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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.207 by root, Sun Apr 20 23:25:09 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 1.15 2006/09/04 13:55:54 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. */
27
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h> 34#include <sproto.h>
41#include <loader.h> 35#include <loader.h>
42int nrofallocobjects = 0;
43 36
44object *objects; /* Pointer to the list of used objects */ 37#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 38
39UUID UUID::cur;
40static uint64_t seq_next_save;
41static const uint64 UUID_GAP = 1<<19;
42
43objectvec objects;
44activevec actives;
45
47short freearr_x[SIZEOFFREE]= 46short freearr_x[SIZEOFFREE] = {
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 47 0,
48 0, 1, 1, 1, 0, -1, -1, -1,
49 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}; 50 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
51};
50short freearr_y[SIZEOFFREE]= 52short freearr_y[SIZEOFFREE] = {
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 53 0,
54 -1, -1, 0, 1, 1, 1, 0, -1,
55 -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}; 56 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
57};
53int maxfree[SIZEOFFREE]= 58int maxfree[SIZEOFFREE] = {
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 59 0,
60 9, 10, 13, 14, 17, 18, 21, 22,
61 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 62 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
63};
56int freedir[SIZEOFFREE]= { 64int 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, 65 0,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 66 1, 2, 3, 4, 5, 6, 7, 8,
67 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
69};
59 70
71static void
72write_uuid (uval64 skip, bool sync)
73{
74 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip));
76 CALL_ARG_SV (boolSV (sync));
77 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END;
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
89
90 FILE *fp;
91
92 if (!(fp = fopen (filename, "r")))
93 {
94 if (errno == ENOENT)
95 {
96 LOG (llevInfo, "RESET uid to 1\n");
97 UUID::cur.seq = 0;
98 write_uuid (UUID_GAP, true);
99 return;
100 }
101
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1);
104 }
105
106 UUID::BUF buf;
107 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
111 {
112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
113 _exit (1);
114 }
115
116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
119 fclose (fp);
120}
121
122UUID
123UUID::gen ()
124{
125 UUID uid;
126
127 uid.seq = ++cur.seq;
128
129 if (expect_false (cur.seq >= seq_next_save))
130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
135
136 return uid;
137}
138
139void
140UUID::init ()
141{
142 read_uuid ();
143}
60 144
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
146static bool
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 147compare_ob_value_lists_one (const object *wants, const object *has)
148{
63 key_value * wants_field; 149 key_value *wants_field;
64 150
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 151 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 152 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 153 * different structure or at least keep the lists sorted...
68 */ 154 */
69 155
70 /* For each field in wants, */ 156 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 157 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
158 {
72 key_value * has_field; 159 key_value *has_field;
73 160
74 /* Look for a field in has with the same key. */ 161 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 162 has_field = get_ob_key_link (has, wants_field->key);
76 163
77 if (has_field == NULL) { 164 if (!has_field)
78 /* No field with that name. */ 165 return 0; /* No field with that name. */
79 return FALSE; 166
80 }
81
82 /* Found the matching field. */ 167 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 168 if (has_field->value != wants_field->value)
84 /* Values don't match, so this half of the comparison is false. */ 169 return 0; /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 170
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */ 171 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 172 }
173
91 /* If we get here, every field in wants has a matching field in has. */ 174 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 175 return 1;
93} 176}
94 177
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 178/* Returns TRUE if ob1 has the same key_values as ob2. */
179static bool
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 180compare_ob_value_lists (const object *ob1, const object *ob2)
181{
97 /* However, there may be fields in has which aren't partnered in wants, 182 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 183 * so we need to run the comparison *twice*. :(
99 */ 184 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 185 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 186}
102 187
103/* Function examines the 2 objects given to it, and returns true if 188/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 189 * they can be merged together.
105 * 190 *
106 * Note that this function appears a lot longer than the macro it 191 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 192 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 193 * reduce this to the same efficiency.
109 * 194 *
110 * Check nrof variable *before* calling CAN_MERGE() 195 * Check nrof variable *before* calling can_merge()
111 * 196 *
112 * Improvements made with merge: Better checking on potion, and also 197 * Improvements made with merge: Better checking on potion, and also
113 * check weight 198 * check weight
114 */ 199 */
115 200bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 201{
117
118 /* A couple quicksanity checks */ 202 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 203 if (ob1 == ob2
204 || ob1->type != ob2->type
205 || ob1->speed != ob2->speed
206 || ob1->value != ob2->value
207 || ob1->name != ob2->name)
208 return 0;
120 209
121 if (ob1->speed != ob2->speed) return 0; 210 /* Do not merge objects if nrof would overflow. First part checks
211 * for unsigned overflow (2c), second part checks wether the result
212 * would fit into a 32 bit signed int, which is often used to hold
213 * nrof values.
214 */
215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
216 return 0;
217
218 /* If the objects have been identified, set the BEEN_APPLIED flag.
219 * This is to the comparison of the flags below will be OK. We
220 * just can't ignore the been applied or identified flags, as they
221 * are not equal - just if it has been identified, the been_applied
222 * flags lose any meaning.
223 */
224 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
225 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
226
227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
228 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
229
230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
231 || ob1->arch != ob2->arch
232 || ob1->name != ob2->name
233 || ob1->title != ob2->title
234 || ob1->msg != ob2->msg
235 || ob1->weight != ob2->weight
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 || ob1->attacktype != ob2->attacktype
239 || ob1->magic != ob2->magic
240 || ob1->slaying != ob2->slaying
241 || ob1->skill != ob2->skill
242 || ob1->value != ob2->value
243 || ob1->animation_id != ob2->animation_id
244 || ob1->client_type != ob2->client_type
245 || ob1->materialname != ob2->materialname
246 || ob1->lore != ob2->lore
247 || ob1->subtype != ob2->subtype
248 || ob1->move_type != ob2->move_type
249 || ob1->move_block != ob2->move_block
250 || ob1->move_allow != ob2->move_allow
251 || ob1->move_on != ob2->move_on
252 || ob1->move_off != ob2->move_off
253 || ob1->move_slow != ob2->move_slow
254 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0;
256
257 /* This is really a spellbook check - we should in general
258 * not merge objects with real inventories, as splitting them
259 * is hard.
