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Comparing deliantra/server/common/object.C (file contents):
Revision 1.23 by root, Sun Sep 10 14:54:02 2006 UTC vs.
Revision 1.200 by root, Sun Jan 13 08:55:41 2008 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.C,v 1.23 2006/09/10 14:54:02 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h> 33#include <sproto.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
46 44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 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,
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,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 47};
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, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -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]= 50};
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, 51int maxfree[SIZEOFFREE] = { 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}; 52 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
53};
56int freedir[SIZEOFFREE]= { 54int 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, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
59 135
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
62 key_value * wants_field; 140 key_value *wants_field;
63 141
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
67 */ 145 */
68 146
69 /* For each field in wants, */ 147 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
71 key_value * has_field; 150 key_value *has_field;
72 151
73 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
75 156 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 157 /* No field with that name. */
78 return FALSE; 158 return FALSE;
79 }
80 159 }
160
81 /* Found the matching field. */ 161 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
83 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 165 return FALSE;
85 } 166 }
86 167
87 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 169 }
170
90 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 172 return TRUE;
92} 173}
93 174
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
96 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
98 */ 181 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 183}
101 184
102/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 186 * they can be merged together.
104 * 187 *
105 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
108 * 191 *
109 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
110 * 193 *
111 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
112 * check weight 195 * check weight
113 */ 196 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
117{ 198{
118 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
120 return 0; 205 return 0;
121 206
122 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 210 * used to store nrof).
128 */ 211 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 223
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 226
144 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
182 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
183 { 258 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 259 if (!(ob1->inv && ob2->inv))
190 return 0; 260 return 0; /* inventories differ in length */
261
262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */
191 267
192 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 269 * if it is valid.
194 */ 270 */
195 } 271 }
203 279
204 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
206 * check? 282 * check?
207 */ 283 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 285 return 0;
211 286
212 switch (ob1->type) 287 switch (ob1->type)
213 { 288 {
214 case SCROLL: 289 case SCROLL:
215 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
216 return 0; 291 return 0;
217 break; 292 break;
218 } 293 }
219 294
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 296 {
222 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
225 return 0; 300 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 302 return 0;
228 } 303 }
229 304
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
232 { 306 {
233 ob1->optimise (); 307 ob1->optimise ();
234 ob2->optimise (); 308 ob2->optimise ();
235 309
236 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
237 return 0; 311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
238 } 322 }
239 323
240 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
241 return 1; 325 return 1;
242} 326}
327
243/* 328/*
244 * sum_weight() is a recursive function which calculates the weight 329 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 330 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 331 * containers are carrying, and sums it up.
247 */ 332 */
248signed long sum_weight(object *op) { 333long
334sum_weight (object *op)
335{
249 signed long sum; 336 long sum;
250 object *inv; 337 object *inv;
338
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
340 {
252 if (inv->inv) 341 if (inv->inv)
253 sum_weight(inv); 342 sum_weight (inv);
343
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 345 }
346
256 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
349
258 if(op->carrying != sum) 350 if (op->carrying != sum)
259 op->carrying = sum; 351 op->carrying = sum;
352
260 return sum; 353 return sum;
261} 354}
262 355
263/** 356/**
264 * Return the outermost environment object for a given object. 357 * Return the outermost environment object for a given object.
265 */ 358 */
266 359
360object *
267object *object_get_env_recursive (object *op) { 361object_get_env_recursive (object *op)
362{
268 while (op->env != NULL) 363 while (op->env != NULL)
269 op = op->env; 364 op = op->env;
270 return op; 365 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 366}
285 367
286/* 368/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 370 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
290 */ 372 */
291 373char *
292void dump_object2(object *op) {
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 374dump_object (object *op)
339 if(op==NULL) { 375{
340 strcpy(errmsg,"[NULL pointer]"); 376 if (!op)
341 return; 377 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 378
347void dump_all_objects(void) { 379 object_freezer freezer;
348 object *op; 380 op->write (freezer);
349 for(op=objects;op!=NULL;op=op->next) { 381 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 382}
354 383
355/* 384/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
359 */ 388 */
360 389object *
361object *get_nearest_part(object *op, const object *pl) { 390get_nearest_part (object *op, const object *pl)
391{
362 object *tmp,*closest; 392 object *tmp, *closest;
363 int last_dist,i; 393 int last_dist, i;
394
364 if(op->more==NULL) 395 if (op->more == NULL)
365 return op; 396 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 397 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 398 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 399 closest = tmp, last_dist = i;
369 return closest; 400 return closest;
370} 401}
371 402
372/* 403/*
373 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
374 */ 405 */
375 406object *
376object *find_object(tag_t i) { 407find_object (tag_t i)
377 object *op; 408{
378 for(op=objects;op!=NULL;op=op->next) 409 for_all_objects (op)
379 if(op->count==i) 410 if (op->count == i)
380 break;
381 return op; 411 return op;
412
413 return 0;
382} 414}
383 415
384/* 416/*
385 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
388 */ 420 */
389 421object *
390object *find_object_name(const char *str) { 422find_object_name (const char *str)
391 const char *name = shstr::find (str); 423{
424 shstr_cmp str_ (str);
392 object *op; 425 object *op;
393 for(op=objects;op!=NULL;op=op->next) 426
427 for_all_objects (op)
394 if(&op->name == name) 428 if (op->name == str_)
395 break; 429 break;
396 430
397 return op; 431 return op;
398} 432}
399 433
434void
400void free_all_object_data () 435free_all_object_data ()
401{ 436{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 438}
439 439
440/* 440/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
443 */ 444 */
444void set_owner (object *op, object *owner) 445void
446object::set_owner (object *owner)
445{ 447{
446 if(owner==NULL||op==NULL) 448 // allow objects which own objects
449 if (owner)
450 while (owner->owner)
451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
447 return; 456 return;
457 }
448 458
449 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid.
455 */
456 while (owner->owner && owner!=owner->owner &&
457 owner->ownercount==owner->owner->count) owner=owner->owner;
458
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 459 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469} 460}
470 461
471/* Set the owner to clone's current owner and set the skill and experience 462int
472 * objects to clone's objects (typically those objects that where the owner's 463object::slottype () const
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{ 464{
483 object *owner = get_owner (clone); 465 if (type == SKILL)
484 if (owner == NULL) { 466 {
485 /* players don't have owners - they own themselves. Update 467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
486 * as appropriate. 468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
478
479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
487 */ 502 {
488 if (clone->type == PLAYER) owner=clone; 503 current_weapon = chosen_skill = 0;
489 else return; 504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
490 } 519 {
491 set_owner(op, owner); 520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
492 524
525 return true;
493} 526}
494 527
495/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 529 * refcounts and freeing the links.
497 */ 530 */
531static void
498static void free_key_values(object * op) 532free_key_values (object *op)
499{ 533{
500 for (key_value *i = op->key_values; i != 0; ) 534 for (key_value *i = op->key_values; i; )
501 { 535 {
502 key_value *next = i->next; 536 key_value *next = i->next;
503 delete i; 537 delete i;
538
504 i = next; 539 i = next;
505 } 540 }
506 541
507 op->key_values = 0; 542 op->key_values = 0;
508} 543}
509 544
510void object::clear () 545object &
546object::operator =(const object &src)
511{ 547{
512 attachable_base::clear (); 548 bool is_freed = flag [FLAG_FREED];
549 bool is_removed = flag [FLAG_REMOVED];
513 550
514 free_key_values (this); 551 *(object_copy *)this = src;
515 552
516 name = 0; 553 flag [FLAG_FREED] = is_freed;
517 name_pl = 0; 554 flag [FLAG_REMOVED] = is_removed;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object,
574 * and then copies the contends of the first object into the second
575 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object
578 * will point at garbage.
579 */
580
581void copy_object (object *op2, object *op)
582{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585
586 op2->clone (op);
587
588 if (is_freed) SET_FLAG (op, FLAG_FREED);
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
590
591 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
593 555
594 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
595 if (op2->key_values) 557 if (src.key_values)
596 { 558 {
597 key_value *tail = 0; 559 key_value *tail = 0;
598 key_value *i;
599
600 op->key_values = 0; 560 key_values = 0;
601 561
602 for (i = op2->key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
603 { 563 {
604 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
605 565
606 new_link->next = 0; 566 new_link->next = 0;
607 new_link->key = i->key; 567 new_link->key = i->key;
608 new_link->value = i->value; 568 new_link->value = i->value;
609 569
610 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
611 if (!op->key_values) 571 if (!key_values)
612 { 572 {
613 op->key_values = new_link; 573 key_values = new_link;
614 tail = new_link; 574 tail = new_link;
615 } 575 }
616 else 576 else
617 { 577 {
618 tail->next = new_link; 578 tail->next = new_link;
619 tail = new_link; 579 tail = new_link;
620 } 580 }
621 } 581 }
622 } 582 }
583}
623 584
624 update_ob_speed (op); 585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
600
601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
621}
622
623object *
624object::clone ()
625{
626 object *neu = create ();
627 copy_to (neu);
628 return neu;
625} 629}
626 630
627/* 631/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 632 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 633 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 634 * be called to update the face variable, _and_ how it looks on the map.
