->prev = 0;
975 ob->next = 0;
976
977 delete ob;
978} 1053}
979 1054
980/* 1055/* op->remove ():
981 * sub_weight() recursively (outwards) subtracts a number from the
982 * weight of an object (and what is carried by it's environment(s)).
983 */
984
985void sub_weight (object *op, signed long weight) {
986 while (op != NULL) {
987 if (op->type == CONTAINER) {
988 weight=(signed long)(weight*(100-op->stats.Str)/100);
989 }
990 op->carrying-=weight;
991 op = op->env;
992 }
993}
994
995/* remove_ob(op):
996 * This function removes the object op from the linked list of objects 1056 * This function removes the object op from the linked list of objects
997 * which it is currently tied to. When this function is done, the 1057 * which it is currently tied to. When this function is done, the
998 * object will have no environment. If the object previously had an 1058 * object will have no environment. If the object previously had an
999 * environment, the x and y coordinates will be updated to 1059 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 1060 * the previous environment.
1001 * Beware: This function is called from the editor as well!
1002 */ 1061 */
1062void
1063object::do_remove ()
1064{
1065 if (flag [FLAG_REMOVED])
1066 return;
1003 1067
1004void remove_ob(object *op) { 1068 INVOKE_OBJECT (REMOVE, this);
1005 object *tmp,*last=NULL;
1006 object *otmp;
1007 tag_t tag;
1008 int check_walk_off;
1009 mapstruct *m;
1010 sint16 x,y;
1011
1012 1069
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1070 flag [FLAG_REMOVED] = true;
1014 dump_object(op);
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 1071
1017 /* Changed it to always dump core in this case. As has been learned 1072 if (more)
1018 * in the past, trying to recover from errors almost always 1073 more->remove ();
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031 1074
1032 SET_FLAG(op, FLAG_REMOVED);
1033
1034 /* 1075 /*
1035 * In this case, the object to be removed is in someones 1076 * In this case, the object to be removed is in someones
1036 * inventory. 1077 * inventory.
1037 */ 1078 */
1038 if(op->env!=NULL) { 1079 if (env)
1039 if(op->nrof) 1080 {
1040 sub_weight(op->env, op->weight*op->nrof); 1081 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1041 else 1082 if (object *pl = visible_to ())
1042 sub_weight(op->env, op->weight+op->carrying); 1083 esrv_del_item (pl->contr, count);
1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1043 1085
1044 /* NO_FIX_PLAYER is set when a great many changes are being 1086 adjust_weight (env, -total_weight ());
1045 * made to players inventory. If set, avoiding the call
1046 * to save cpu time.
1047 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1050 fix_player(otmp);
1051 1087
1052 if(op->above!=NULL) 1088 object *pl = in_player ();
1053 op->above->below=op->below;
1054 else
1055 op->env->inv=op->below;
1056 1089
1057 if(op->below!=NULL)
1058 op->below->above=op->above;
1059
1060 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
1063 */ 1093 */
1064 op->x=op->env->x,op->y=op->env->y; 1094 map = env->map;
1065 op->map=op->env->map; 1095 x = env->x;
1066 op->above=NULL,op->below=NULL; 1096 y = env->y;
1067 op->env=NULL; 1097
1098 // make sure cmov optimisation is applicable
1099 *(above ? &above->below : &env->inv) = below;
1100 *(below ? &below->above : &above ) = above; // &above is just a dummy
1101
1102 above = 0;
1103 below = 0;
1104 env = 0;
1105
1106 if (pl && pl->is_player ())
1107 {
1108 if (expect_false (pl->contr->combat_ob == this))
1109 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1126 }
1127 }
1128 else if (map)
1129 {
1130 map->dirty = true;
1131 mapspace &ms = this->ms ();
1132
1133 if (object *pl = ms.player ())
1134 {
1135 if (is_player ())
1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1140 // leaving a spot always closes any open container on the ground
1141 if (container && !container->env)
1142 // this causes spurious floorbox updates, but it ensures
1143 // that the CLOSE event is being sent.
1144 close_container ();
1145
1146 --map->players;
1147 map->touch ();
1148 }
1149 else if (pl->container_ () == this)
1150 {
1151 // removing a container should close it
1152 close_container ();
1153 }
1154
1155 esrv_del_item (pl->contr, count);
1156 }
1157
1158 /* link the object above us */
1159 // re-link, make sure compiler can easily use cmove
1160 *(above ? &above->below : &ms.top) = below;
1161 *(below ? &below->above : &ms.bot) = above;
1162
1163 above = 0;
1164 below = 0;
1165
1166 ms.invalidate ();
1167
1168 if (map->in_memory == MAP_SAVING)
1068 return; 1169 return;
1069 }
1070 1170
1071 /* If we get here, we are removing it from a map */ 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1072 if (op->map == NULL) return;
1073 1172
1074 x = op->x; 1173 if (object *pl = ms.player ())
1075 y = op->y;
1076 m = get_map_from_coord(op->map, &x, &y);
1077
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091
1092 /* Re did the following section of code - it looks like it had
1093 * lots of logic for things we no longer care about
1094 */
1095
1096 /* link the object above us */
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if(GET_MAP_OB(m,x,y)!=op) {
1111 dump_object(op);
1112 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);
1113 dump_object(GET_MAP_OB(m,x,y));
1114 LOG(llevError,"%s\n",errmsg);
1115 } 1174 {
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1175 if (pl->container_ () == this)
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1127 /* No point updating the players look faces if he is the object
1128 * being removed.
1129 */
1130
1131 if(tmp->type==PLAYER && tmp!=op) {
1132 /* If a container that the player is currently using somehow gets 1176 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1134 * appropriately. 1178 * appropriately.
1135 */ 1179 */
1136 if (tmp->container==op) { 1180 pl->close_container ();
1137 CLEAR_FLAG(op, FLAG_APPLIED); 1181
1138 tmp->container=NULL; 1182 //TODO: the floorbox prev/next might need updating
1139 } 1183 //esrv_del_item (pl->contr, count);
1140 tmp->contr->socket.update_look=1; 1184 //TODO: update floorbox to preserve ordering
1185 if (pl->contr->ns)
1186 pl->contr->ns->floorbox_update ();
1141 } 1187 }
1188
1189 if (check_walk_off)
1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1191 {
1192 above = tmp->above;
1193
1194 /* No point updating the players look faces if he is the object
1195 * being removed.
1196 */
1197
1142 /* See if player moving off should effect something */ 1198 /* See if object moving off should effect something */
1143 if (check_walk_off && ((op->move_type & tmp->move_off) && 1199 if ((move_type & tmp->move_off)
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1145
1146 move_apply(tmp, op, NULL); 1201 move_apply (tmp, this, 0);
1147 if (was_destroyed (op, tag)) {
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 } 1202 }
1151 }
1152 1203
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1204 if (affects_los ())
1154
1155 if(tmp->above == tmp)
1156 tmp->above = NULL;
1157 last=tmp;
1158 }
1159 /* last == NULL of there are no objects on this space */
1160 if (last==NULL) {
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1163 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways.