260 */
261 if (ob1->inv || ob2->inv)
262 {
263 if (!(ob1->inv && ob2->inv))
264 return 0; /* inventories differ in length */
265
266 if (ob1->inv->below || ob2->inv->below)
267 return 0; /* more than one object in inv */
268
269 if (!object::can_merge (ob1->inv, ob2->inv))
270 return 0; /* inventory objects differ */
271
272 /* inventory ok - still need to check rest of this object to see
273 * if it is valid.
274 */
275 }
276
277 /* Don't merge objects that are applied. With the new 'body' code,
278 * it is possible for most any character to have more than one of
279 * some items equipped, and we don't want those to merge.
280 */
281 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
282 return 0;
283
122 /* Note sure why the following is the case - either the object has to 284 /* Note sure why the following is the case - either the object has to
123 * be animated or have a very low speed. Is this an attempted monster 285 * be animated or have a very low speed. Is this an attempted monster
124 * check? 286 * check?
125 */ 287 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 288 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
289 return 0;
290
291 switch (ob1->type)
292 {
293 case SCROLL:
294 if (ob1->level != ob2->level)
295 return 0;
296 break;
297 }
298
299 if (ob1->key_values || ob2->key_values)
300 {
301 /* At least one of these has key_values. */
302 if ((!ob1->key_values) != (!ob2->key_values))
303 /* One has fields, but the other one doesn't. */
127 return 0; 304 return 0;
128 305 else if (!compare_ob_value_lists (ob1, ob2))
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
130 * value could not be stored in a sint32 (which unfortunately sometimes is
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 306 return 0;
307 }
135 308
136 /* This is really a spellbook check - really, we should 309 if (ob1->self || ob2->self)
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see
147 * if it is valid.
148 */
149 } 310 {
311 ob1->optimise ();
312 ob2->optimise ();
150 313
151 /* If the objects have been identified, set the BEEN_APPLIED flag. 314 if (ob1->self || ob2->self)
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 ) 315 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318
319 if (k1 != k2)
197 return 0; 320 return 0;
198 321 else if (k1 == 0)
199 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge.
202 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
204 return 0; 322 return 1;
205 323 else if (!cfperl_can_merge (ob1, ob2))
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0; 324 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) {
218 return 0;
219 } 325 }
220 } 326 }
221 327
222 /* Everything passes, must be OK. */ 328 /* Everything passes, must be OK. */
223 return 1; 329 return 1;
224} 330}
225 331
332static sint32
333weight_adjust (object *op, sint32 weight)
334{
335 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight;
338}
339
226/* 340/*
341 * add_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying.
343 */
344static void
345add_weight (object *op, sint32 weight)
346{
347 while (op)
348 {
349 weight = weight_adjust (op, weight);
350
351 op->carrying += weight;
352 op = op->env;
353 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364}
365
366/*
227 * sum_weight() is a recursive function which calculates the weight 367 * this is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 368 * an object is carrying. It goes through op and figures out how much
229 * containers are carrying, and sums it up. 369 * containers are carrying, and sums it up.
230 */ 370 */
231signed long sum_weight(object *op) { 371void
232 signed long sum; 372object::update_weight ()
233 object *inv; 373{
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 374 sint32 sum = 0;
235 if (inv->inv)
236 sum_weight(inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 }
239 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100;
241 if(op->carrying != sum)
242 op->carrying = sum;
243 return sum;
244}
245 375
246/** 376 for (object *op = inv; op; op = op->below)
247 * Return the outermost environment object for a given object. 377 {
248 */
249
250object *object_get_env_recursive (object *op) {
251 while (op->env != NULL)
252 op = op->env;
253 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op) 378 if (op->inv)
265 op->env = NULL; 379 op->update_weight ();
266 return op; 380
381 sum += op->total_weight ();
382 }
383
384 carrying = weight_adjust (this, sum);
267} 385}
268 386
269/* 387/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 389 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 390 * The result of the dump is stored in the static global errmsg array.
273 */ 391 */
274 392char *
275void dump_object2(object *op) {
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 393dump_object (object *op)
322 if(op==NULL) { 394{
323 strcpy(errmsg,"[NULL pointer]"); 395 if (!op)
324 return; 396 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 397
330void dump_all_objects(void) { 398 object_freezer freezer;
331 object *op; 399 op->write (freezer);
332 for(op=objects;op!=NULL;op=op->next) { 400 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 401}
337 402
338/* 403/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 404 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 405 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 406 * If it's not a multi-object, it is returned.
342 */ 407 */
343 408object *
344object *get_nearest_part(object *op, const object *pl) { 409get_nearest_part (object *op, const object *pl)
410{
345 object *tmp,*closest; 411 object *tmp, *closest;
346 int last_dist,i; 412 int last_dist, i;
413
347 if(op->more==NULL) 414 if (op->more == NULL)
348 return op; 415 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 416 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 417 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 418 closest = tmp, last_dist = i;
352 return closest; 419 return closest;
353} 420}
354 421
355/* 422/*
356 * Returns the object which has the count-variable equal to the argument. 423 * Returns the object which has the count-variable equal to the argument.