631 */ 635 */
632 636void
633void update_turn_face(object *op) { 637update_turn_face (object *op)
638{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 640 return;
641
636 SET_ANIMATION(op, op->direction); 642 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 643 update_object (op, UP_OBJ_FACE);
638} 644}
639 645
640/* 646/*
641 * Updates the speed of an object. If the speed changes from 0 to another 647 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 648 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 649 * This function needs to be called whenever the speed of an object changes.
644 */ 650 */
645 651void
646void update_ob_speed(object *op) { 652object::set_speed (float speed)
647 extern int arch_init; 653{
648 654 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 655 {
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 657 speed = 0;
659#endif
660 } 658 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 659
669 /* process_events() expects us to insert the object at the beginning 660 this->speed = speed;
670 * of the list. */ 661
671 op->active_next = active_objects; 662 if (has_active_speed ())
672 if (op->active_next!=NULL) 663 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 664 else
677 /* If not on the active list, nothing needs to be done */ 665 deactivate ();
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694} 666}
695 667
696/* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704void remove_from_active_list(object *op)
705{
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 668/*
725 * update_object() updates the array which represents the map. 669 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 671 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 672 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 673 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 674 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 675 * updating that window, though, since update_object() is called _often_)
732 * 676 *
733 * action is a hint of what the caller believes need to be done. 677 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 678 * current action are:
739 * UP_OBJ_INSERT: op was inserted 679 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 680 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 681 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 682 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
744 */ 684 */
745 685void
746void update_object(object *op, int action) { 686update_object (object *op, int action)
747 int update_now=0, flags; 687{
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL) { 688 if (op == NULL)
689 {
751 /* this should never happen */ 690 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 692 return;
754 }
755 693 }
756 if(op->env!=NULL) { 694
695 if (op->env)
696 {
757 /* Animation is currently handled by client, so nothing 697 /* Animation is currently handled by client, so nothing
758 * to do in this case. 698 * to do in this case.
759 */ 699 */
760 return; 700 return;
761 } 701 }
762 702
763 /* If the map is saving, don't do anything as everything is 703 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 704 * going to get freed anyways.
765 */ 705 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 706 if (!op->map || op->map->in_memory == MAP_SAVING)
767 707 return;
708
768 /* make sure the object is within map boundaries */ 709 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 711 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 712 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 713#ifdef MANY_CORES
773 abort(); 714 abort ();
774#endif 715#endif
775 return; 716 return;
776 }
777 717 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 718
719 mapspace &m = op->ms ();
720
721 if (!(m.flags_ & P_UPTODATE))
722 /* nop */;
785 if (action == UP_OBJ_INSERT) { 723 else if (action == UP_OBJ_INSERT)
724 {
725 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 732 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 733 || (m.move_off | op->move_off ) != m.move_off
804 734 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 735 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 736 * to have move_allow right now.
807 */ 737 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 740 m.flags_ = 0;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 741 }
814 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 744 * that is being removed.
817 */ 745 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 747 m.flags_ = 0;
820 } else if (action == UP_OBJ_FACE) { 748 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 749 /* Nothing to do for that case */ ;
822 }
823 else { 750 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 752
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 753 if (op->more)
833 update_object(op->more, action); 754 update_object (op->more, action);
834}
835
836static std::vector<object *> mortals;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844} 755}
845 756
846object::object () 757object::object ()
847{ 758{
848 SET_FLAG (this, FLAG_REMOVED); 759 SET_FLAG (this, FLAG_REMOVED);
849 760
850 expmul = 1.0; 761 expmul = 1.0;
851 face = blank_face; 762 face = blank_face;
852 attacked_by_count = -1;
853} 763}
854 764
855object::~object () 765object::~object ()
856{ 766{
767 unlink ();
768
857 free_key_values (this); 769 free_key_values (this);
858} 770}
859 771
772static int object_count;
773
774void object::link ()
775{
776 assert (!index);//D
777 uuid = gen_uuid ();
778 count = ++object_count;
779
780 refcnt_inc ();
781 objects.insert (this);
782}
783
784void object::unlink ()
785{
786 if (!index)
787 return;
788
789 objects.erase (this);
790 refcnt_dec ();
791}
792
860void 793void
861object::link () 794object::activate ()
862{ 795{
863 count = ++ob_count; 796 /* If already on active list, don't do anything */
797 if (active)
798 return;
864 799
865 prev = 0; 800 if (has_active_speed ())
866 next = objects; 801 actives.insert (this);
867
868 if (objects)
869 objects->prev = this;
870
871 objects = this;
872} 802}
873 803
874void 804void
875object::unlink () 805object::activate_recursive ()
876{ 806{
877 count = 0; 807 activate ();
878 808
879 /* Remove this object from the list of used objects */ 809 for (object *op = inv; op; op = op->below)
880 if (prev) prev->next = next; 810 op->activate_recursive ();
881 if (next) next->prev = prev; 811}
882 if (this == objects) objects = next; 812
883} 813/* This function removes object 'op' from the list of active
814 * objects.
815 * This should only be used for style maps or other such
816 * reference maps where you don't want an object that isn't
817 * in play chewing up cpu time getting processed.
818 * The reverse of this is to call update_ob_speed, which
819 * will do the right thing based on the speed of the object.
820 */
821void
822object::deactivate ()
823{
824 /* If not on the active list, nothing needs to be done */
825 if (!active)
826 return;
827
828 actives.erase (this);
829}
830
831void
832object::deactivate_recursive ()
833{
834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
836
837 deactivate ();
838}
839
840void
841object::set_flag_inv (int flag, int value)
842{
843 for (object *op = inv; op; op = op->below)
844 {
845 op->flag [flag] = value;
846 op->set_flag_inv (flag, value);
847 }
848}
849
850/*
851 * Remove and free all objects in the inventory of the given object.
852 * object.c ?
853 */
854void
855object::destroy_inv (bool drop_to_ground)
856{
857 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory,
861 // cf will crash below with off-map x and y
862 if (!inv)
863 return;
864
865 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects
867 * drop on that space.
868 */
869 if (!drop_to_ground
870 || !map
871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
873 || ms ().move_block == MOVE_ALL)
874 {
875 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy ();
879 }
880 }
881 else
882 { /* Put objects in inventory onto this space */
883 while (inv)
884 {
885 object *op = inv;
886
887 if (op->flag [FLAG_STARTEQUIP]
888 || op->flag [FLAG_NO_DROP]
889 || op->type == RUNE
890 || op->type == TRAP
891 || op->flag [FLAG_IS_A_TEMPLATE]
892 || op->flag [FLAG_DESTROY_ON_DEATH])
893 op->destroy ();
894 else
895 map->insert (op, x, y);
896 }
897 }
898}
884 899
885object *object::create () 900object *object::create ()
886{ 901{
887 object *op = new object; 902 object *op = new object;
888 op->link (); 903 op->link ();
889 return op; 904 return op;
890} 905}
891 906
892/*
893 * free_object() frees everything allocated by an object, removes
894 * it from the list of used objects, and puts it on the list of
895 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for
897 * this function to succeed.
898 *
899 * If free_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground.
901 */
902void 907void
903object::free (bool free_inventory) 908object::do_destroy ()
904{ 909{
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 attachable::do_destroy ();
906 {
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 911
914 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 912 if (flag [FLAG_IS_LINKED])
915 { 913 remove_button_link (this);
916 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 914
915 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 916 remove_friendly_object (this);
918 }
919 917
920 if (QUERY_FLAG (this, FLAG_FREED)) 918 if (!flag [FLAG_REMOVED])
919 remove ();
920
921 destroy_inv (true);
922
923 deactivate ();
924 unlink ();
925
926 flag [FLAG_FREED] = 1;
927
928 // hack to ensure that freed objects still have a valid map
929 {
930 static maptile *freed_map; // freed objects are moved here to avoid crashes
931
932 if (!freed_map)
921 { 933 {
922 dump_object (this); 934 freed_map = new maptile;
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 935
924 return; 936 freed_map->path = "<freed objects map>";
937 freed_map->name = "/internal/freed_objects_map";
938 freed_map->width = 3;
939 freed_map->height = 3;
940
941 freed_map->alloc ();
942 freed_map->in_memory = MAP_IN_MEMORY;
925 } 943 }
944
945 map = freed_map;
946 x = 1;
947 y = 1;
948 }
926 949
927 if (more) 950 if (more)
928 { 951 {
929 more->free (free_inventory); 952 more->destroy ();
930 more = 0; 953 more = 0;
931 } 954 }
932 955
933 if (inv)
934 {
935 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects
937 * drop on that space.