1165 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y);
1168 }
1169 else
1170 update_object(last, UP_OBJ_REMOVE);
1171
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1173 update_all_los(op->map, op->x, op->y); 1205 update_all_los (map, x, y);
1174 1206 }
1175} 1207}
1176 1208
1177/* 1209/*
1178 * merge_ob(op,top): 1210 * merge_ob(op,top):
1179 * 1211 *
1180 * This function goes through all objects below and including top, and 1212 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1213 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1214 * If top is NULL, it is calculated.
1183 * Returns pointer to object if it succeded in the merge, otherwise NULL 1215 * Returns pointer to object if it succeded in the merge, otherwise NULL
1184 */ 1216 */
1185 1217object *
1186object *merge_ob(object *op, object *top) { 1218merge_ob (object *op, object *top)
1219{
1187 if(!op->nrof) 1220 if (!op->nrof)
1188 return 0; 1221 return 0;
1189 if(top==NULL) 1222
1223 if (!top)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1224 for (top = op; top && top->above; top = top->above)
1225 ;
1226
1191 for(;top!=NULL;top=top->below) { 1227 for (; top; top = top->below)
1192 if(top==op) 1228 if (object::can_merge (op, top))
1193 continue;
1194 if (CAN_MERGE(op,top))
1195 { 1229 {
1196 top->nrof+=op->nrof; 1230 top->nrof += op->nrof;
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1231
1198 op->weight = 0; /* Don't want any adjustements now */ 1232 if (object *pl = top->visible_to ())
1199 remove_ob(op); 1233 esrv_update_item (UPD_NROF, pl, top);
1200 free_object(op); 1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1238 op->destroy ();
1239
1201 return top; 1240 return top;
1202 } 1241 }
1203 } 1242
1204 return NULL; 1243 return 0;
1205} 1244}
1206 1245
1246void
1247object::expand_tail ()
1248{
1249 if (more)
1250 return;
1251
1252 object *prev = this;
1253
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 {
1256 object *op = at->instance ();
1257
1258 op->name = name;
1259 op->name_pl = name_pl;
1260 op->title = title;
1261
1262 op->head = this;
1263 prev->more = op;
1264
1265 prev = op;
1266 }
1267}
1268
1207/* 1269/*
1208 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1270 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1209 * job preparing multi-part monsters 1271 * job preparing multi-part monsters.
1210 */ 1272 */
1273object *
1211object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1212 object* tmp; 1275{
1213 if (op->head) 1276 op->remove ();
1214 op=op->head; 1277
1215 for (tmp=op;tmp;tmp=tmp->more){ 1278 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1279 {
1216 tmp->x=x+tmp->arch->clone.x; 1280 tmp->x = x + tmp->arch->x;
1217 tmp->y=y+tmp->arch->clone.y; 1281 tmp->y = y + tmp->arch->y;
1218 } 1282 }
1283
1219 return insert_ob_in_map (op, m, originator, flag); 1284 return insert_ob_in_map (op, m, originator, flag);
1220} 1285}
1221 1286
1222/* 1287/*
1223 * insert_ob_in_map (op, map, originator, flag): 1288 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1289 * This function inserts the object in the two-way linked list
1234 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1235 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1236 * 1301 *
1237 * Return value: 1302 * Return value:
1238 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1240 * just 'op' otherwise 1305 * just 'op' otherwise
1241 */ 1306 */
1242 1307object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1309{
1245 object *tmp, *top, *floor=NULL; 1310 op->remove ();
1246 sint16 x,y;
1247 1311
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1312 if (m == &freed_map)//D TODO: remove soon
1249 LOG (llevError, "Trying to insert freed object!\n"); 1313 {//D
1250 return NULL; 1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1315 }//D
1316
1317 /* Ideally, the caller figures this out. However, it complicates a lot
1318 * of areas of callers (eg, anything that uses find_free_spot would now
1319 * need extra work
1320 */
1321 maptile *newmap = m;
1322 if (!xy_normalise (newmap, op->x, op->y))
1251 } 1323 {
1252 if(m==NULL) { 1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1253 dump_object(op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1255 return op; 1325 return 0;
1256 } 1326 }
1257 if(out_of_map(m,op->x,op->y)) { 1327
1258 dump_object(op); 1328 if (object *more = op->more)
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1329 if (!insert_ob_in_map (more, m, originator, flag))
1260#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted.
1264 */
1265 abort();
1266#endif
1267 return op; 1330 return 0;
1268 }
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1270 dump_object(op);
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1272 return op;
1273 }
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */
1276 1331
1277 object *more = op->more; 1332 op->flag [FLAG_REMOVED] = false;
1333 op->env = 0;
1334 op->map = newmap;
1278 1335
1279 /* We really need the caller to normalize coordinates - if 1336 mapspace &ms = op->ms ();
1280 * we set the map, that doesn't work if the location is within 1337
1281 * a map and this is straddling an edge. So only if coordinate 1338 /* this has to be done after we translate the coordinates.
1282 * is clear wrong do we normalize it. 1339 */
1340 if (op->nrof && !(flag & INS_NO_MERGE))
1341 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1342 if (object::can_merge (op, tmp))
1283 */ 1343 {
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1344 // TODO: we actually want to update tmp, not op,
1285 more->map = get_map_from_coord(m, &more->x, &more->y); 1345 // but some caller surely breaks when we return tmp
1286 } else if (!more->map) { 1346 // from here :/
1287 /* For backwards compatibility - when not dealing with tiled maps, 1347 op->nrof += tmp->nrof;
1288 * more->map should always point to the parent. 1348 tmp->destroy ();
1289 */
1290 more->map = m;
1291 } 1349 }
1292 1350
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1351 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1294 if ( ! op->head) 1352 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1353
1296 return NULL; 1354 if (!QUERY_FLAG (op, FLAG_ALIVE))
1355 CLEAR_FLAG (op, FLAG_NO_STEAL);
1356
1357 if (flag & INS_BELOW_ORIGINATOR)
1358 {
1359 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1360 {
1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1362 abort ();
1297 } 1363 }
1364
1365 if (!originator->is_on_map ())
1366 {
1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1371
1372 op->above = originator;
1373 op->below = originator->below;
1374 originator->below = op;
1375
1376 *(op->below ? &op->below->above : &ms.bot) = op;
1377 }
1378 else
1298 } 1379 {
1299 CLEAR_FLAG(op,FLAG_REMOVED); 1380 object *floor = 0;
1381 object *top = ms.top;
1300 1382
1301 /* Ideally, the caller figures this out. However, it complicates a lot 1383 /* If there are other objects, then */
1302 * of areas of callers (eg, anything that uses find_free_spot would now 1384 if (top)
1303 * need extra work 1385 {
1304 */ 1386 /*
1305 op->map=get_map_from_coord(m, &op->x, &op->y); 1387 * If there are multiple objects on this space, we do some trickier handling.
1306 x = op->x; 1388 * We've already dealt with merging if appropriate.
1307 y = op->y; 1389 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1391 * floor, we want to insert above that and no further.
1392 * Also, if there are spell objects on this space, we stop processing
1393 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects.
1397 */
1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1399 {
1400 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1401 floor = tmp;
1308 1402
1309 /* this has to be done after we translate the coordinates. 1403 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1310 */ 1404 {
1311 if(op->nrof && !(flag & INS_NO_MERGE)) { 1405 /* We insert above top, so we want this object below this */
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1406 top = tmp->below;
1313 if (CAN_MERGE(op,tmp)) { 1407 break;
1314 op->nrof+=tmp->nrof; 1408 }
1315 remove_ob(tmp); 1409
1316 free_object(tmp); 1410 top = tmp;
1317 } 1411 }
1318 }
1319 1412
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1413 /* We let update_position deal with figuring out what the space
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1414 * looks like instead of lots of conditions here.