357 */ 424 */
358 425object *
359object *find_object(tag_t i) { 426find_object (tag_t i)
360 object *op; 427{
361 for(op=objects;op!=NULL;op=op->next) 428 for_all_objects (op)
362 if(op->count==i) 429 if (op->count == i)
363 break;
364 return op; 430 return op;
431
432 return 0;
365} 433}
366 434
367/* 435/*
368 * Returns the first object which has a name equal to the argument. 436 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 437 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 438 * Enables features like "patch <name-of-other-player> food 999"
371 */ 439 */
372 440object *
373object *find_object_name(const char *str) { 441find_object_name (const char *str)
374 const char *name = shstr::find (str); 442{
443 shstr_cmp str_ (str);
375 object *op; 444 object *op;
376 for(op=objects;op!=NULL;op=op->next) 445
446 for_all_objects (op)
377 if(&op->name == name) 447 if (op->name == str_)
378 break; 448 break;
379 449
380 return op; 450 return op;
381}
382
383void free_all_object_data ()
384{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 451}
422 452
423/* 453/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 454 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 455 * skill and experience objects.
456 * ACTUALLY NO! investigate! TODO
426 */ 457 */
427void set_owner (object *op, object *owner) 458void
459object::set_owner (object *owner)
428{ 460{
429 if(owner==NULL||op==NULL) 461 // allow objects which own objects
462 if (owner)
463 while (owner->owner)
464 owner = owner->owner;
465
466 if (flag [FLAG_FREED])
467 {
468 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
430 return; 469 return;
470 }
431 471
432 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid.
438 */
439 while (owner->owner && owner!=owner->owner &&
440 owner->ownercount==owner->owner->count) owner=owner->owner;
441
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 472 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452} 473}
453 474
454/* Set the owner to clone's current owner and set the skill and experience 475int
455 * objects to clone's objects (typically those objects that where the owner's 476object::slottype () const
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{ 477{
466 object *owner = get_owner (clone); 478 if (type == SKILL)
467 if (owner == NULL) { 479 {
468 /* players don't have owners - they own themselves. Update 480 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
469 * as appropriate. 481 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
482 }
483 else
484 {
485 if (slot [body_combat].info) return slot_combat;
486 if (slot [body_range ].info) return slot_ranged;
487 }
488
489 return slot_none;
490}
491
492bool
493object::change_weapon (object *ob)
494{
495 if (current_weapon == ob)
496 return true;
497
498 if (chosen_skill)
499 chosen_skill->flag [FLAG_APPLIED] = false;
500
501 current_weapon = ob;
502 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
503
504 if (chosen_skill)
505 chosen_skill->flag [FLAG_APPLIED] = true;
506
507 update_stats ();
508
509 if (ob)
510 {
511 // now check wether any body locations became invalid, in which case
512 // we cannot apply the weapon at the moment.
513 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
514 if (slot[i].used < 0)
470 */ 515 {
471 if (clone->type == PLAYER) owner=clone; 516 current_weapon = chosen_skill = 0;
472 else return; 517 update_stats ();
518
519 new_draw_info_format (NDI_UNIQUE, 0, this,
520 "You try to balance all your items at once, "
521 "but the %s is just too much for your body. "
522 "[You need to unapply some items first.]", &ob->name);
523 return false;
524 }
525
526 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
527 }
528 else
529 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
530
531 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
473 } 532 {
474 set_owner(op, owner); 533 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
534 &name, ob->debug_desc ());
535 return false;
536 }
475 537
538 return true;
476} 539}
477 540
478/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 542 * refcounts and freeing the links.
480 */ 543 */
544static void
481static void free_key_values(object * op) 545free_key_values (object *op)
482{ 546{
483 for (key_value *i = op->key_values; i != 0; ) 547 for (key_value *i = op->key_values; i; )
484 { 548 {
485 key_value *next = i->next; 549 key_value *next = i->next;
486 delete i; 550 delete i;
551
487 i = next; 552 i = next;
488 } 553 }
489 554
490 op->key_values = 0; 555 op->key_values = 0;
491} 556}
492 557
493void object::clear () 558object &
559object::operator =(const object &src)
494{ 560{
495 attachable_base::clear (); 561 bool is_freed = flag [FLAG_FREED];
562 bool is_removed = flag [FLAG_REMOVED];
496 563
497 free_key_values (this); 564 *(object_copy *)this = src;
498 565
499 name = 0; 566 flag [FLAG_FREED] = is_freed;
500 name_pl = 0; 567 flag [FLAG_REMOVED] = is_removed;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object
561 * will point at garbage.
562 */
563
564void copy_object (object *op2, object *op)
565{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568
569 op2->clone (op);
570
571 if (is_freed) SET_FLAG (op, FLAG_FREED);
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
573
574 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
576 568
577 /* Copy over key_values, if any. */ 569 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 570 if (src.key_values)
579 { 571 {
580 key_value *tail = NULL; 572 key_value *tail = 0;
581 key_value *i;
582
583 op->key_values = NULL; 573 key_values = 0;
584 574
585 for (i = op2->key_values; i != NULL; i = i->next) 575 for (key_value *i = src.key_values; i; i = i->next)
586 { 576 {
587 key_value *new_link = new key_value; 577 key_value *new_link = new key_value;
588 578
589 new_link->next = NULL; 579 new_link->next = 0;
590 new_link->key = i->key; 580 new_link->key = i->key;
591 new_link->value = i->value; 581 new_link->value = i->value;
592 582
593 /* Try and be clever here, too. */ 583 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 584 if (!key_values)
595 { 585 {
596 op->key_values = new_link; 586 key_values = new_link;
597 tail = new_link; 587 tail = new_link;
598 } 588 }
599 else 589 else
600 { 590 {
601 tail->next = new_link; 591 tail->next = new_link;
602 tail = new_link; 592 tail = new_link;
603 } 593 }
604 } 594 }
605 } 595 }
606
607 update_ob_speed (op);
608} 596}
609 597
610/* 598/*
611 * get_object() grabs an object from the list of unused objects, makes 599 * copy_to first frees everything allocated by the dst object,
612 * sure it is initialised, and returns it. 600 * and then copies the contents of itself into the second
613 * If there are no free objects, expand_objects() is called to get more. 601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610
611 if (speed < 0)
612 dst->speed_left -= rndm ();
613
614 dst->set_speed (dst->speed);
615}
616
617void
618object::instantiate ()
619{
620 if (!uuid.seq) // HACK
621 uuid = UUID::gen ();
622
623 speed_left = -0.1f;
624 /* copy the body_info to the body_used - this is only really
625 * need for monsters, but doesn't hurt to do it for everything.