938 */
939 if (free_inventory || !map
940 || map->in_memory != MAP_IN_MEMORY
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory);
950 op = tmp;
951 }
952 }
953 else
954 { /* Put objects in inventory onto this space */
955 object *op = inv;
956
957 while (op)
958 {
959 object *tmp = op->below;
960 remove_ob (op);
961
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
965 free_object (op);
966 else
967 {
968 op->x = x;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 }
972
973 op = tmp;
974 }
975 }
976 }
977
978 /* Remove object from the active list */
979 speed = 0; 956 head = 0;
980 update_ob_speed (this);
981 957
982 unlink (); 958 // clear those pointers that likely might cause circular references
959 owner = 0;
960 enemy = 0;
961 attacked_by = 0;
962 current_weapon = 0;
963}
983 964
984 SET_FLAG (this, FLAG_FREED); 965void
966object::destroy (bool destroy_inventory)
967{
968 if (destroyed ())
969 return;
985 970
986 mortals.push_back (this); 971 if (destroy_inventory)
972 destroy_inv (false);
973
974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
979
980 attachable::destroy ();
987} 981}
988 982
989/* 983/*
990 * sub_weight() recursively (outwards) subtracts a number from the 984 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 985 * weight of an object (and what is carried by it's environment(s)).
992 */ 986 */
993 987void
994void sub_weight (object *op, signed long weight) { 988sub_weight (object *op, signed long weight)
989{
995 while (op != NULL) { 990 while (op != NULL)
991 {
996 if (op->type == CONTAINER) { 992 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 993 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 994
999 op->carrying-=weight; 995 op->carrying -= weight;
1000 op = op->env; 996 op = op->env;
1001 } 997 }
1002} 998}
1003 999
1004/* remove_ob(op): 1000/* op->remove ():
1005 * This function removes the object op from the linked list of objects 1001 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 1002 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 1003 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 1004 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1005 * the previous environment.
1010 * Beware: This function is called from the editor as well!
1011 */ 1006 */
1012 1007void
1013void remove_ob(object *op) { 1008object::do_remove ()
1009{
1014 object *tmp,*last=NULL; 1010 object *tmp, *last = 0;
1015 object *otmp; 1011 object *otmp;
1016 tag_t tag;
1017 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 1012
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1013 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 dump_object(op); 1014 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1015
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 1016 SET_FLAG (this, FLAG_REMOVED);
1017 INVOKE_OBJECT (REMOVE, this);
1042 1018
1019 if (more)
1020 more->remove ();
1021
1043 /* 1022 /*
1044 * In this case, the object to be removed is in someones 1023 * In this case, the object to be removed is in someones
1045 * inventory. 1024 * inventory.
1046 */ 1025 */
1047 if(op->env!=NULL) { 1026 if (env)
1027 {
1048 if(op->nrof) 1028 if (nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1029 sub_weight (env, weight * nrof);
1050 else 1030 else
1051 sub_weight(op->env, op->weight+op->carrying); 1031 sub_weight (env, weight + carrying);
1052 1032
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1033 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1034 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1035 * to save cpu time.
1056 */ 1036 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1037 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1038 otmp->update_stats ();
1059 fix_player(otmp);
1060 1039
1061 if(op->above!=NULL) 1040 if (above)
1062 op->above->below=op->below; 1041 above->below = below;
1063 else 1042 else
1064 op->env->inv=op->below; 1043 env->inv = below;
1065 1044
1066 if(op->below!=NULL) 1045 if (below)
1067 op->below->above=op->above; 1046 below->above = above;
1068 1047
1069 /* we set up values so that it could be inserted into 1048 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 1049 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 1050 * to the caller to decide what we want to do.
1051 */
1052 x = env->x, y = env->y;
1053 map = env->map;
1054 above = 0, below = 0;
1055 env = 0;
1056 }
1057 else if (map)
1058 {
1059 if (type == PLAYER)
1060 {
1061 // leaving a spot always closes any open container on the ground
1062 if (container && !container->env)
1063 // this causes spurious floorbox updates, but it ensures
1064 // that the CLOSE event is being sent.
1065 close_container ();
1066
1067 --map->players;
1068 map->touch ();
1069 }
1070
1071 map->dirty = true;
1072 mapspace &ms = this->ms ();
1073
1074 /* link the object above us */
1075 if (above)
1076 above->below = below;
1077 else
1078 ms.top = below; /* we were top, set new top */
1079
1080 /* Relink the object below us, if there is one */
1081 if (below)
1082 below->above = above;
1083 else
1084 {
1085 /* Nothing below, which means we need to relink map object for this space
1086 * use translated coordinates in case some oddness with map tiling is
1087 * evident
1072 */ 1088 */
1073 op->x=op->env->x,op->y=op->env->y; 1089 if (GET_MAP_OB (map, x, y) != this)
1074 op->map=op->env->map; 1090 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1075 op->above=NULL,op->below=NULL; 1091
1076 op->env=NULL; 1092 ms.bot = above; /* goes on above it. */
1093 }
1094
1095 above = 0;
1096 below = 0;
1097
1098 if (map->in_memory == MAP_SAVING)
1077 return; 1099 return;
1078 }
1079 1100
1080 /* If we get here, we are removing it from a map */ 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1081 if (op->map == NULL) return;
1082 1102
1083 x = op->x; 1103 if (object *pl = ms.player ())
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 } 1104 {
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1105 if (pl->container == this)
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1136 /* No point updating the players look faces if he is the object
1137 * being removed.
1138 */
1139
1140 if(tmp->type==PLAYER && tmp!=op) {
1141 /* If a container that the player is currently using somehow gets 1106 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1107 * removed (most likely destroyed), update the player view
1143 * appropriately. 1108 * appropriately.
1144 */ 1109 */
1145 if (tmp->container==op) { 1110 pl->close_container ();
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1111
1147 tmp->container=NULL; 1112 pl->contr->ns->floorbox_update ();
1113 }
1114
1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1116 {
1117 /* No point updating the players look faces if he is the object
1118 * being removed.
1119 */
1120
1121 /* See if object moving off should effect something */
1122 if (check_walk_off
1123 && ((move_type & tmp->move_off)
1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1125 {
1126 move_apply (tmp, this, 0);
1127
1128 if (destroyed ())
1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1148 } 1130 }
1149 tmp->contr->socket.update_look=1;
1150 }
1151 /* See if player moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1154 1131
1155 move_apply(tmp, op, NULL);
1156 if (was_destroyed (op, tag)) {
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 }
1160 }
1161
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163
1164 if(tmp->above == tmp)
1165 tmp->above = NULL;
1166 last=tmp; 1132 last = tmp;
1167 } 1133 }
1134
1168 /* last == NULL of there are no objects on this space */ 1135 /* last == NULL if there are no objects on this space */
1169 if (last==NULL) { 1136 //TODO: this makes little sense, why only update the topmost object?
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1137 if (!last)
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1138 map->at (x, y).flags_ = 0;
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y);
1177 }
1178 else 1139 else
1179 update_object(last, UP_OBJ_REMOVE); 1140 update_object (last, UP_OBJ_REMOVE);
1180 1141
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1142 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1143 update_all_los (map, x, y);
1183 1144 }
1184} 1145}
1185 1146
1186/* 1147/*
1187 * merge_ob(op,top): 1148 * merge_ob(op,top):
1188 * 1149 *
1189 * This function goes through all objects below and including top, and 1150 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1151 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1152 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1153 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1154 */
1194 1155object *
1195object *merge_ob(object *op, object *top) { 1156merge_ob (object *op, object *top)
1157{
1196 if(!op->nrof) 1158 if (!op->nrof)
1197 return 0; 1159 return 0;
1198 if(top==NULL) 1160
1161 if (!top)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1162 for (top = op; top && top->above; top = top->above)
1163 ;
1164
1200 for(;top!=NULL;top=top->below) { 1165 for (; top; top = top->below)
1166 {
1201 if(top==op) 1167 if (top == op)
1202 continue; 1168 continue;
1203 if (CAN_MERGE(op,top)) 1169
1204 { 1170 if (object::can_merge (op, top))
1171 {
1205 top->nrof+=op->nrof; 1172 top->nrof += op->nrof;
1173
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1174/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1175 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1176 op->destroy ();
1209 free_object(op);
1210 return top; 1177 return top;
1211 } 1178 }
1212 } 1179 }
1180
1213 return NULL; 1181 return 0;
1214} 1182}
1215 1183
1184void
1185object::expand_tail ()
1186{
1187 if (more)
1188 return;
1189
1190 object *prev = this;
1191
1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1193 {
1194 object *op = arch_to_object (at);
1195
1196 op->name = name;
1197 op->name_pl = name_pl;
1198 op->title = title;
1199
1200 op->head = this;
1201 prev->more = op;
1202
1203 prev = op;
1204 }
1205}
1206
1216/* 1207/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1208 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1218 * job preparing multi-part monsters 1209 * job preparing multi-part monsters.