1322 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1415 * makes things faster, and effectively the same result.
1323 CLEAR_FLAG(op, FLAG_NO_STEAL); 1416 */
1324 1417
1325 if (flag & INS_BELOW_ORIGINATOR) { 1418 /* Have object 'fall below' other objects that block view.
1326 if (originator->map != op->map || originator->x != op->x || 1419 * Unless those objects are exits.
1327 originator->y != op->y) { 1420 * If INS_ON_TOP is used, don't do this processing
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1421 * Need to find the object that in fact blocks view, otherwise
1329 abort(); 1422 * stacking is a bit odd.
1423 */
1424 if (!(flag & INS_ON_TOP)
1425 && ms.flags () & P_BLOCKSVIEW
1426 && (op->face && !faces [op->face].visibility))
1427 {
1428 object *last;
1429
1430 for (last = top; last != floor; last = last->below)
1431 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1432 break;
1433
1434 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we
1437 * set top to the object below us.
1438 */
1439 if (last && last->below && last != floor)
1440 top = last->below;
1441 }
1442 } /* If objects on this space */
1443
1444 if (flag & INS_ABOVE_FLOOR_ONLY)
1445 top = floor;
1446
1447 // insert object above top, or bottom-most if top = 0
1448 if (!top)
1449 {
1450 op->below = 0;
1451 op->above = ms.bot;
1452 ms.bot = op;
1453
1454 *(op->above ? &op->above->below : &ms.top) = op;
1330 } 1455 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else { 1456 else
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /*
1342 * If there are multiple objects on this space, we do some trickier handling.
1343 * We've already dealt with merging if appropriate.
1344 * Generally, we want to put the new object on top. But if
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1346 * floor, we want to insert above that and no further.
1347 * Also, if there are spell objects on this space, we stop processing
1348 * once we get to them. This reduces the need to traverse over all of
1349 * them when adding another one - this saves quite a bit of cpu time
1350 * when lots of spells are cast in one area. Currently, it is presumed
1351 * that flying non pickable objects are spell objects.
1352 */
1353
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above;
1367 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */
1395 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y);
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1398
1399 /* Top is the object that our object (op) is going to get inserted above.
1400 */ 1457 {
1401
1402 /* First object on this space */
1403 if (!top) {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y);
1405 if (op->above) op->above->below = op;
1406 op->below = NULL;
1407 SET_MAP_OB(op->map, op->x, op->y, op);
1408 } else { /* get inserted into the stack above top */
1409 op->above = top->above; 1458 op->above = top->above;
1410 if (op->above) op->above->below = op;
1411 op->below = top;
1412 top->above = op; 1459 top->above = op;
1460
1461 op->below = top;
1462 *(op->above ? &op->above->below : &ms.top) = op;
1413 } 1463 }
1414 if (op->above==NULL) 1464 }
1415 SET_MAP_TOP(op->map,op->x, op->y, op);
1416 } /* else not INS_BELOW_ORIGINATOR */
1417 1465
1418 if(op->type==PLAYER) 1466 if (op->is_player ())
1467 {
1419 op->contr->do_los=1; 1468 op->contr->do_los = 1;
1469 ++op->map->players;
1470 op->map->touch ();
1471 }
1420 1472
1421 /* If we have a floor, we know the player, if any, will be above 1473 op->map->dirty = true;
1422 * it, so save a few ticks and start from there.
1423 */
1424 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1426 if (tmp->type == PLAYER)
1427 tmp->contr->socket.update_look=1;
1428 }
1429 1474
1475 if (object *pl = ms.player ())
1476 //TODO: the floorbox prev/next might need updating
1477 //esrv_send_item (pl, op);
1478 //TODO: update floorbox to preserve ordering
1479 if (pl->contr->ns)
1480 pl->contr->ns->floorbox_update ();
1481
1430 /* If this object glows, it may affect lighting conditions that are 1482 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really 1483 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players 1484 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well 1485 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1437 * of effect may be sufficient. 1489 * of effect may be sufficient.
1438 */ 1490 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1440 update_all_los(op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1441 1496
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1445 1499
1500 INVOKE_OBJECT (INSERT, op);
1446 1501
1447 /* Don't know if moving this to the end will break anything. However, 1502 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this. 1503 * we want to have floorbox_update called before calling this.
1449 * 1504 *
1450 * check_move_on() must be after this because code called from 1505 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like 1506 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object(). 1508 * update_object().
1454 */ 1509 */
1455 1510
1456 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1513 {
1459 if (check_move_on(op, originator)) 1514 if (check_move_on (op, originator))
1460 return NULL; 1515 return 0;
1461 1516
1462 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1463 * walk on's. 1518 * walk on's.
1464 */ 1519 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1520 for (object *tmp = op->more; tmp; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1521 if (check_move_on (tmp, originator))
1467 return NULL; 1522 return 0;
1468 } 1523 }
1524
1469 return op; 1525 return op;
1470} 1526}
1471 1527
1472/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1475 */ 1531 */
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1532void
1477 object *tmp; 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1478 object *tmp1; 1534{
1479
1480 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1481 1536
1482 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1538 if (tmp->arch->archname == archname) /* same archetype */
1484 remove_ob(tmp); 1539 tmp->destroy ();
1485 free_object(tmp);
1486 }
1487 }
1488 1540
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1490 1542
1491 1543 tmp->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1544 tmp->y = op->y;
1545
1493 insert_ob_in_map(tmp1,op->map,op,0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1494} 1547}
1495 1548
1496/* 1549object *
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1550object::insert_at (object *where, object *originator, int flags)
1498 * is returned contains nr objects, and the remaining parts contains 1551{
1499 * the rest (or is removed and freed if that number is 0). 1552 if (where->env)
1500 * On failure, NULL is returned, and the reason put into the 1553 return where->env->insert (this);
1501 * global static errmsg array. 1554 else
1502 */ 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1556}
1503 1557
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1558// check whether we can put this into the map, respect max_volume, max_items
1505 object *newob; 1559bool
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1561{
1562 mapspace &ms = m->at (x, y);
1507 1563
1508 if(orig_ob->nrof<nr) { 1564 int items = ms.items ();
1509 sprintf(errmsg,"There are only %d %ss.",
1510 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1511 return NULL;
1512 }
1513 newob = object_create_clone(orig_ob);
1514 if((orig_ob->nrof-=nr)<1) {
1515 if ( ! is_removed)
1516 remove_ob(orig_ob);
1517 free_object2(orig_ob, 1);
1518 }
1519 else if ( ! is_removed) {
1520 if(orig_ob->env!=NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr);
1522 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1523 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1524 LOG(llevDebug,
1525 "Error, Tried to split object whose map is not in memory.\n");
1526 return NULL;
1527 }
1528 }
1529 newob->nrof=nr;
1530 1565
1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1531 return newob; 1569 return true;
1532}
1533 1570
1571 if (originator && originator->is_player ())
1572 originator->contr->failmsg (format (
1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1574 query_name ()
1575 ));
1576
1577 return false;
1578}
1579
1534/* 1580/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1583 * is subsequently removed and freed.