626 * by doing so, when a monster is created, it has good starting
627 * values for the body_used info, so when items are created
628 * for it, they can be properly equipped.
614 */ 629 */
630 for (int i = NUM_BODY_LOCATIONS; i--; )
631 slot[i].used = slot[i].info;
615 632
616object *get_object () 633 attachable::instantiate ();
617{ 634}
618 object *op = new object;
619 635
620 op->count = ++ob_count; 636object *
621 637object::clone ()
622 op->active_next = 0; 638{
623 op->active_prev = 0; 639 object *neu = create ();
624 640 copy_to (neu);
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 641 return neu;
640} 642}
641 643
642/* 644/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 645 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * to the closest player being on the other side, this function can 646 * to the closest player being on the other side, this function can
645 * be called to update the face variable, _and_ how it looks on the map. 647 * be called to update the face variable, _and_ how it looks on the map.
646 */ 648 */
647 649void
648void update_turn_face(object *op) { 650update_turn_face (object *op)
651{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 652 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
650 return; 653 return;
654
651 SET_ANIMATION(op, op->direction); 655 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 656 update_object (op, UP_OBJ_FACE);
653} 657}
654 658
655/* 659/*
656 * Updates the speed of an object. If the speed changes from 0 to another 660 * Updates the speed of an object. If the speed changes from 0 to another
657 * value, or vice versa, then add/remove the object from the active list. 661 * value, or vice versa, then add/remove the object from the active list.
658 * This function needs to be called whenever the speed of an object changes. 662 * This function needs to be called whenever the speed of an object changes.
659 */ 663 */
660 664void
661void update_ob_speed(object *op) { 665object::set_speed (float speed)
662 extern int arch_init; 666{
663 667 if (flag [FLAG_FREED] && speed)
664 /* No reason putting the archetypes objects on the speed list, 668 {
665 * since they never really need to be updated.
666 */
667
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 669 LOG (llevError, "Object %s is freed but has speed.\n", &name);
670#ifdef MANY_CORES
671 abort();
672#else
673 op->speed = 0; 670 speed = 0;
674#endif
675 } 671 }
676 if (arch_init) {
677 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 672
684 /* process_events() expects us to insert the object at the beginning 673 this->speed = speed;
685 * of the list. */ 674
686 op->active_next = active_objects; 675 if (has_active_speed ())
687 if (op->active_next!=NULL) 676 activate ();
688 op->active_next->active_prev = op;
689 active_objects = op;
690 }
691 else { 677 else
692 /* If not on the active list, nothing needs to be done */ 678 deactivate ();
693 if (!op->active_next && !op->active_prev && op!=active_objects)
694 return;
695
696 if (op->active_prev==NULL) {
697 active_objects = op->active_next;
698 if (op->active_next!=NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else {
702 op->active_prev->active_next = op->active_next;
703 if (op->active_next)
704 op->active_next->active_prev = op->active_prev;
705 }
706 op->active_next = NULL;
707 op->active_prev = NULL;
708 }
709} 679}
710 680
711/* This function removes object 'op' from the list of active
712 * objects.
713 * This should only be used for style maps or other such
714 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object.
718 */
719void remove_from_active_list(object *op)
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects)
723 return;
724
725 if (op->active_prev==NULL) {
726 active_objects = op->active_next;
727 if (op->active_next!=NULL)
728 op->active_next->active_prev = NULL;
729 }
730 else {
731 op->active_prev->active_next = op->active_next;
732 if (op->active_next)
733 op->active_next->active_prev = op->active_prev;
734 }
735 op->active_next = NULL;
736 op->active_prev = NULL;
737}
738
739/* 681/*
740 * update_object() updates the array which represents the map. 682 * update_object() updates the the map.
741 * It takes into account invisible objects (and represent squares covered 683 * It takes into account invisible objects (and represent squares covered
742 * by invisible objects by whatever is below them (unless it's another 684 * by invisible objects by whatever is below them (unless it's another
743 * invisible object, etc...) 685 * invisible object, etc...)
744 * If the object being updated is beneath a player, the look-window 686 * If the object being updated is beneath a player, the look-window
745 * of that player is updated (this might be a suboptimal way of 687 * of that player is updated (this might be a suboptimal way of
746 * updating that window, though, since update_object() is called _often_) 688 * updating that window, though, since update_object() is called _often_)
747 * 689 *
748 * action is a hint of what the caller believes need to be done. 690 * action is a hint of what the caller believes need to be done.
749 * For example, if the only thing that has changed is the face (due to
750 * an animation), we don't need to call update_position until that actually
751 * comes into view of a player. OTOH, many other things, like addition/removal
752 * of walls or living creatures may need us to update the flags now.
753 * current action are: 691 * current action are:
754 * UP_OBJ_INSERT: op was inserted 692 * UP_OBJ_INSERT: op was inserted
755 * UP_OBJ_REMOVE: op was removed 693 * UP_OBJ_REMOVE: op was removed
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 694 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757 * as that is easier than trying to look at what may have changed. 695 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 696 * UP_OBJ_FACE: only the objects face has changed.
759 */ 697 */
760 698void
761void update_object(object *op, int action) { 699update_object (object *op, int action)
762 int update_now=0, flags; 700{
763 MoveType move_on, move_off, move_block, move_slow;
764
765 if (op == NULL) { 701 if (op == NULL)
702 {
766 /* this should never happen */ 703 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 704 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 705 return;
769 }
770 706 }
771 if(op->env!=NULL) { 707
708 if (op->env)
709 {
772 /* Animation is currently handled by client, so nothing 710 /* Animation is currently handled by client, so nothing
773 * to do in this case. 711 * to do in this case.
774 */ 712 */
775 return; 713 return;
776 } 714 }
777 715
778 /* If the map is saving, don't do anything as everything is 716 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 717 * going to get freed anyways.