1219 */ 1210 */
1211object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221 object* tmp; 1213{
1222 if (op->head) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 op=op->head; 1215 {
1224 for (tmp=op;tmp;tmp=tmp->more){
1225 tmp->x=x+tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1226 tmp->y=y+tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1227 } 1218 }
1219
1228 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1229} 1221}
1230 1222
1231/* 1223/*
1232 * insert_ob_in_map (op, map, originator, flag): 1224 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1225 * This function inserts the object in the two-way linked list
1246 * Return value: 1238 * Return value:
1247 * new object if 'op' was merged with other object 1239 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1240 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1241 * just 'op' otherwise
1250 */ 1242 */
1251 1243object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1245{
1246 assert (!op->flag [FLAG_FREED]);
1247
1254 object *tmp, *top, *floor=NULL; 1248 object *top, *floor = NULL;
1255 sint16 x,y;
1256 1249
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1250 op->remove ();
1258 LOG (llevError, "Trying to insert freed object!\n");
1259 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) {
1267 dump_object(op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1251
1286 object *more = op->more;
1287
1288 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it.
1292 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1294 more->map = get_map_from_coord(m, &more->x, &more->y);
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 }
1301
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1303 if ( ! op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1305 return NULL;
1306 }
1307 }
1308 CLEAR_FLAG(op,FLAG_REMOVED);
1309
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work 1254 * need extra work
1313 */ 1255 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y); 1256 if (!xy_normalise (m, op->x, op->y))
1315 x = op->x; 1257 {
1316 y = op->y; 1258 op->destroy ();
1259 return 0;
1260 }
1317 1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 op->map = m;
1269 mapspace &ms = op->ms ();
1270
1318 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1319 */ 1272 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) { 1273 if (op->nrof && !(flag & INS_NO_MERGE))
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 if (CAN_MERGE(op,tmp)) { 1275 if (object::can_merge (op, tmp))
1276 {
1323 op->nrof+=tmp->nrof; 1277 op->nrof += tmp->nrof;
1324 remove_ob(tmp); 1278 tmp->destroy ();
1325 free_object(tmp); 1279 }
1280
1281 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1282 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1283
1284 if (!QUERY_FLAG (op, FLAG_ALIVE))
1285 CLEAR_FLAG (op, FLAG_NO_STEAL);
1286
1287 if (flag & INS_BELOW_ORIGINATOR)
1288 {
1289 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1290 {
1291 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1292 abort ();
1293 }
1294
1295 op->above = originator;
1296 op->below = originator->below;
1297
1298 if (op->below)
1299 op->below->above = op;
1300 else
1301 ms.bot = op;
1302
1303 /* since *below* originator, no need to update top */
1304 originator->below = op;
1305 }
1306 else
1307 {
1308 top = ms.bot;
1309
1310 /* If there are other objects, then */
1311 if (top)
1312 {
1313 object *last = 0;
1314
1315 /*
1316 * If there are multiple objects on this space, we do some trickier handling.
1317 * We've already dealt with merging if appropriate.
1318 * Generally, we want to put the new object on top. But if
1319 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1320 * floor, we want to insert above that and no further.
1321 * Also, if there are spell objects on this space, we stop processing
1322 * once we get to them. This reduces the need to traverse over all of
1323 * them when adding another one - this saves quite a bit of cpu time
1324 * when lots of spells are cast in one area. Currently, it is presumed
1325 * that flying non pickable objects are spell objects.
1326 */
1327 for (top = ms.bot; top; top = top->above)
1328 {
1329 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1330 floor = top;
1331
1332 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1333 {
1334 /* We insert above top, so we want this object below this */
1335 top = top->below;
1336 break;
1337 }
1338
1339 last = top;
1326 } 1340 }
1327 }
1328 1341
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1342 /* Don't want top to be NULL, so set it to the last valid object */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1343 top = last;
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333 1344
1334 if (flag & INS_BELOW_ORIGINATOR) { 1345 /* We let update_position deal with figuring out what the space
1335 if (originator->map != op->map || originator->x != op->x || 1346 * looks like instead of lots of conditions here.
1336 originator->y != op->y) { 1347 * makes things faster, and effectively the same result.
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else {
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /* 1348 */
1351 * If there are multiple objects on this space, we do some trickier handling. 1349
1352 * We've already dealt with merging if appropriate. 1350 /* Have object 'fall below' other objects that block view.
1353 * Generally, we want to put the new object on top. But if 1351 * Unless those objects are exits.
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1352 * If INS_ON_TOP is used, don't do this processing
1355 * floor, we want to insert above that and no further. 1353 * Need to find the object that in fact blocks view, otherwise
1356 * Also, if there are spell objects on this space, we stop processing 1354 * stacking is a bit odd.
1357 * once we get to them. This reduces the need to traverse over all of 1355 */
1358 * them when adding another one - this saves quite a bit of cpu time 1356 if (!(flag & INS_ON_TOP)
1359 * when lots of spells are cast in one area. Currently, it is presumed 1357 && ms.flags () & P_BLOCKSVIEW
1360 * that flying non pickable objects are spell objects. 1358 && (op->face && !faces [op->face].visibility))
1359 {
1360 for (last = top; last != floor; last = last->below)
1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1362 break;
1363
1364 /* Check to see if we found the object that blocks view,
1365 * and make sure we have a below pointer for it so that
1366 * we can get inserted below this one, which requires we
1367 * set top to the object below us.
1361 */ 1368 */
1362 1369 if (last && last->below && last != floor)
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above; 1370 top = last->below;
1376 } 1371 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */ 1372 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD) 1373
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1375 top = floor;
1407 1376
1408 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1409 */ 1378 */
1410 1379
1411 /* First object on this space */ 1380 /* First object on this space */
1412 if (!top) { 1381 if (!top)
1413 op->above = GET_MAP_OB(op->map, op->x, op->y); 1382 {
1383 op->above = ms.bot;
1384
1385 if (op->above)
1414 if (op->above) op->above->below = op; 1386 op->above->below = op;
1387
1415 op->below = NULL; 1388 op->below = 0;
1416 SET_MAP_OB(op->map, op->x, op->y, op); 1389 ms.bot = op;
1390 }
1391 else
1417 } else { /* get inserted into the stack above top */ 1392 { /* get inserted into the stack above top */
1418 op->above = top->above; 1393 op->above = top->above;
1394
1395 if (op->above)
1419 if (op->above) op->above->below = op; 1396 op->above->below = op;
1397
1420 op->below = top; 1398 op->below = top;
1421 top->above = op; 1399 top->above = op;
1422 } 1400 }
1401
1423 if (op->above==NULL) 1402 if (!op->above)
1424 SET_MAP_TOP(op->map,op->x, op->y, op); 1403 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1404 } /* else not INS_BELOW_ORIGINATOR */
1426 1405
1427 if(op->type==PLAYER) 1406 if (op->type == PLAYER)
1407 {
1428 op->contr->do_los=1; 1408 op->contr->do_los = 1;
1409 ++op->map->players;
1410 op->map->touch ();
1411 }
1429 1412
1430 /* If we have a floor, we know the player, if any, will be above 1413 op->map->dirty = true;
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438 1414
1415 if (object *pl = ms.player ())
1416 pl->contr->ns->floorbox_update ();
1417
1439 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really 1419 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players 1420 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well 1421 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way - 1422 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range, 1423 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area 1424 * or just updating the P_UPTODATE for spaces within this area
1446 * of effect may be sufficient. 1425 * of effect may be sufficient.
1447 */ 1426 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1427 if (op->map->darkness && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y); 1428 update_all_los (op->map, op->x, op->y);
1450 1429
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1430 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT); 1431 update_object (op, UP_OBJ_INSERT);
1454 1432
1433 INVOKE_OBJECT (INSERT, op);
1455 1434
1456 /* Don't know if moving this to the end will break anything. However, 1435 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this. 1436 * we want to have floorbox_update called before calling this.