1538 * 1584 *
1539 * Return value: 'op' if something is left, NULL if the amount reached 0 1585 * Return value: 'op' if something is left, NULL if the amount reached 0
1540 */ 1586 */
1541 1587bool
1542object *decrease_ob_nr (object *op, uint32 i) 1588object::decrease (sint32 nr)
1543{ 1589{
1544 object *tmp; 1590 if (!nr)
1545 player *pl; 1591 return true;
1546 1592
1547 if (i == 0) /* objects with op->nrof require this check */ 1593 nr = min (nr, nrof);
1594
1595 if (nrof > nr)
1596 {
1597 nrof -= nr;
1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1599
1600 if (object *pl = visible_to ())
1601 esrv_update_item (UPD_NROF, pl, this);
1602
1603 return true;
1604 }
1605 else
1606 {
1607 destroy ();
1608 return false;
1609 }
1610}
1611
1612/*
1613 * split(ob,nr) splits up ob into two parts. The part which
1614 * is returned contains nr objects, and the remaining parts contains
1615 * the rest (or is removed and returned if that number is 0).
1616 * On failure, NULL is returned.
1617 */
1618object *
1619object::split (sint32 nr)
1620{
1621 int have = number_of ();
1622
1623 if (have < nr)
1624 return 0;
1625 else if (have == nr)
1626 {
1627 remove ();
1628 return this;
1629 }
1630 else
1631 {
1632 decrease (nr);
1633
1634 object *op = deep_clone ();
1635 op->nrof = nr;
1548 return op; 1636 return op;
1549
1550 if (i > op->nrof)
1551 i = op->nrof;
1552
1553 if (QUERY_FLAG (op, FLAG_REMOVED))
1554 { 1637 }
1555 op->nrof -= i; 1638}
1639
1640object *
1641insert_ob_in_ob (object *op, object *where)
1642{
1643 if (!where)
1556 } 1644 {
1557 else if (op->env != NULL) 1645 char *dump = dump_object (op);
1558 { 1646 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1559 /* is this object in the players inventory, or sub container 1647 free (dump);
1560 * therein?
1561 */
1562 tmp = is_player_inv (op->env);
1563 /* nope. Is this a container the player has opened?
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 }
1575
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op);
1584 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above)
1602 if (tmp->type == PLAYER) {
1603 if (op->nrof)
1604 esrv_send_item(tmp, op);
1605 else
1606 esrv_del_item(tmp->contr, op->count);
1607 }
1608 }
1609
1610 if (op->nrof) {
1611 return op; 1648 return op;
1612 } else { 1649 }
1613 free_object (op); 1650
1614 return NULL; 1651 if (where->head_ () != where)
1615 } 1652 {
1616} 1653 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1617 1654 where = where->head;
1618/*
1619 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying.
1621 */
1622
1623void add_weight (object *op, signed long weight) {
1624 while (op!=NULL) {
1625 if (op->type == CONTAINER) {
1626 weight=(signed long)(weight*(100-op->stats.Str)/100);
1627 }
1628 op->carrying+=weight;
1629 op=op->env;
1630 } 1655 }
1631}
1632 1656
1657 return where->insert (op);
1658}
1659
1633/* 1660/*
1634 * insert_ob_in_ob(op,environment): 1661 * env->insert (op)
1635 * This function inserts the object op in the linked list 1662 * This function inserts the object op in the linked list
1636 * inside the object environment. 1663 * inside the object environment.
1637 * 1664 *
1638 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1639 * the inventory at the last position or next to other objects of the same
1640 * type.
1641 * Frank: Now sorted by type, archetype and magic!
1642 *
1643 * The function returns now pointer to inserted item, and return value can 1665 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1666 * be != op, if items are merged. -Tero
1645 */ 1667 */
1646 1668object *
1647object *insert_ob_in_ob(object *op,object *where) { 1669object::insert (object *op)
1648 object *tmp, *otmp; 1670{
1649
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1651 dump_object(op);
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1653 return op;
1654 }
1655 if(where==NULL) {
1656 dump_object(op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1658 return op;
1659 }
1660 if (where->head) {
1661 LOG(llevDebug,
1662 "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665 if (op->more) { 1671 if (op->more)
1672 {
1666 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 &op->name, op->count);
1668 return op; 1674 return op;
1669 } 1675 }
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1676
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1677 op->remove ();
1678
1679 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1680
1672 if(op->nrof) { 1681 if (op->nrof)
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1683 if (object::can_merge (tmp, op))
1684 {
1675 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1686 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1688
1679 * tmp->nrof, we need to increase the weight. 1689 if (object *pl = tmp->visible_to ())
1680 */ 1690 esrv_update_item (UPD_NROF, pl, tmp);
1681 add_weight (where, op->weight*op->nrof); 1691
1682 SET_FLAG(op, FLAG_REMOVED); 1692 adjust_weight (this, op->total_weight ());
1683 free_object(op); /* free the inserted object */ 1693
1694 op->destroy ();
1684 op = tmp; 1695 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1696 goto inserted;
1686 CLEAR_FLAG(op, FLAG_REMOVED);
1687 break;
1688 } 1697 }
1689 1698
1690 /* I assume combined objects have no inventory 1699 op->owner = 0; // it's his/hers now. period.
1691 * We add the weight - this object could have just been removed 1700 op->map = 0;
1692 * (if it was possible to merge). calling remove_ob will subtract 1701 op->x = 0;
1693 * the weight, so we need to add it in again, since we actually do 1702 op->y = 0;
1694 * the linking below
1695 */
1696 add_weight (where, op->weight*op->nrof);
1697 } else
1698 add_weight (where, (op->weight+op->carrying));
1699 1703
1700 otmp=is_player_inv(where);
1701 if (otmp&&otmp->contr!=NULL) {
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp);
1704 }
1705
1706 op->map=NULL;
1707 op->env=where;
1708 op->above=NULL; 1704 op->above = 0;
1709 op->below=NULL; 1705 op->below = inv;
1710 op->x=0,op->y=0; 1706 op->env = this;
1711 1707
1708 if (inv)
1709 inv->above = op;
1710
1711 inv = op;
1712
1713 op->flag [FLAG_REMOVED] = 0;
1714
1715 if (object *pl = op->visible_to ())
1716 esrv_send_item (pl, op);
1717
1718 adjust_weight (this, op->total_weight ());
1719
1720inserted:
1712 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1713 if((op->glow_radius!=0)&&where->map) 1722 if (op->glow_radius && is_on_map ())
1714 { 1723 {
1715#ifdef DEBUG_LIGHTS 1724 update_stats ();
1716 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1725 update_all_los (map, x, y);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */
1719 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1720 } 1726 }
1727 else if (is_player ())
1728 // if this is a player's inventory, update stats
1729 contr->queue_stats_update ();
1721 1730
1722 /* Client has no idea of ordering so lets not bother ordering it here. 1731 INVOKE_OBJECT (INSERT, this);
1723 * It sure simplifies this function... 1732
1724 */
1725 if (where->inv==NULL)
1726 where->inv=op;
1727 else {
1728 op->below = where->inv;
1729 op->below->above = op;
1730 where->inv = op;
1731 }
1732 return op; 1733 return op;
1733} 1734}
1734 1735
1735/* 1736/*
1736 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1750 * 1751 *
1751 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1752 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1753 * on top. 1754 * on top.