780 */ 718 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 719 if (!op->map || op->map->in_memory == MAP_SAVING)
782 720 return;
721
783 /* make sure the object is within map boundaries */ 722 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 723 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 724 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 725 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 726#ifdef MANY_CORES
788 abort(); 727 abort ();
789#endif 728#endif
790 return; 729 return;
791 }
792 730 }
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799 731
732 mapspace &m = op->ms ();
733
734 if (!(m.flags_ & P_UPTODATE))
735 /* nop */;
800 if (action == UP_OBJ_INSERT) { 736 else if (action == UP_OBJ_INSERT)
737 {
738 // this is likely overkill, TODO: revisit (schmorp)
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
802 update_now=1;
803
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 740 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
805 update_now=1; 741 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
806 742 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
743 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
808 update_now=1; 745 || (m.move_on | op->move_on ) != m.move_on
809
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1;
812
813 if ((move_on | op->move_on) != move_on) update_now=1;
814 if ((move_off | op->move_off) != move_off) update_now=1; 746 || (m.move_off | op->move_off ) != m.move_off
747 || (m.move_slow | op->move_slow) != m.move_slow
815 /* This isn't perfect, but I don't expect a lot of objects to 748 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 749 * to have move_allow right now.
817 */ 750 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
819 update_now=1; 752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 753 m.flags_ = 0;
821 } 754 }
822 /* if the object is being removed, we can't make intelligent 755 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 756 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 757 * that is being removed.
825 */ 758 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 760 m.flags_ = 0;
828 } else if (action == UP_OBJ_FACE) { 761 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 762 /* Nothing to do for that case */ ;
830 }
831 else { 763 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 764 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 765
835 if (update_now) {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y);
838 }
839
840 if(op->more!=NULL) 766 if (op->more)
841 update_object(op->more, action); 767 update_object (op->more, action);
842} 768}
843 769
770object::object ()
771{
772 SET_FLAG (this, FLAG_REMOVED);
844 773
845/* 774 expmul = 1.0;
846 * free_object() frees everything allocated by an object, removes 775 face = blank_face;
847 * it from the list of used objects, and puts it on the list of 776}
848 * free objects. The IS_FREED() flag is set in the object. 777
849 * The object must have been removed by remove_ob() first for 778object::~object ()
850 * this function to succeed. 779{
851 * 780 unlink ();
852 * If free_inventory is set, free inventory as well. Else drop items in 781
853 * inventory to the ground. 782 free_key_values (this);
854 */ 783}
784
785static int object_count;
786
787void object::link ()
788{
789 assert (!index);//D
790 uuid = UUID::gen ();
791 count = ++object_count;
792
793 refcnt_inc ();
794 objects.insert (this);
795}
796
797void object::unlink ()
798{
799 if (!index)
800 return;
801
802 objects.erase (this);
803 refcnt_dec ();
804}
855 805
856void 806void
857free_object (object * ob) 807object::activate ()
858{ 808{
859 free_object2 (ob, 0); 809 /* If already on active list, don't do anything */
810 if (active)
811 return;
812
813 if (has_active_speed ())
814 actives.insert (this);
860} 815}
861 816
862void 817void
863free_object2 (object * ob, int free_inventory) 818object::activate_recursive ()
864{ 819{
865 object *tmp, *op; 820 activate ();
866 821
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 822 for (object *op = inv; op; op = op->below)
868 { 823 op->activate_recursive ();
869 LOG (llevDebug, "Free object called with non removed object\n"); 824}
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 825
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 826/* This function removes object 'op' from the list of active
877 { 827 * objects.
878 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 828 * This should only be used for style maps or other such
879 remove_friendly_object (ob); 829 * reference maps where you don't want an object that isn't
880 } 830 * in play chewing up cpu time getting processed.
881 831 * The reverse of this is to call update_ob_speed, which
882 if (QUERY_FLAG (ob, FLAG_FREED)) 832 * will do the right thing based on the speed of the object.
883 { 833 */
884 dump_object (ob); 834void
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 835object::deactivate ()
836{
837 /* If not on the active list, nothing needs to be done */
838 if (!active)
886 return; 839 return;
840
841 actives.erase (this);
842}
843
844void
845object::deactivate_recursive ()
846{
847 for (object *op = inv; op; op = op->below)
848 op->deactivate_recursive ();
849
850 deactivate ();
851}
852
853void
854object::set_flag_inv (int flag, int value)
855{
856 for (object *op = inv; op; op = op->below)
887 } 857 {
888 858 op->flag [flag] = value;
889 if (ob->more != NULL) 859 op->set_flag_inv (flag, value);
890 { 860 }
891 free_object2 (ob->more, free_inventory); 861}
892 ob->more = NULL;
893 }
894 862
863/*
864 * Remove and free all objects in the inventory of the given object.
865 * object.c ?
866 */
867void
868object::destroy_inv (bool drop_to_ground)
869{
870 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory,
874 // cf will crash below with off-map x and y
895 if (ob->inv) 875 if (!inv)
896 { 876 return;
877
897 /* Only if the space blocks everything do we not process - 878 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 879 * if some form of movement is allowed, let objects
899 * drop on that space. 880 * drop on that space.