1458 * 1437 *
1459 * check_move_on() must be after this because code called from 1438 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like 1439 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by 1440 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object(). 1441 * update_object().
1463 */ 1442 */
1464 1443
1465 /* if this is not the head or flag has been passed, don't check walk on status */ 1444 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1446 {
1468 if (check_move_on(op, originator)) 1447 if (check_move_on (op, originator))
1469 return NULL; 1448 return 0;
1470 1449
1471 /* If we are a multi part object, lets work our way through the check 1450 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1451 * walk on's.
1473 */ 1452 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1454 if (check_move_on (tmp, originator))
1476 return NULL; 1455 return 0;
1477 } 1456 }
1457
1478 return op; 1458 return op;
1479} 1459}
1480 1460
1481/* this function inserts an object in the map, but if it 1461/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1462 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1463 * op is the object to insert it under: supplies x and the map.
1484 */ 1464 */
1465void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1466replace_insert_ob_in_map (const char *arch_string, object *op)
1486 object *tmp; 1467{
1487 object *tmp1; 1468 object *tmp, *tmp1;
1488 1469
1489 /* first search for itself and remove any old instances */ 1470 /* first search for itself and remove any old instances */
1490 1471
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1474 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1475
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1476 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1477
1500 1478 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1479 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1480 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1481}
1482
1483object *
1484object::insert_at (object *where, object *originator, int flags)
1485{
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1487}
1504 1488
1505/* 1489/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1492 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1494 * global static errmsg array.
1511 */ 1495 */
1512 1496object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1497get_split_ob (object *orig_ob, uint32 nr)
1498{
1514 object *newob; 1499 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1501
1517 if(orig_ob->nrof<nr) { 1502 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1503 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1505 return NULL;
1521 } 1506 }
1507
1522 newob = object_create_clone(orig_ob); 1508 newob = object_create_clone (orig_ob);
1509
1523 if((orig_ob->nrof-=nr)<1) { 1510 if ((orig_ob->nrof -= nr) < 1)
1524 if ( ! is_removed) 1511 orig_ob->destroy (1);
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) { 1512 else if (!is_removed)
1513 {
1529 if(orig_ob->env!=NULL) 1514 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1517 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n"); 1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1520 return NULL;
1536 } 1521 }
1537 } 1522 }
1523
1538 newob->nrof=nr; 1524 newob->nrof = nr;
1539 1525
1540 return newob; 1526 return newob;
1541} 1527}
1542 1528
1543/* 1529/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1530 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1547 * 1533 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1535 */
1550 1536object *
1551object *decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1552{ 1538{
1553 object *tmp; 1539 object *tmp;
1554 player *pl;
1555 1540
1556 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1542 return op;
1558 1543
1559 if (i > op->nrof) 1544 if (i > op->nrof)
1560 i = op->nrof; 1545 i = op->nrof;
1561 1546
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove ();
1579 op->nrof = 0;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1563 { 1583 }
1584 else
1585 {
1586 object *above = op->above;
1587
1588 if (i < op->nrof)
1564 op->nrof -= i; 1589 op->nrof -= i;
1565 } 1590 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1591 {
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op); 1592 op->remove ();
1593 op->nrof = 0; 1593 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1594 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1595
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1596 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1597 for (tmp = above; tmp; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1598 if (tmp->type == PLAYER)
1599 {
1612 if (op->nrof) 1600 if (op->nrof)
1613 esrv_send_item(tmp, op); 1601 esrv_send_item (tmp, op);
1614 else 1602 else
1615 esrv_del_item(tmp->contr, op->count); 1603 esrv_del_item (tmp->contr, op->count);
1616 } 1604 }
1617 } 1605 }
1618 1606
1619 if (op->nrof) { 1607 if (op->nrof)
1620 return op; 1608 return op;
1621 } else { 1609 else
1622 free_object (op); 1610 {
1611 op->destroy ();
1623 return NULL; 1612 return 0;
1624 } 1613 }
1625} 1614}
1626 1615
1627/* 1616/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1617 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1618 * and also updates how much the environment(s) is/are carrying.
1630 */ 1619 */
1631 1620void
1632void add_weight (object *op, signed long weight) { 1621add_weight (object *op, signed long weight)
1622{
1633 while (op!=NULL) { 1623 while (op != NULL)
1624 {
1634 if (op->type == CONTAINER) { 1625 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1626 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1627
1637 op->carrying+=weight; 1628 op->carrying += weight;
1638 op=op->env; 1629 op = op->env;
1639 } 1630 }
1640} 1631}
1641 1632
1633object *
1634insert_ob_in_ob (object *op, object *where)
1635{
1636 if (!where)
1637 {
1638 char *dump = dump_object (op);
1639 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1640 free (dump);
1641 return op;
1642 }
1643
1644 if (where->head_ () != where)
1645 {
1646 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1647 where = where->head;
1648 }
1649
1650 return where->insert (op);
1651}
1652
1642/* 1653/*
1643 * insert_ob_in_ob(op,environment): 1654 * env->insert (op)
1644 * This function inserts the object op in the linked list 1655 * This function inserts the object op in the linked list
1645 * inside the object environment. 1656 * inside the object environment.
1646 * 1657 *
1647 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1648 * the inventory at the last position or next to other objects of the same
1649 * type.
1650 * Frank: Now sorted by type, archetype and magic!
1651 *
1652 * The function returns now pointer to inserted item, and return value can 1658 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1654 */ 1660 */
1655 1661object *
1656object *insert_ob_in_ob(object *op,object *where) { 1662object::insert (object *op)
1657 object *tmp, *otmp; 1663{
1658
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1665 op->remove ();
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1666
1662 return op;
1663 }
1664 if(where==NULL) {
1665 dump_object(op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1667 return op;
1668 }
1669 if (where->head) {
1670 LOG(llevDebug,
1671 "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674 if (op->more) { 1667 if (op->more)
1668 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1670 return op;
1678 } 1671 }
1672
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1681 if(op->nrof) { 1676 if (op->nrof)
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1677 {
1683 if ( CAN_MERGE(tmp,op) ) { 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1679 if (object::can_merge (tmp, op))
1680 {
1684 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1682 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1684 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1685 * tmp->nrof, we need to increase the weight.
1689 */ 1686 */
1690 add_weight (where, op->weight*op->nrof); 1687 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1688 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1689 op->destroy (); /* free the inserted object */
1693 op = tmp; 1690 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1691 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1692 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1693 break;
1697 } 1694 }
1698 1695
1699 /* I assume combined objects have no inventory 1696 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1697 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1698 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1699 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1700 * the linking below
1704 */ 1701 */
1705 add_weight (where, op->weight*op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1703 }
1706 } else 1704 else
1707 add_weight (where, (op->weight+op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1708 1706
1709 otmp=is_player_inv(where); 1707 if (object *otmp = this->in_player ())
1710 if (otmp&&otmp->contr!=NULL) {
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1709 otmp->update_stats ();
1713 }
1714 1710
1715 op->map=NULL; 1711 op->owner = 0; // its his/hers now. period.
1716 op->env=where; 1712 op->map = 0;
1713 op->env = this;
1717 op->above=NULL; 1714 op->above = 0;
1718 op->below=NULL; 1715 op->below = 0;
1719 op->x=0,op->y=0; 1716 op->x = op->y = 0;
1720 1717
1721 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1719 if (op->glow_radius && map)
1723 { 1720 {
1724#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1724 if (map->darkness)
1725 update_all_los (map, x, y);
1729 } 1726 }
1730 1727
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1728 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1729 * It sure simplifies this function...
1733 */ 1730 */
1734 if (where->inv==NULL) 1731 if (!inv)
1735 where->inv=op; 1732 inv = op;
1736 else { 1733 else
1734 {
1737 op->below = where->inv; 1735 op->below = inv;
1738 op->below->above = op; 1736 op->below->above = op;
1739 where->inv = op; 1737 inv = op;
1740 } 1738 }
1739
1740 INVOKE_OBJECT (INSERT, this);
1741
1741 return op; 1742 return op;
1742} 1743}
1743 1744
1744/* 1745/*
1745 * Checks if any objects has a move_type that matches objects 1746 * Checks if any objects has a move_type that matches objects
1759 * 1760 *
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1761 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1762 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1763 * on top.
1763 */ 1764 */
1764 1765int
1765int check_move_on (object *op, object *originator) 1766check_move_on (object *op, object *originator)
1766{ 1767{
1767 object *tmp; 1768 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1769 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1770 int x = op->x, y = op->y;
1771
1771 MoveType move_on, move_slow, move_block; 1772 MoveType move_on, move_slow, move_block;
1772 1773
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1774 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1775 return 0;
1775 1776
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1779 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1780
1782 /* if nothing on this space will slow op down or be applied, 1781 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1782 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1783 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1784 * as walking.