1754 */ 1755 */
1755 1756int
1756int check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1757{ 1758{
1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1760 return 0;
1761
1758 object *tmp; 1762 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1763 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1764 int x = op->x, y = op->y;
1762 MoveType move_on, move_slow, move_block;
1763 1765
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1766 mapspace &ms = m->at (x, y);
1765 return 0;
1766 1767
1767 tag = op->count; 1768 ms.update ();
1768 1769
1769 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1770 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1771 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1772 1773
1773 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1777 * as walking.
1777 */ 1778 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1779 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0; 1780 return 0;
1780 1781
1781 /* This is basically inverse logic of that below - basically, 1782 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so, 1783 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is 1784 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct. 1785 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1786 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && 1787 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1788 return 0;
1788 1789
1789 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1791 */ 1792 */
1792 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1793 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1794 tmp->above!=NULL; tmp=tmp->above) {
1795 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them.
1798 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1800 } 1794 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1795 next = tmp->below;
1796
1797 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1803 1799
1804 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1805 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1802 * (~slow_move) is not blocked on this space - just because the
1807 * space doesn't slow down swimming (for example), if you can't actually 1803 * space doesn't slow down swimming (for example), if you can't actually
1808 * swim on that space, can't use it to avoid the penalty. 1804 * swim on that space, can't use it to avoid the penalty.
1809 */ 1805 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1814 1810 {
1815 float diff;
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1818 if (op->type == PLAYER) { 1812
1813 if (op->is_player ())
1819 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1816 diff /= 4.0;
1822 } 1817
1823 }
1824 op->speed_left -= diff; 1818 op->speed_left -= diff;
1825 } 1819 }
1826 } 1820 }
1827 1821
1828 /* Basically same logic as above, except now for actual apply. */ 1822 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1823 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1824 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1832 1825 {
1833 move_apply(tmp, op, originator); 1826 move_apply (tmp, op, originator);
1827
1834 if (was_destroyed (op, tag)) 1828 if (op->destroyed ())
1835 return 1; 1829 return 1;
1836 1830
1837 /* what the person/creature stepped onto has moved the object 1831 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1832 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1833 * have a feeling strange problems would result.
1840 */ 1834 */
1841 if (op->map != m || op->x != x || op->y != y) return 0; 1835 if (op->map != m || op->x != x || op->y != y)
1836 return 0;
1842 } 1837 }
1843 } 1838 }
1839
1844 return 0; 1840 return 0;
1845} 1841}
1846 1842
1847/* 1843/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1844 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1845 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1851 */ 1847 */
1852 1848object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1849present_arch (const archetype *at, maptile *m, int x, int y)
1854 object *tmp; 1850{
1855 if(m==NULL || out_of_map(m,x,y)) { 1851 if (!m || out_of_map (m, x, y))
1852 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1854 return NULL;
1858 } 1855 }
1859 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1856
1860 if(tmp->arch == at) 1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->arch->archname == at->archname)
1861 return tmp; 1859 return tmp;
1860
1862 return NULL; 1861 return NULL;
1863} 1862}
1864 1863
1865/* 1864/*
1866 * present(type, map, x, y) searches for any objects with 1865 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1866 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1869 */ 1868 */
1870 1869object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 1870present (unsigned char type, maptile *m, int x, int y)
1872 object *tmp; 1871{
1873 if(out_of_map(m,x,y)) { 1872 if (out_of_map (m, x, y))
1873 {
1874 LOG(llevError,"Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1875 return NULL;
1876 } 1876 }
1877 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if(tmp->type==type) 1879 if (tmp->type == type)
1879 return tmp; 1880 return tmp;
1881
1880 return NULL; 1882 return NULL;
1881} 1883}
1882 1884
1883/* 1885/*
1884 * present_in_ob(type, object) searches for any objects with 1886 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1887 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1887 */ 1889 */
1888 1890object *
1889object *present_in_ob(unsigned char type, const object *op) { 1891present_in_ob (unsigned char type, const object *op)
1890 object *tmp; 1892{
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 1894 if (tmp->type == type)
1893 return tmp; 1895 return tmp;
1896
1894 return NULL; 1897 return NULL;
1895} 1898}
1896 1899
1897/* 1900/*
1898 * present_in_ob (type, str, object) searches for any objects with 1901 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1909 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1912 * to be unique.
1910 */ 1913 */
1911 1914object *
1912object *present_in_ob_by_name(int type, const char *str, const object *op) { 1915present_in_ob_by_name (int type, const char *str, const object *op)
1913 object *tmp; 1916{
1914
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 1919 return tmp;
1918 } 1920
1919 return NULL; 1921 return 0;
1920} 1922}
1921 1923
1922/* 1924/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 1925 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 1926 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1926 */ 1928 */
1927 1929object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 1930present_arch_in_ob (const archetype *at, const object *op)
1929 object *tmp; 1931{
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 if( tmp->arch == at) 1933 if (tmp->arch->archname == at->archname)
1932 return tmp; 1934 return tmp;
1935
1933 return NULL; 1936 return NULL;
1934} 1937}
1935 1938
1936/* 1939/*
1937 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
1938 */ 1941 */
1942void
1939void flag_inv(object*op, int flag){ 1943flag_inv (object *op, int flag)
1940 object *tmp; 1944{
1941 if(op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 {
1943 SET_FLAG(tmp, flag); 1947 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 1948 flag_inv (tmp, flag);
1945 } 1949 }
1950}
1951
1946}/* 1952/*
1947 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
1948 */ 1954 */
1955void
1949void unflag_inv(object*op, int flag){ 1956unflag_inv (object *op, int flag)
1950 object *tmp; 1957{
1951 if(op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 {
1953 CLEAR_FLAG(tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 1961 unflag_inv (tmp, flag);
1955 } 1962 }
1956}
1957
1958/*
1959 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960 * all it's inventory (recursively).
1961 * If checksums are used, a player will get set_cheat called for
1962 * him/her-self and all object carried by a call to this function.
1963 */
1964
1965void set_cheat(object *op) {
1966 SET_FLAG(op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ);
1968} 1963}
1969 1964
1970/* 1965/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 1966 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 1967 * a spot at the given map and coordinates which will be able to contain
1974 * to search (see the freearr_x/y[] definition). 1969 * to search (see the freearr_x/y[] definition).
1975 * It returns a random choice among the alternatives found. 1970 * It returns a random choice among the alternatives found.
1976 * start and stop are where to start relative to the free_arr array (1,9 1971 * start and stop are where to start relative to the free_arr array (1,9
1977 * does all 4 immediate directions). This returns the index into the 1972 * does all 4 immediate directions). This returns the index into the
1978 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1973 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1979 * Note - this only checks to see if there is space for the head of the
1980 * object - if it is a multispace object, this should be called for all
1981 * pieces.
1982 * Note2: This function does correctly handle tiled maps, but does not 1974 * Note: This function does correctly handle tiled maps, but does not
1983 * inform the caller. However, insert_ob_in_map will update as 1975 * inform the caller. However, insert_ob_in_map will update as
1984 * necessary, so the caller shouldn't need to do any special work. 1976 * necessary, so the caller shouldn't need to do any special work.