900 */ 881 */
901 if (free_inventory || ob->map == NULL 882 if (!drop_to_ground
902 || ob->map->in_memory != MAP_IN_MEMORY 883 || !map
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 884 || map->in_memory != MAP_ACTIVE
904 { 885 || map->nodrop
905 op = ob->inv; 886 || ms ().move_block == MOVE_ALL)
906
907 while (op != NULL)
908 { 887 {
909 tmp = op->below; 888 while (inv)
910 remove_ob (op); 889 {
911 free_object2 (op, free_inventory); 890 inv->destroy_inv (drop_to_ground);
912 op = tmp; 891 inv->destroy ();
913 } 892 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 op = ob->inv;
918
919 while (op != NULL)
920 {
921 tmp = op->below;
922 remove_ob (op);
923
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
927 free_object (op);
928 else
929 {
930 op->x = ob->x;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
933 }
934
935 op = tmp;
936 }
937 }
938 }
939
940 /* Remove object from the active list */
941 ob->speed = 0;
942 update_ob_speed (ob);
943
944 SET_FLAG (ob, FLAG_FREED);
945 ob->count = 0;
946
947 /* Remove this object from the list of used objects */
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 } 893 }
955 else 894 else
895 { /* Put objects in inventory onto this space */
896 while (inv)
897 {
898 object *op = inv;
899
900 if (op->flag [FLAG_STARTEQUIP]
901 || op->flag [FLAG_NO_DROP]
902 || op->type == RUNE
903 || op->type == TRAP
904 || op->flag [FLAG_IS_A_TEMPLATE]
905 || op->flag [FLAG_DESTROY_ON_DEATH])
906 op->destroy ();
907 else
908 map->insert (op, x, y);
909 }
910 }
911}
912
913object *object::create ()
914{
915 object *op = new object;
916 op->link ();
917 return op;
918}
919
920void
921object::do_destroy ()
922{
923 attachable::do_destroy ();
924
925 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this);
927
928 if (flag [FLAG_FRIENDLY])
929 remove_friendly_object (this);
930
931 if (!flag [FLAG_REMOVED])
932 remove ();
933
934 destroy_inv (true);
935
936 deactivate ();
937 unlink ();
938
939 flag [FLAG_FREED] = 1;
940
941 // hack to ensure that freed objects still have a valid map
942 {
943 static maptile *freed_map; // freed objects are moved here to avoid crashes
944
945 if (!freed_map)
956 { 946 {
957 ob->prev->next = ob->next; 947 freed_map = new maptile;
958 948
959 if (ob->next != NULL) 949 freed_map->path = "<freed objects map>";
960 ob->next->prev = ob->prev; 950 freed_map->name = "/internal/freed_objects_map";
951 freed_map->width = 3;
952 freed_map->height = 3;
953 freed_map->nodrop = 1;
954
955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
961 } 957 }
962 958
963 free_key_values (ob); 959 map = freed_map;
964 960 x = 1;
965 /* Now link it with the free_objects list: */ 961 y = 1;
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970}
971
972/*
973 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)).
975 */
976
977void sub_weight (object *op, signed long weight) {
978 while (op != NULL) {
979 if (op->type == CONTAINER) {
980 weight=(signed long)(weight*(100-op->stats.Str)/100);
981 }
982 op->carrying-=weight;
983 op = op->env;
984 } 962 }
985}
986 963
987/* remove_ob(op): 964 if (more)
965 {
966 more->destroy ();
967 more = 0;
968 }
969
970 head = 0;
971
972 // clear those pointers that likely might cause circular references
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976 current_weapon = 0;
977}
978
979void
980object::destroy (bool destroy_inventory)
981{
982 if (destroyed ())
983 return;
984
985 if (destroy_inventory)
986 destroy_inv (false);
987
988 if (is_head ())
989 if (sound_destroy)
990 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER])
992 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
993
994 attachable::destroy ();
995}
996
997/* op->remove ():
988 * This function removes the object op from the linked list of objects 998 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 999 * which it is currently tied to. When this function is done, the
990 * object will have no environment. If the object previously had an 1000 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 1001 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1002 * the previous environment.
993 * Beware: This function is called from the editor as well!
994 */ 1003 */
995 1004void
996void remove_ob(object *op) { 1005object::do_remove ()
1006{
997 object *tmp,*last=NULL; 1007 object *tmp, *last = 0;
998 object *otmp; 1008 object *otmp;
999 tag_t tag;
1000 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 1009
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1010 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 1011 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1012
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this);
1025 1015
1016 if (more)
1017 more->remove ();
1018
1026 /* 1019 /*
1027 * In this case, the object to be removed is in someones 1020 * In this case, the object to be removed is in someones
1028 * inventory. 1021 * inventory.
1029 */ 1022 */
1030 if(op->env!=NULL) { 1023 if (env)
1024 {
1031 if(op->nrof) 1025 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1026 sub_weight (env, weight * nrof);
1033 else 1027 else
1034 sub_weight(op->env, op->weight+op->carrying); 1028 sub_weight (env, weight + carrying);
1035 1029
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1030 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1031 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1032 * to save cpu time.
1039 */ 1033 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1035 otmp->update_stats ();
1042 fix_player(otmp);
1043 1036
1044 if(op->above!=NULL) 1037 if (above)
1045 op->above->below=op->below; 1038 above->below = below;
1046 else 1039 else
1047 op->env->inv=op->below; 1040 env->inv = below;
1048 1041
1049 if(op->below!=NULL) 1042 if (below)
1050 op->below->above=op->above; 1043 below->above = above;
1051 1044
1052 /* we set up values so that it could be inserted into 1045 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 1046 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 1047 * to the caller to decide what we want to do.
1048 */
1049 x = env->x, y = env->y;
1050 map = env->map;
1051 above = 0, below = 0;
1052 env = 0;
1053 }
1054 else if (map)
1055 {
1056 if (type == PLAYER)
1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
1064 --map->players;
1065 map->touch ();
1066 }
1067
1068 map->dirty = true;
1069 mapspace &ms = this->ms ();
1070
1071 /* link the object above us */
1072 if (above)
1073 above->below = below;
1074 else
1075 ms.top = below; /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1055 */ 1085 */
1056 op->x=op->env->x,op->y=op->env->y; 1086 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1087 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 ());
1058 op->above=NULL,op->below=NULL; 1088
1059 op->env=NULL; 1089 ms.bot = above; /* goes on above it. */
1090 }
1091
1092 above = 0;
1093 below = 0;
1094
1095 if (map->in_memory == MAP_SAVING)
1060 return; 1096 return;
1061 }
1062 1097
1063 /* If we get here, we are removing it from a map */ 1098 int check_walk_off = !flag [FLAG_NO_APPLY];
1064 if (op->map == NULL) return;
1065 1099
1066 x = op->x; 1100 if (object *pl = ms.player ())
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 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);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 } 1101 {
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1102 if (pl->container == this)
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1119 /* No point updating the players look faces if he is the object
1120 * being removed.