1786 */ 1785 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1786 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1787 return 0;
1789 1788
1790 /* This is basically inverse logic of that below - basically, 1789 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1790 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1791 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1792 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1793 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1794 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1795 return 0;
1797 1796
1798 /* The objects have to be checked from top to bottom. 1797 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1798 * Hence, we first go to the top:
1800 */ 1799 */
1801 1800
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1801 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1802 {
1804 /* Trim the search when we find the first other spell effect 1803 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1804 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1805 * we don't need to check all of them.
1807 */ 1806 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1807 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1808 break;
1809 }
1810
1811 for (; tmp; tmp = tmp->below)
1809 } 1812 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1813 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1814 continue; /* Can't apply yourself */
1812 1815
1813 /* Check to see if one of the movement types should be slowed down. 1816 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1817 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1818 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1819 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1820 * swim on that space, can't use it to avoid the penalty.
1818 */ 1821 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1823 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1826 {
1823 1827
1824 float diff; 1828 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1829 diff = tmp->move_slow_penalty * fabs (op->speed);
1830
1827 if (op->type == PLAYER) { 1831 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1832 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1833 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1834 diff /= 4.0;
1831 } 1835
1832 }
1833 op->speed_left -= diff; 1836 op->speed_left -= diff;
1834 } 1837 }
1835 } 1838 }
1836 1839
1837 /* Basically same logic as above, except now for actual apply. */ 1840 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1842 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1843 {
1842 move_apply(tmp, op, originator); 1844 move_apply (tmp, op, originator);
1845
1843 if (was_destroyed (op, tag)) 1846 if (op->destroyed ())
1844 return 1; 1847 return 1;
1845 1848
1846 /* what the person/creature stepped onto has moved the object 1849 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1850 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1851 * have a feeling strange problems would result.
1849 */ 1852 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1853 if (op->map != m || op->x != x || op->y != y)
1854 return 0;
1851 } 1855 }
1852 } 1856 }
1857
1853 return 0; 1858 return 0;
1854} 1859}
1855 1860
1856/* 1861/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1862 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1863 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
1860 */ 1865 */
1861 1866object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1867present_arch (const archetype *at, maptile *m, int x, int y)
1863 object *tmp; 1868{
1864 if(m==NULL || out_of_map(m,x,y)) { 1869 if (!m || out_of_map (m, x, y))
1870 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1872 return NULL;
1867 } 1873 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1874
1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1869 if(tmp->arch == at) 1876 if (tmp->arch == at)
1870 return tmp; 1877 return tmp;
1878
1871 return NULL; 1879 return NULL;
1872} 1880}
1873 1881
1874/* 1882/*
1875 * present(type, map, x, y) searches for any objects with 1883 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1884 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1878 */ 1886 */
1879 1887object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1888present (unsigned char type, maptile *m, int x, int y)
1881 object *tmp; 1889{
1882 if(out_of_map(m,x,y)) { 1890 if (out_of_map (m, x, y))
1891 {
1883 LOG(llevError,"Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1893 return NULL;
1885 } 1894 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if(tmp->type==type) 1897 if (tmp->type == type)
1888 return tmp; 1898 return tmp;
1899
1889 return NULL; 1900 return NULL;
1890} 1901}
1891 1902
1892/* 1903/*
1893 * present_in_ob(type, object) searches for any objects with 1904 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1905 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
1896 */ 1907 */
1897 1908object *
1898object *present_in_ob(unsigned char type, const object *op) { 1909present_in_ob (unsigned char type, const object *op)
1899 object *tmp; 1910{
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1912 if (tmp->type == type)
1902 return tmp; 1913 return tmp;
1914
1903 return NULL; 1915 return NULL;
1904} 1916}
1905 1917
1906/* 1918/*
1907 * present_in_ob (type, str, object) searches for any objects with 1919 * present_in_ob (type, str, object) searches for any objects with
1915 * str is the string to match against. Note that we match against 1927 * str is the string to match against. Note that we match against
1916 * the object name, not the archetype name. this is so that the 1928 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 1929 * spell code can use one object type (force), but change it's name
1918 * to be unique. 1930 * to be unique.
1919 */ 1931 */
1920 1932object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 1933present_in_ob_by_name (int type, const char *str, const object *op)
1922 object *tmp; 1934{
1923
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1936 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 1937 return tmp;
1927 } 1938
1928 return NULL; 1939 return 0;
1929} 1940}
1930 1941
1931/* 1942/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 1943 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 1944 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
1935 */ 1946 */
1936 1947object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 1948present_arch_in_ob (const archetype *at, const object *op)
1938 object *tmp; 1949{
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 1951 if (tmp->arch == at)
1941 return tmp; 1952 return tmp;
1953
1942 return NULL; 1954 return NULL;
1943} 1955}
1944 1956
1945/* 1957/*
1946 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1947 */ 1959 */
1960void
1948void flag_inv(object*op, int flag){ 1961flag_inv (object *op, int flag)
1949 object *tmp; 1962{
1950 if(op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 {
1952 SET_FLAG(tmp, flag); 1965 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 1966 flag_inv (tmp, flag);
1954 } 1967 }
1968}
1969
1955}/* 1970/*
1956 * desactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
1957 */ 1972 */
1973void
1958void unflag_inv(object*op, int flag){ 1974unflag_inv (object *op, int flag)
1959 object *tmp; 1975{
1960 if(op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1977 {
1962 CLEAR_FLAG(tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 1979 unflag_inv (tmp, flag);
1964 } 1980 }
1965}
1966
1967/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function.
1972 */
1973
1974void set_cheat(object *op) {
1975 SET_FLAG(op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ);
1977} 1981}
1978 1982
1979/* 1983/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
1983 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
1985 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
1986 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
1987 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988 * Note - this only checks to see if there is space for the head of the
1989 * object - if it is a multispace object, this should be called for all
1990 * pieces.
1991 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
1994 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 1999 * customized, changed states, etc.
1999 */ 2000 */
2000 2001int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003{
2004 int altern[SIZEOFFREE];
2002 int i,index=0, flag; 2005 int index = 0, flag;
2003 static int altern[SIZEOFFREE];
2004 2006
2005 for(i=start;i<stop;i++) { 2007 for (int i = start; i < stop; i++)
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2008 {
2007 if(!flag) 2009 mapxy pos (m, x, y); pos.move (i);
2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2008 altern[index++]=i; 2025 altern [index++] = i;
2026 continue;
2027 }
2009 2028
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2017 */ 2036 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2019 stop=maxfree[i]; 2039 stop = maxfree[i];
2020 } 2040 continue;
2021 if(!index) return -1; 2041 }
2022 return altern[RANDOM()%index];
2023}
2024 2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2053 }
2054
2055 if (!index)
2056 return -1;
2057
2058 return altern [rndm (index)];
2059}
2060
2025/* 2061/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2064 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2065 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2066 */
2031 2067int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2033 int i; 2069{
2034 for(i=0;i<SIZEOFFREE;i++) { 2070 for (int i = 0; i < SIZEOFFREE; i++)
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2072 return i;
2037 } 2073
2038 return -1; 2074 return -1;
2039} 2075}
2040 2076
2041/* 2077/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2078 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2079 * arr[begin..end-1].
2080 * now uses a fisher-yates shuffle, old permute was broken
2044 */ 2081 */
2082static void
2045static void permute(int *arr, int begin, int end) 2083permute (int *arr, int begin, int end)
2046{ 2084{
2047 int i, j, tmp, len; 2085 arr += begin;
2086 end -= begin;
2048 2087
2049 len = end-begin; 2088 while (--end)
2050 for(i = begin; i < end; i++) 2089 swap (arr [end], arr [rndm (end + 1)]);
2051 {
2052 j = begin+RANDOM()%len;
2053
2054 tmp = arr[i];
2055 arr[i] = arr[j];
2056 arr[j] = tmp;
2057 }
2058} 2090}
2059 2091
2060/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2093 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2094 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2095 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2096 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2097 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2098 */
2099void
2067void get_search_arr(int *search_arr) 2100get_search_arr (int *search_arr)
2068{ 2101{
2069 int i; 2102 int i;
2070 2103
2071 for(i = 0; i < SIZEOFFREE; i++) 2104 for (i = 0; i < SIZEOFFREE; i++)
2072 {
2073 search_arr[i] = i; 2105 search_arr[i] = i;
2074 }
2075 2106
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2107 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2108 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2109 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2110}
2080 2111
2081/* 2112/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2113 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2114 * given map at the given coordinates for live objects.