1985 * Note - updated to take an object instead of archetype - this is necessary 1977 * Note - updated to take an object instead of archetype - this is necessary
1986 * because arch_blocked (now ob_blocked) needs to know the movement type 1978 * because arch_blocked (now ob_blocked) needs to know the movement type
1987 * to know if the space in question will block the object. We can't use 1979 * to know if the space in question will block the object. We can't use
1988 * the archetype because that isn't correct if the monster has been 1980 * the archetype because that isn't correct if the monster has been
1989 * customized, changed states, etc. 1981 * customized, changed states, etc.
1990 */ 1982 */
1991 1983int
1992int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1984find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1985{
1986 int altern[SIZEOFFREE];
1993 int i,index=0, flag; 1987 int index = 0, flag;
1994 static int altern[SIZEOFFREE];
1995 1988
1996 for(i=start;i<stop;i++) { 1989 for (int i = start; i < stop; i++)
1997 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1990 {
1998 if(!flag) 1991 mapxy pos (m, x, y); pos.move (i);
1992
1993 if (!pos.normalise ())
1994 continue;
1995
1996 mapspace &ms = *pos;
1997
1998 if (ms.flags () & P_IS_ALIVE)
1999 continue;
2000
2001 /* However, often
2002 * ob doesn't have any move type (when used to place exits)
2003 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2004 */
2005 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2006 {
1999 altern[index++]=i; 2007 altern [index++] = i;
2008 continue;
2009 }
2000 2010
2001 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2008 */ 2018 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2019 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2020 {
2010 stop=maxfree[i]; 2021 stop = maxfree[i];
2011 } 2022 continue;
2012 if(!index) return -1; 2023 }
2013 return altern[RANDOM()%index];
2014}
2015 2024
2025 /* Note it is intentional that we check ob - the movement type of the
2026 * head of the object should correspond for the entire object.
2027 */
2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2029 continue;
2030
2031 if (ob->blocked (pos.m, pos.x, pos.y))
2032 continue;
2033
2034 altern [index++] = i;
2035 }
2036
2037 if (!index)
2038 return -1;
2039
2040 return altern [rndm (index)];
2041}
2042
2016/* 2043/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice. 2046 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2047 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */ 2048 */
2022 2049int
2023int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2024 int i; 2051{
2025 for(i=0;i<SIZEOFFREE;i++) { 2052 for (int i = 0; i < SIZEOFFREE; i++)
2026 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2053 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 2054 return i;
2028 } 2055
2029 return -1; 2056 return -1;
2030} 2057}
2031 2058
2032/* 2059/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2035 */ 2063 */
2064static void
2036static void permute(int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2037{ 2066{
2038 int i, j, tmp, len; 2067 arr += begin;
2068 end -= begin;
2039 2069
2040 len = end-begin; 2070 while (--end)
2041 for(i = begin; i < end; i++) 2071 swap (arr [end], arr [rndm (end + 1)]);
2042 {
2043 j = begin+RANDOM()%len;
2044
2045 tmp = arr[i];
2046 arr[i] = arr[j];
2047 arr[j] = tmp;
2048 }
2049} 2072}
2050 2073
2051/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2076 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2077 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2078 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2079 * the 3x3 area will be searched, just not in a predictable order.
2057 */ 2080 */
2081void
2058void get_search_arr(int *search_arr) 2082get_search_arr (int *search_arr)
2059{ 2083{
2060 int i; 2084 int i;
2061 2085
2062 for(i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2063 {
2064 search_arr[i] = i; 2087 search_arr[i] = i;
2065 }
2066 2088
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2092}
2071 2093
2072/* 2094/*
2073 * find_dir(map, x, y, exclude) will search some close squares in the 2095 * find_dir(map, x, y, exclude) will search some close squares in the
2074 * given map at the given coordinates for live objects. 2096 * given map at the given coordinates for live objects.
2079 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2080 * is actually want is going to try and move there. We need this info 2102 * is actually want is going to try and move there. We need this info
2081 * because we have to know what movement the thing looking to move 2103 * because we have to know what movement the thing looking to move
2082 * there is capable of. 2104 * there is capable of.
2083 */ 2105 */
2084 2106int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2107find_dir (maptile *m, int x, int y, object *exclude)
2108{
2086 int i,max=SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2087 sint16 nx, ny;
2088 object *tmp;
2089 mapstruct *mp;
2090 MoveType blocked, move_type; 2110 MoveType move_type;
2091 2111
2092 if (exclude && exclude->head) { 2112 if (exclude && exclude->head_ () != exclude)
2113 {
2093 exclude = exclude->head; 2114 exclude = exclude->head;
2094 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2095 } else { 2116 }
2117 else
2118 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2097 move_type=MOVE_ALL; 2120 move_type = MOVE_ALL;
2121 }
2122
2123 for (int i = 1; i < max; i++)
2098 } 2124 {
2125 mapxy pos (m, x, y);
2126 pos.move (i);
2099 2127
2100 for(i=1;i<max;i++) { 2128 if (!pos.normalise ())
2101 mp = m;
2102 nx = x + freearr_x[i]; 2129 max = maxfree[i];
2103 ny = y + freearr_y[i]; 2130 else
2131 {
2132 mapspace &ms = *pos;
2104 2133
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2134 if ((move_type & ms.move_block) == move_type)
2106 if (mflags & P_OUT_OF_MAP) {
2107 max = maxfree[i]; 2135 max = maxfree [i];
2108 } else {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2110
2111 if ((move_type & blocked) == move_type) {
2112 max=maxfree[i];
2113 } else if (mflags & P_IS_ALIVE) { 2136 else if (ms.flags () & P_IS_ALIVE)
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2137 {
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 break;
2118 }
2119 }
2120 if(tmp) {
2121 return freedir[i]; 2141 return freedir [i];
2122 }
2123 } 2142 }
2124 } 2143 }
2125 } 2144 }
2145
2126 return 0; 2146 return 0;
2127} 2147}
2128 2148
2129/* 2149/*
2130 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2151 * distance between the two given objects.
2132 */ 2152 */
2133 2153int
2134int distance(const object *ob1, const object *ob2) { 2154distance (const object *ob1, const object *ob2)
2135 int i; 2155{
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2138 return i;
2139} 2157}
2140 2158
2141/* 2159/*
2142 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2143 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2144 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2145 */ 2163 */
2146 2164int
2147int find_dir_2(int x, int y) { 2165find_dir_2 (int x, int y)
2166{
2148 int q; 2167 int q;
2149 2168
2150 if(y) 2169 if (y)
2151 q=x*100/y; 2170 q = x * 100 / y;
2152 else if (x) 2171 else if (x)
2153 q= -300*x; 2172 q = -300 * x;
2154 else 2173 else
2155 return 0; 2174 return 0;
2156 2175
2157 if(y>0) { 2176 if (y > 0)
2177 {
2158 if(q < -242) 2178 if (q < -242)
2159 return 3 ; 2179 return 3;
2160 if (q < -41) 2180 if (q < -41)
2161 return 2 ; 2181 return 2;
2162 if (q < 41) 2182 if (q < 41)
2163 return 1 ; 2183 return 1;
2164 if (q < 242) 2184 if (q < 242)
2165 return 8 ; 2185 return 8;
2166 return 7 ; 2186 return 7;
2167 } 2187 }
2168 2188
2169 if (q < -242) 2189 if (q < -242)
2170 return 7 ; 2190 return 7;
2171 if (q < -41) 2191 if (q < -41)
2172 return 6 ; 2192 return 6;
2173 if (q < 41) 2193 if (q < 41)
2174 return 5 ; 2194 return 5;
2175 if (q < 242) 2195 if (q < 242)
2176 return 4 ; 2196 return 4;
2177 2197
2178 return 3 ; 2198 return 3;
2179}
2180
2181/*
2182 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction).