1121 */
1122
1123 if(tmp->type==PLAYER && tmp!=op) {
1124 /* If a container that the player is currently using somehow gets 1103 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1104 * removed (most likely destroyed), update the player view
1126 * appropriately. 1105 * appropriately.
1127 */ 1106 */
1128 if (tmp->container==op) { 1107 pl->close_container ();
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1108
1130 tmp->container=NULL; 1109 pl->contr->ns->floorbox_update ();
1110 }
1111
1112 for (tmp = ms.bot; tmp; tmp = tmp->above)
1113 {
1114 /* No point updating the players look faces if he is the object
1115 * being removed.
1116 */
1117
1118 /* See if object moving off should effect something */
1119 if (check_walk_off
1120 && ((move_type & tmp->move_off)
1121 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1122 {
1123 move_apply (tmp, this, 0);
1124
1125 if (destroyed ())
1126 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1131 } 1127 }
1132 tmp->contr->socket.update_look=1;
1133 }
1134 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1137 1128
1138 move_apply(tmp, op, NULL);
1139 if (was_destroyed (op, tag)) {
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 }
1143 }
1144
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146
1147 if(tmp->above == tmp)
1148 tmp->above = NULL;
1149 last=tmp; 1129 last = tmp;
1150 } 1130 }
1131
1151 /* last == NULL of there are no objects on this space */ 1132 /* last == NULL if there are no objects on this space */
1152 if (last==NULL) { 1133 //TODO: this makes little sense, why only update the topmost object?
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1134 if (!last)
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1135 map->at (x, y).flags_ = 0;
1155 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways.
1157 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y);
1160 }
1161 else 1136 else
1162 update_object(last, UP_OBJ_REMOVE); 1137 update_object (last, UP_OBJ_REMOVE);
1163 1138
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1140 update_all_los (map, x, y);
1166 1141 }
1167} 1142}
1168 1143
1169/* 1144/*
1170 * merge_ob(op,top): 1145 * merge_ob(op,top):
1171 * 1146 *
1172 * This function goes through all objects below and including top, and 1147 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1148 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1149 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1150 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1151 */
1177 1152object *
1178object *merge_ob(object *op, object *top) { 1153merge_ob (object *op, object *top)
1154{
1179 if(!op->nrof) 1155 if (!op->nrof)
1180 return 0; 1156 return 0;
1181 if(top==NULL) 1157
1158 if (!top)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1159 for (top = op; top && top->above; top = top->above)
1160 ;
1161
1183 for(;top!=NULL;top=top->below) { 1162 for (; top; top = top->below)
1163 {
1184 if(top==op) 1164 if (top == op)
1185 continue; 1165 continue;
1186 if (CAN_MERGE(op,top)) 1166
1187 { 1167 if (object::can_merge (op, top))
1168 {
1188 top->nrof+=op->nrof; 1169 top->nrof += op->nrof;
1170
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1172 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1173 op->destroy ();
1192 free_object(op);
1193 return top; 1174 return top;
1194 } 1175 }
1195 } 1176 }
1177
1196 return NULL; 1178 return 0;
1197} 1179}
1198 1180
1181void
1182object::expand_tail ()
1183{
1184 if (more)
1185 return;
1186
1187 object *prev = this;
1188
1189 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1190 {
1191 object *op = arch_to_object (at);
1192
1193 op->name = name;
1194 op->name_pl = name_pl;
1195 op->title = title;
1196
1197 op->head = this;
1198 prev->more = op;
1199
1200 prev = op;
1201 }
1202}
1203
1199/* 1204/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1205 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1201 * job preparing multi-part monsters 1206 * job preparing multi-part monsters.
1202 */ 1207 */
1208object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204 object* tmp; 1210{
1205 if (op->head) 1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 op=op->head; 1212 {
1207 for (tmp=op;tmp;tmp=tmp->more){
1208 tmp->x=x+tmp->arch->clone.x; 1213 tmp->x = x + tmp->arch->x;
1209 tmp->y=y+tmp->arch->clone.y; 1214 tmp->y = y + tmp->arch->y;
1210 } 1215 }
1216
1211 return insert_ob_in_map (op, m, originator, flag); 1217 return insert_ob_in_map (op, m, originator, flag);
1212} 1218}
1213 1219
1214/* 1220/*
1215 * insert_ob_in_map (op, map, originator, flag): 1221 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1222 * This function inserts the object in the two-way linked list
1229 * Return value: 1235 * Return value:
1230 * new object if 'op' was merged with other object 1236 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1237 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1238 * just 'op' otherwise
1233 */ 1239 */
1234 1240object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1242{
1243 assert (!op->flag [FLAG_FREED]);
1244
1237 object *tmp, *top, *floor=NULL; 1245 object *top, *floor = NULL;
1238 sint16 x,y;
1239 1246
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1247 op->remove ();
1241 LOG (llevError, "Trying to insert freed object!\n");
1242 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1248
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1249 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now 1250 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work 1251 * need extra work
1296 */ 1252 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y); 1253 if (!xy_normalise (m, op->x, op->y))
1298 x = op->x; 1254 {
1299 y = op->y; 1255 op->destroy ();
1256 return 0;
1257 }
1300 1258
1259 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0;
1262
1263 CLEAR_FLAG (op, FLAG_REMOVED);
1264
1265 op->map = m;
1266 mapspace &ms = op->ms ();
1267
1301 /* this has to be done after we translate the coordinates. 1268 /* this has to be done after we translate the coordinates.