2088 * Perhaps incorrectly, but I'm making the assumption that exclude 2119 * Perhaps incorrectly, but I'm making the assumption that exclude
2089 * is actually want is going to try and move there. We need this info 2120 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2121 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2122 * there is capable of.
2092 */ 2123 */
2093 2124int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2125find_dir (maptile *m, int x, int y, object *exclude)
2126{
2095 int i,max=SIZEOFFREE, mflags; 2127 int i, max = SIZEOFFREE, mflags;
2128
2096 sint16 nx, ny; 2129 sint16 nx, ny;
2097 object *tmp; 2130 object *tmp;
2098 mapstruct *mp; 2131 maptile *mp;
2132
2099 MoveType blocked, move_type; 2133 MoveType blocked, move_type;
2100 2134
2101 if (exclude && exclude->head) { 2135 if (exclude && exclude->head_ () != exclude)
2136 {
2102 exclude = exclude->head; 2137 exclude = exclude->head;
2103 move_type = exclude->move_type; 2138 move_type = exclude->move_type;
2104 } else { 2139 }
2140 else
2141 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2142 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2143 move_type = MOVE_ALL;
2144 }
2145
2146 for (i = 1; i < max; i++)
2107 } 2147 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2148 mp = m;
2111 nx = x + freearr_x[i]; 2149 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2150 ny = y + freearr_y[i];
2113 2151
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2152 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2153
2115 if (mflags & P_OUT_OF_MAP) { 2154 if (mflags & P_OUT_OF_MAP)
2155 max = maxfree[i];
2156 else
2157 {
2158 mapspace &ms = mp->at (nx, ny);
2159
2160 blocked = ms.move_block;
2161
2162 if ((move_type & blocked) == move_type)
2116 max = maxfree[i]; 2163 max = maxfree[i];
2117 } else {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2119
2120 if ((move_type & blocked) == move_type) {
2121 max=maxfree[i];
2122 } else if (mflags & P_IS_ALIVE) { 2164 else if (mflags & P_IS_ALIVE)
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2165 {
2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2126 break; 2169 break;
2127 } 2170
2128 }
2129 if(tmp) { 2171 if (tmp)
2130 return freedir[i]; 2172 return freedir[i];
2131 }
2132 } 2173 }
2133 } 2174 }
2134 } 2175 }
2176
2135 return 0; 2177 return 0;
2136} 2178}
2137 2179
2138/* 2180/*
2139 * distance(object 1, object 2) will return the square of the 2181 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2182 * distance between the two given objects.
2141 */ 2183 */
2142 2184int
2143int distance(const object *ob1, const object *ob2) { 2185distance (const object *ob1, const object *ob2)
2144 int i; 2186{
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2187 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2147 return i;
2148} 2188}
2149 2189
2150/* 2190/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2191 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2192 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2193 * object, needs to travel toward it.
2154 */ 2194 */
2155 2195int
2156int find_dir_2(int x, int y) { 2196find_dir_2 (int x, int y)
2197{
2157 int q; 2198 int q;
2158 2199
2159 if(y) 2200 if (y)
2160 q=x*100/y; 2201 q = x * 100 / y;
2161 else if (x) 2202 else if (x)
2162 q= -300*x; 2203 q = -300 * x;
2163 else 2204 else
2164 return 0; 2205 return 0;
2165 2206
2166 if(y>0) { 2207 if (y > 0)
2208 {
2167 if(q < -242) 2209 if (q < -242)
2168 return 3 ; 2210 return 3;
2169 if (q < -41) 2211 if (q < -41)
2170 return 2 ; 2212 return 2;
2171 if (q < 41) 2213 if (q < 41)
2172 return 1 ; 2214 return 1;
2173 if (q < 242) 2215 if (q < 242)
2174 return 8 ; 2216 return 8;
2175 return 7 ; 2217 return 7;
2176 } 2218 }
2177 2219
2178 if (q < -242) 2220 if (q < -242)
2179 return 7 ; 2221 return 7;
2180 if (q < -41) 2222 if (q < -41)
2181 return 6 ; 2223 return 6;
2182 if (q < 41) 2224 if (q < 41)
2183 return 5 ; 2225 return 5;
2184 if (q < 242) 2226 if (q < 242)
2185 return 4 ; 2227 return 4;
2186 2228
2187 return 3 ; 2229 return 3;
2188}
2189
2190/*
2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction).
2194 */
2195
2196int absdir(int d) {
2197 while(d<1) d+=8;
2198 while(d>8) d-=8;
2199 return d;
2200} 2230}
2201 2231
2202/* 2232/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2235 */
2206 2236int
2207int dirdiff(int dir1, int dir2) { 2237dirdiff (int dir1, int dir2)
2238{
2208 int d; 2239 int d;
2240
2209 d = abs(dir1 - dir2); 2241 d = abs (dir1 - dir2);
2210 if(d>4) 2242 if (d > 4)
2211 d = 8 - d; 2243 d = 8 - d;
2244
2212 return d; 2245 return d;
2213} 2246}
2214 2247
2215/* peterm: 2248/* peterm:
2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2249 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2219 * This basically means that if direction is 15, then it could either go 2252 * This basically means that if direction is 15, then it could either go
2220 * direction 4, 14, or 16 to get back to where we are. 2253 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2254 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2255 * functions.
2223 */ 2256 */
2224
2225int reduction_dir[SIZEOFFREE][3] = { 2257int reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2258 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2259 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2260 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2261 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2262 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2263 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2264 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2265 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2266 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2267 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2268 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2269 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2270 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2271 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2272 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2273 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2274 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2275 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2276 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2277 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2278 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2279 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2280 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2281 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2282 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2283 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2284 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2285 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2286 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2287 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2288 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2289 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2290 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2291 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2292 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2293 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2294 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2295 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2296 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2297 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2298 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2299 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2300 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2301 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2302 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2303 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2304 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2305 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2306 {24, 9, -1}
2307}; /* 48 */
2275 2308
2276/* Recursive routine to step back and see if we can 2309/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2310 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2311 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2312 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2313 * Modified to be map tile aware -.MSW
2281 */ 2314 */
2282 2315int
2283
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2316can_see_monsterP (maptile *m, int x, int y, int dir)
2317{
2285 sint16 dx, dy; 2318 sint16 dx, dy;
2286 int mflags; 2319 int mflags;
2287 2320
2321 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2322 return 0; /* exit condition: invalid direction */
2289 2323
2290 dx = x + freearr_x[dir]; 2324 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2325 dy = y + freearr_y[dir];
2292 2326
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2327 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2328
2295 /* This functional arguably was incorrect before - it was 2329 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2330 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2331 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2332 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2333 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2334 * at least its move type.
2301 */ 2335 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2336 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2337 return 0;
2303 2338
2304 /* yes, can see. */ 2339 /* yes, can see. */
2305 if(dir < 9) return 1; 2340 if (dir < 9)
2341 return 1;
2342
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2343 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309} 2346}
2310 2347
2311
2312
2313/* 2348/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2349 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2350 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2351 * picked up, otherwise 0.
2317 * 2352 *
2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2319 * core dumps if they do. 2354 * core dumps if they do.
2320 * 2355 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2357 */
2323 2358int
2324int can_pick(const object *who, const object *item) { 2359can_pick (const object *who, const object *item)
2360{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2364}
2330
2331 2365
2332/* 2366/*
2333 * create clone from object to another 2367 * create clone from object to another
2334 */ 2368 */
2369object *
2335object *object_create_clone (object *asrc) { 2370object_create_clone (object *asrc)
2371{
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2372 object *dst = 0, *tmp, *src, *prev, *item;
2337 2373
2338 if(!asrc) return NULL; 2374 if (!asrc)
2339 src = asrc; 2375 return 0;
2340 if(src->head) 2376
2341 src = src->head; 2377 src = asrc->head_ ();
2342 2378
2343 prev = NULL; 2379 prev = 0;
2344 for(part = src; part; part = part->more) { 2380 for (object *part = src; part; part = part->more)
2345 tmp = get_object(); 2381 {
2346 copy_object(part,tmp); 2382 tmp = part->clone ();
2347 tmp->x -= src->x; 2383 tmp->x -= src->x;
2348 tmp->y -= src->y; 2384 tmp->y -= src->y;
2385
2349 if(!part->head) { 2386 if (!part->head)
2387 {
2350 dst = tmp; 2388 dst = tmp;
2351 tmp->head = NULL; 2389 tmp->head = 0;
2390 }
2352 } else { 2391 else
2353 tmp->head = dst; 2392 tmp->head = dst;
2354 } 2393
2355 tmp->more = NULL; 2394 tmp->more = 0;
2395
2356 if(prev) 2396 if (prev)
2357 prev->more = tmp; 2397 prev->more = tmp;
2398
2358 prev = tmp; 2399 prev = tmp;
2359 } 2400 }
2360 /*** copy inventory ***/ 2401
2361 for(item = src->inv; item; item = item->below) { 2402 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2403 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2404
2365 return dst; 2405 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374}
2375
2376/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */
2382
2383object* load_object_str(const char *obstr)
2384{
2385 object *op;
2386 char filename[MAX_BUF];
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2388
2389 FILE *tempfile=fopen(filename,"w");
2390 if (tempfile == NULL)
2391 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n");
2393 return NULL;
2394 };
2395 fprintf(tempfile,obstr);
2396 fclose(tempfile);
2397
2398 op=get_object();
2399
2400 object_thawer thawer (filename);
2401
2402 if (thawer)
2403 load_object(thawer,op,0);
2404
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED);
2407
2408 return op;
2409} 2406}
2410 2407
2411/* This returns the first object in who's inventory that 2408/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2409 * has the same type and subtype match.