2185 */
2186
2187int absdir(int d) {
2188 while(d<1) d+=8;
2189 while(d>8) d-=8;
2190 return d;
2191} 2199}
2192 2200
2193/* 2201/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2203 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2204 */
2197 2205int
2198int dirdiff(int dir1, int dir2) { 2206dirdiff (int dir1, int dir2)
2207{
2199 int d; 2208 int d;
2209
2200 d = abs(dir1 - dir2); 2210 d = abs (dir1 - dir2);
2201 if(d>4) 2211 if (d > 4)
2202 d = 8 - d; 2212 d = 8 - d;
2213
2203 return d; 2214 return d;
2204} 2215}
2205 2216
2206/* peterm: 2217/* peterm:
2207 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2210 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2211 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2224 * functions.
2214 */ 2225 */
2215
2216int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2232 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2233 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2234 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2235 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2236 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2237 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2238 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2239 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2240 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2241 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2242 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2243 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2244 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2245 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2246 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2247 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2248 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2249 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2250 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2251 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2252 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2253 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2254 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2255 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2256 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2257 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2258 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2259 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2260 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2261 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2262 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2263 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2264 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2265 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2266 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2267 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2268 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2269 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2270 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2271 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2272 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2273 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2274 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2275 {24, 9, -1}
2276}; /* 48 */
2266 2277
2267/* Recursive routine to step back and see if we can 2278/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2281 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2272 */ 2283 */
2273 2284int
2274
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2286{
2276 sint16 dx, dy; 2287 sint16 dx, dy;
2277 int mflags; 2288 int mflags;
2278 2289
2290 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2280 2292
2281 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2294 dy = y + freearr_y[dir];
2283 2295
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2296 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2297
2286 /* This functional arguably was incorrect before - it was 2298 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2299 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2300 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually 2301 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or 2302 * move to the monster, we'd need the monster passed in or
2291 * at least its move type. 2303 * at least its move type.
2292 */ 2304 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2305 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2306 return 0;
2294 2307
2295 /* yes, can see. */ 2308 /* yes, can see. */
2296 if(dir < 9) return 1; 2309 if (dir < 9)
2310 return 1;
2311
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2300} 2315}
2301 2316
2302
2303
2304/* 2317/*
2305 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2306 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2308 * 2321 *
2309 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2310 * core dumps if they do. 2323 * core dumps if they do.
2311 * 2324 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2326 */
2314 2327int
2315int can_pick(const object *who, const object *item) { 2328can_pick (const object *who, const object *item)
2329{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2333}
2321
2322 2334
2323/* 2335/*
2324 * create clone from object to another 2336 * create clone from object to another
2325 */ 2337 */
2326object *object_create_clone (object *asrc) { 2338object *
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2339object::deep_clone ()
2340{
2341 assert (("deep_clone called on non-head object", is_head ()));
2328 2342
2329 if(!asrc) return NULL; 2343 object *dst = clone ();
2330 src = asrc;
2331 if(src->head)
2332 src = src->head;
2333 2344
2334 prev = NULL; 2345 object *prev = dst;
2335 for(part = src; part; part = part->more) { 2346 for (object *part = this->more; part; part = part->more)
2336 tmp = get_object(); 2347 {
2337 copy_object(part,tmp); 2348 object *tmp = part->clone ();
2338 tmp->x -= src->x;
2339 tmp->y -= src->y;
2340 if(!part->head) {
2341 dst = tmp;
2342 tmp->head = NULL;
2343 } else {
2344 tmp->head = dst; 2349 tmp->head = dst;
2345 }
2346 tmp->more = NULL;
2347 if(prev)
2348 prev->more = tmp; 2350 prev->more = tmp;
2349 prev = tmp; 2351 prev = tmp;
2350 } 2352 }
2351 /*** copy inventory ***/ 2353
2352 for(item = src->inv; item; item = item->below) { 2354 for (object *item = inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2355 insert_ob_in_ob (item->deep_clone (), dst);
2354 }
2355 2356
2356 return dst; 2357 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365}
2366
2367/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */
2373
2374object* load_object_str(const char *obstr)
2375{
2376 object *op;
2377 char filename[MAX_BUF];
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2379
2380 FILE *tempfile=fopen(filename,"w");
2381 if (tempfile == NULL)
2382 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n");
2384 return NULL;
2385 };
2386 fprintf(tempfile,obstr);
2387 fclose(tempfile);
2388
2389 op=get_object();
2390
2391 object_thawer thawer (filename);
2392
2393 if (thawer)
2394 load_object(thawer,op,0);
2395
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED);
2398
2399 return op;
2400} 2358}
2401 2359
2402/* This returns the first object in who's inventory that 2360/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2361 * has the same type and subtype match.
2404 * returns NULL if no match. 2362 * returns NULL if no match.
2405 */ 2363 */
2364object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2365find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2366{
2408 object *tmp;
2409
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2367 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2368 if (tmp->type == type && tmp->subtype == subtype)
2369 return tmp;
2412 2370
2413 return NULL; 2371 return 0;
2414} 2372}
2415 2373
2416/* If ob has a field named key, return the link from the list, 2374shstr_tmp
2417 * otherwise return NULL. 2375object::kv_get (shstr_tmp key) const
2418 * 2376{
2419 * key must be a passed in shared string - otherwise, this won't 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2420 * do the desired thing. 2378 if (kv->key == key)
2421 */ 2379 return kv->value;
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2380
2423 key_value * link; 2381 return shstr ();
2382}
2383
2384void
2385object::kv_set (shstr_tmp key, shstr_tmp value)
2386{
2387 for (key_value *kv = key_values; kv; kv = kv->next)
2388 if (kv->key == key)
2389 {
2390 kv->value = value;
2391 return;
2392 }
2393
2394 key_value *kv = new key_value;
2395
2396 kv->next = key_values;
2397 kv->key = key;
2398 kv->value = value;
2399
2400 key_values = kv;
2401}
2402
2403void
2404object::kv_del (shstr_tmp key)
2405{
2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2407 if ((*kvp)->key == key)
2408 {
2409 key_value *kv = *kvp;
2410 *kvp = (*kvp)->next;
2411 delete kv;
2412 return;
2413 }
2414}
2415
2416object::depth_iterator::depth_iterator (object *container)
2417: iterator_base (container)
2418{
2419 while (item->inv)
2420 item = item->inv;
2421}
2422
2423void
2424object::depth_iterator::next ()
2425{
2426 if (item->below)
2424 2427 {
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2428 item = item->below;
2426 if (link->key == key) { 2429
2427 return link; 2430 while (item->inv)
2431 item = item->inv;
2432 }
2433 else
2434 item = item->env;
2435}
2436
2437const char *
2438object::flag_desc (char *desc, int len) const
2439{
2440 char *p = desc;
2441 bool first = true;
2442
2443 *p = 0;
2444
2445 for (int i = 0; i < NUM_FLAGS; i++)
2446 {
2447 if (len <= 10) // magic constant!
2448 {
2449 snprintf (p, len, ",...");
2450 break;
2428 } 2451 }
2429 }
2430
2431 return NULL;
2432}
2433 2452
2434/* 2453 if (flag [i])
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441const char * get_ob_key_value(const object * op, const char * const key) {
2442 key_value * link;
2443 const char * canonical_key;
2444
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2454 {
2453 return NULL; 2455 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2454 } 2456 len -= cnt;
2455 2457 p += cnt;
2456 /* This is copied from get_ob_key_link() above - 2458 first = false;
2457 * only 4 lines, and saves the function call overhead.
2458 */
2459 for (link = op->key_values; link != NULL; link = link->next) {
2460 if (link->key == canonical_key) {
2461 return link->value;
2462 } 2459 }
2463 } 2460 }
2461
2462 return desc;
2463}
2464
2465// return a suitable string describing an object in enough detail to find it
2466const char *
2467object::debug_desc (char *info) const
2468{
2469 char flagdesc[512];
2470 char info2[256 * 4];
2471 char *p = info;
2472
2473 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2474 count,
2475 uuid.c_str (),
2476 &name,
2477 title ? ",title:\"" : "",
2478 title ? (const char *)title : "",
2479 title ? "\"" : "",
2480 flag_desc (flagdesc, 512), type);
2481
2482 if (!flag[FLAG_REMOVED] && env)
2483 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2484
2485 if (map)
2486 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2487
2488 return info;
2489}
2490
2491const char *
2492object::debug_desc () const
2493{
2494 static char info[3][256 * 4];
2495 static int info_idx;
2496
2497 return debug_desc (info [++info_idx % 3]);
2498}
2499
2500struct region *
2501object::region () const
2502{
2503 return map ? map->region (x, y)
2504 : region::default_region ();
2505}
2506
2507void
2508object::open_container (object *new_container)
2509{
2510 if (container == new_container)
2464 return NULL; 2511 return;
2465}
2466 2512
2513 object *old_container = container;
2467 2514
2468/* 2515 if (old_container)
2469 * Updates the canonical_key in op to value.
2470 *
2471 * canonical_key is a shared string (value doesn't have to be).
2472 *
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys.
2475 *
2476 * Returns TRUE on success.
2477 */
2478int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2479 key_value * field = NULL, *last=NULL;
2480 2516 {
2481 for (field=op->key_values; field != NULL; field=field->next) { 2517 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2482 if (field->key != canonical_key) { 2518 return;
2483 last = field; 2519
2484 continue; 2520#if 0
2521 // remove the "Close old_container" object.
2522 if (object *closer = old_container->inv)
2523 if (closer->type == CLOSE_CON)
2524 closer->destroy ();
2525#endif
2526
2527 // make sure the container is available
2528 esrv_send_item (this, old_container);
2529
2530 old_container->flag [FLAG_APPLIED] = false;
2531 container = 0;
2532
2533 // client needs item update to make it work, client bug requires this to be separate
2534 esrv_update_item (UPD_FLAGS, this, old_container);
2535
2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2537 play_sound (sound_find ("chest_close"));
2538 }
2539
2540 if (new_container)
2541 {
2542 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2543 return;
2544
2545 // TODO: this does not seem to serve any purpose anymore?
2546#if 0
2547 // insert the "Close Container" object.
2548 if (archetype *closer = new_container->other_arch)
2549 {
2550 object *closer = new_container->other_arch->instance ();
2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2552 new_container->insert (closer);
2485 } 2553 }
2554#endif
2555
2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2557
2558 // make sure the container is available, client bug requires this to be separate
2559 esrv_send_item (this, new_container);
2560
2561 new_container->flag [FLAG_APPLIED] = true;
2562 container = new_container;
2563
2564 // client needs flag change
2565 esrv_update_item (UPD_FLAGS, this, new_container);
2566 esrv_send_inventory (this, new_container);
2567 play_sound (sound_find ("chest_open"));
2486 2568 }
2487 if (value) 2569// else if (!old_container->env && contr && contr->ns)
2488 field->value = value; 2570// contr->ns->floorbox_reset ();
2489 else { 2571}
2490 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load,
2493 * we get this value back again.
2494 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0;
2497 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next;
2501 2572
2502 delete field; 2573object *
2503 } 2574object::force_find (shstr_tmp name)
2504 } 2575{
2505 return TRUE; 2576 /* cycle through his inventory to look for the MARK we want to
2506 } 2577 * place
2507 /* IF we get here, key doesn't exist */ 2578 */
2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 if (tmp->type == FORCE && tmp->slaying == name)
2581 return splay (tmp);
2508 2582
2509 /* No field, we'll have to add it. */ 2583 return 0;
2584}
2585
2586//-GPL
2587
2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2597object *
2598object::force_add (shstr_tmp name, int duration)
2599{
2600 if (object *force = force_find (name))
2601 force->destroy ();
2602
2603 object *force = get_archetype (FORCE_NAME);
2604
2605 force->slaying = name;
2606 force->force_set_timer (duration);
2607 force->flag [FLAG_APPLIED] = true;
2608
2609 return insert (force);
2610}
2611
2612void
2613object::play_sound (faceidx sound) const
2614{
2615 if (!sound)
2616 return;
2617
2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631}
2632
2633void
2634object::make_noise ()
2635{
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2643 return;
2644
2645 // find old force, or create new one
2646 object *force = force_find (shstr_noise_force);
2647
2648 if (force)
2649 force->speed_left = -1.f; // patch old speed up
2650 else
2510 2651 {
2511 if (!add_key) { 2652 force = archetype::get (shstr_noise_force);
2512 return FALSE; 2653
2513 } 2654 force->slaying = shstr_noise_force;
2514 /* There isn't any good reason to store a null 2655 force->stats.food = 1;
2515 * value in the key/value list. If the archetype has 2656 force->speed_left = -1.f;
2516 * this key, then we should also have it, so shouldn't 2657
2517 * be here. If user wants to store empty strings, 2658 force->set_speed (1.f / 4.f);
2518 * should pass in "" 2659 force->flag [FLAG_IS_USED_UP] = true;
2519 */ 2660 force->flag [FLAG_APPLIED] = true;
2520 if (value == NULL) return TRUE; 2661
2662 insert (force);
2521 2663 }
2522 field = new key_value; 2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2523 2672 {
2524 field->key = canonical_key; 2673 // we are on the map, so handle move_on/off effects
2525 field->value = value; 2674 remove ();
2526 /* Usual prepend-addition. */ 2675 move_type = mt;
2527 field->next = op->key_values; 2676 map->insert (this, x, y, this);
2528 op->key_values = field;
2529 2677 }
2530 return TRUE; 2678 else
2679 move_type = mt;
2531} 2680}
2532 2681
2533/*
2534 * Updates the key in op to value.
2535 *
2536 * If add_key is FALSE, this will only update existing keys,
2537 * and not add new ones.
2538 * In general, should be little reason FALSE is ever passed in for add_key
2539 *
2540 * Returns TRUE on success.
2541 */
2542int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2543{
2544 shstr key_ (key);
2545 return set_ob_key_value_s (op, key_, value, add_key);
2546}

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