2413 * returns NULL if no match. 2410 * returns NULL if no match.
2414 */ 2411 */
2412object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2413find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2414{
2417 object *tmp;
2418
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2415 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2416 if (tmp->type == type && tmp->subtype == subtype)
2417 return tmp;
2421 2418
2422 return NULL; 2419 return 0;
2423} 2420}
2424 2421
2425/* If ob has a field named key, return the link from the list, 2422/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2423 * otherwise return NULL.
2427 * 2424 *
2428 * key must be a passed in shared string - otherwise, this won't 2425 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2426 * do the desired thing.
2430 */ 2427 */
2428key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2429get_ob_key_link (const object *ob, const char *key)
2432 key_value * link; 2430{
2433
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2431 for (key_value *link = ob->key_values; link; link = link->next)
2435 if (link->key == key) { 2432 if (link->key == key)
2436 return link; 2433 return link;
2437 } 2434
2438 } 2435 return 0;
2439 2436}
2440 return NULL;
2441}
2442 2437
2443/* 2438/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2439 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2440 *
2446 * The argument doesn't need to be a shared string. 2441 * The argument doesn't need to be a shared string.
2447 * 2442 *
2448 * The returned string is shared. 2443 * The returned string is shared.
2449 */ 2444 */
2445const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2446get_ob_key_value (const object *op, const char *const key)
2447{
2451 key_value * link; 2448 key_value *link;
2452 const char * canonical_key; 2449 shstr_cmp canonical_key (key);
2450
2451 if (!canonical_key)
2453 2452 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2453 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2454 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2455 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2456 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2457 */
2462 return NULL; 2458 return 0;
2463 } 2459 }
2464 2460
2465 /* This is copied from get_ob_key_link() above - 2461 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2462 * only 4 lines, and saves the function call overhead.
2467 */ 2463 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2464 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2465 if (link->key == canonical_key)
2470 return link->value; 2466 return link->value;
2471 }
2472 }
2473 return NULL;
2474}
2475 2467
2468 return 0;
2469}
2476 2470
2477/* 2471/*
2478 * Updates the canonical_key in op to value. 2472 * Updates the canonical_key in op to value.
2479 * 2473 *
2480 * canonical_key is a shared string (value doesn't have to be). 2474 * canonical_key is a shared string (value doesn't have to be).
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2476 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2477 * keys.
2484 * 2478 *
2485 * Returns TRUE on success. 2479 * Returns TRUE on success.
2486 */ 2480 */
2481int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2482set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2483{
2488 key_value * field = NULL, *last=NULL; 2484 key_value *field = NULL, *last = NULL;
2489 2485
2490 for (field=op->key_values; field != NULL; field=field->next) { 2486 for (field = op->key_values; field != NULL; field = field->next)
2487 {
2491 if (field->key != canonical_key) { 2488 if (field->key != canonical_key)
2489 {
2492 last = field; 2490 last = field;
2493 continue; 2491 continue;
2494 } 2492 }
2495 2493
2496 if (value) 2494 if (value)
2497 field->value = value; 2495 field->value = value;
2498 else { 2496 else
2497 {
2499 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2501 * we get this value back again.
2503 */ 2502 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2505 field->value = 0; 2504 field->value = 0;
2505 else
2506 {
2507 if (last)
2508 last->next = field->next;
2506 else 2509 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2510 op->key_values = field->next;
2510 2511
2511 delete field; 2512 delete field;
2512 } 2513 }
2513 } 2514 }
2514 return TRUE; 2515 return TRUE;
2515 } 2516 }
2516 /* IF we get here, key doesn't exist */ 2517 /* IF we get here, key doesn't exist */
2517 2518
2518 /* No field, we'll have to add it. */ 2519 /* No field, we'll have to add it. */
2519 2520
2520 if (!add_key) { 2521 if (!add_key)
2521 return FALSE; 2522 return FALSE;
2522 } 2523
2523 /* There isn't any good reason to store a null 2524 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2525 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2526 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2527 * be here. If user wants to store empty strings,
2527 * should pass in "" 2528 * should pass in ""
2528 */ 2529 */
2529 if (value == NULL) return TRUE; 2530 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 2531 return TRUE;
2532
2533 field = new key_value;
2534
2535 field->key = canonical_key;
2536 field->value = value;
2537 /* Usual prepend-addition. */
2538 field->next = op->key_values;
2539 op->key_values = field;
2540
2541 return TRUE;
2540} 2542}
2541 2543
2542/* 2544/*
2543 * Updates the key in op to value. 2545 * Updates the key in op to value.
2544 * 2546 *
2546 * and not add new ones. 2548 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2549 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2550 *
2549 * Returns TRUE on success. 2551 * Returns TRUE on success.
2550 */ 2552 */
2553int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2554set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2555{
2553 shstr key_ (key); 2556 shstr key_ (key);
2557
2554 return set_ob_key_value_s (op, key_, value, add_key); 2558 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2559}
2560
2561object::depth_iterator::depth_iterator (object *container)
2562: iterator_base (container)
2563{
2564 while (item->inv)
2565 item = item->inv;
2566}
2567
2568void
2569object::depth_iterator::next ()
2570{
2571 if (item->below)
2572 {
2573 item = item->below;
2574
2575 while (item->inv)
2576 item = item->inv;
2577 }
2578 else
2579 item = item->env;
2580}
2581
2582const char *
2583object::flag_desc (char *desc, int len) const
2584{
2585 char *p = desc;
2586 bool first = true;
2587
2588 *p = 0;
2589
2590 for (int i = 0; i < NUM_FLAGS; i++)
2591 {
2592 if (len <= 10) // magic constant!
2593 {
2594 snprintf (p, len, ",...");
2595 break;
2596 }
2597
2598 if (flag [i])
2599 {
2600 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2601 len -= cnt;
2602 p += cnt;
2603 first = false;
2604 }
2605 }
2606
2607 return desc;
2608}
2609
2610// return a suitable string describing an object in enough detail to find it
2611const char *
2612object::debug_desc (char *info) const
2613{
2614 char flagdesc[512];
2615 char info2[256 * 4];
2616 char *p = info;
2617
2618 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2619 count, uuid.seq,
2620 &name,
2621 title ? "\",title:\"" : "",
2622 title ? (const char *)title : "",
2623 flag_desc (flagdesc, 512), type);
2624
2625 if (!this->flag[FLAG_REMOVED] && env)
2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2627
2628 if (map)
2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2630
2631 return info;
2632}
2633
2634const char *
2635object::debug_desc () const
2636{
2637 static char info[3][256 * 4];
2638 static int info_idx;
2639
2640 return debug_desc (info [++info_idx % 3]);
2641}
2642
2643struct region *
2644object::region () const
2645{
2646 return map ? map->region (x, y)
2647 : region::default_region ();
2648}
2649
2650const materialtype_t *
2651object::dominant_material () const
2652{
2653 if (materialtype_t *mt = name_to_material (materialname))
2654 return mt;
2655
2656 return name_to_material (shstr_unknown);
2657}
2658
2659void
2660object::open_container (object *new_container)
2661{
2662 if (container == new_container)
2663 return;
2664
2665 if (object *old_container = container)
2666 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return;
2669
2670#if 0
2671 // remove the "Close old_container" object.
2672 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON)
2674 closer->destroy ();
2675#endif
2676
2677 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0;
2679
2680 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710}
2711
2712object *
2713object::force_find (const shstr name)
2714{
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723}
2724
2725void
2726object::force_add (const shstr name, int duration)
2727{
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742}
2743
2744void
2745object::play_sound (faceidx sound) const
2746{
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2760}
2761

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