1302 */ 1269 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) { 1270 if (op->nrof && !(flag & INS_NO_MERGE))
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1305 if (CAN_MERGE(op,tmp)) { 1272 if (object::can_merge (op, tmp))
1273 {
1306 op->nrof+=tmp->nrof; 1274 op->nrof += tmp->nrof;
1307 remove_ob(tmp); 1275 tmp->destroy ();
1308 free_object(tmp); 1276 }
1277
1278 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1279 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1280
1281 if (!QUERY_FLAG (op, FLAG_ALIVE))
1282 CLEAR_FLAG (op, FLAG_NO_STEAL);
1283
1284 if (flag & INS_BELOW_ORIGINATOR)
1285 {
1286 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1287 {
1288 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1289 abort ();
1290 }
1291
1292 op->above = originator;
1293 op->below = originator->below;
1294
1295 if (op->below)
1296 op->below->above = op;
1297 else
1298 ms.bot = op;
1299
1300 /* since *below* originator, no need to update top */
1301 originator->below = op;
1302 }
1303 else
1304 {
1305 top = ms.bot;
1306
1307 /* If there are other objects, then */
1308 if (top)
1309 {
1310 object *last = 0;
1311
1312 /*
1313 * If there are multiple objects on this space, we do some trickier handling.
1314 * We've already dealt with merging if appropriate.
1315 * Generally, we want to put the new object on top. But if
1316 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1317 * floor, we want to insert above that and no further.
1318 * Also, if there are spell objects on this space, we stop processing
1319 * once we get to them. This reduces the need to traverse over all of
1320 * them when adding another one - this saves quite a bit of cpu time
1321 * when lots of spells are cast in one area. Currently, it is presumed
1322 * that flying non pickable objects are spell objects.
1323 */
1324 for (top = ms.bot; top; top = top->above)
1325 {
1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1327 floor = top;
1328
1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1330 {
1331 /* We insert above top, so we want this object below this */
1332 top = top->below;
1333 break;
1334 }
1335
1336 last = top;
1309 } 1337 }
1310 }
1311 1338
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1339 /* Don't want top to be NULL, so set it to the last valid object */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1340 top = last;
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316 1341
1317 if (flag & INS_BELOW_ORIGINATOR) { 1342 /* We let update_position deal with figuring out what the space
1318 if (originator->map != op->map || originator->x != op->x || 1343 * looks like instead of lots of conditions here.
1319 originator->y != op->y) { 1344 * makes things faster, and effectively the same result.
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /* 1345 */
1334 * If there are multiple objects on this space, we do some trickier handling. 1346
1335 * We've already dealt with merging if appropriate. 1347 /* Have object 'fall below' other objects that block view.
1336 * Generally, we want to put the new object on top. But if 1348 * Unless those objects are exits.
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1349 * If INS_ON_TOP is used, don't do this processing
1338 * floor, we want to insert above that and no further. 1350 * Need to find the object that in fact blocks view, otherwise
1339 * Also, if there are spell objects on this space, we stop processing 1351 * stacking is a bit odd.
1340 * once we get to them. This reduces the need to traverse over all of 1352 */
1341 * them when adding another one - this saves quite a bit of cpu time 1353 if (!(flag & INS_ON_TOP)
1342 * when lots of spells are cast in one area. Currently, it is presumed 1354 && ms.flags () & P_BLOCKSVIEW
1343 * that flying non pickable objects are spell objects. 1355 && (op->face && !faces [op->face].visibility))
1356 {
1357 for (last = top; last != floor; last = last->below)
1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1359 break;
1360
1361 /* Check to see if we found the object that blocks view,
1362 * and make sure we have a below pointer for it so that
1363 * we can get inserted below this one, which requires we
1364 * set top to the object below us.
1344 */ 1365 */
1345 1366 if (last && last->below && last != floor)
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above; 1367 top = last->below;
1359 } 1368 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */ 1369 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD) 1370
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor;
1390 1373
1391 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1392 */ 1375 */
1393 1376
1394 /* First object on this space */ 1377 /* First object on this space */
1395 if (!top) { 1378 if (!top)
1396 op->above = GET_MAP_OB(op->map, op->x, op->y); 1379 {
1380 op->above = ms.bot;
1381
1382 if (op->above)
1397 if (op->above) op->above->below = op; 1383 op->above->below = op;
1384
1398 op->below = NULL; 1385 op->below = 0;
1399 SET_MAP_OB(op->map, op->x, op->y, op); 1386 ms.bot = op;
1387 }
1388 else
1400 } else { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1401 op->above = top->above; 1390 op->above = top->above;
1391
1392 if (op->above)
1402 if (op->above) op->above->below = op; 1393 op->above->below = op;
1394
1403 op->below = top; 1395 op->below = top;
1404 top->above = op; 1396 top->above = op;
1405 } 1397 }
1398
1406 if (op->above==NULL) 1399 if (!op->above)
1407 SET_MAP_TOP(op->map,op->x, op->y, op); 1400 ms.top = op;
1408 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1409 1402
1410 if(op->type==PLAYER) 1403 if (op->type == PLAYER)
1404 {
1411 op->contr->do_los=1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1412 1409
1413 /* If we have a floor, we know the player, if any, will be above 1410 op->map->dirty = true;
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421 1411
1412 if (object *pl = ms.player ())
1413 pl->contr->ns->floorbox_update ();
1414
1422 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way - 1419 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1429 * of effect may be sufficient. 1422 * of effect may be sufficient.
1430 */ 1423 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1433 1426
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1437 1429
1430 INVOKE_OBJECT (INSERT, op);
1438 1431
1439 /* Don't know if moving this to the end will break anything. However, 1432 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this. 1433 * we want to have floorbox_update called before calling this.
1441 * 1434 *
1442 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like 1436 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1438 * update_object().
1446 */ 1439 */
1447 1440
1448 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1443 {
1451 if (check_move_on(op, originator)) 1444 if (check_move_on (op, originator))
1452 return NULL; 1445 return 0;
1453 1446
1454 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1448 * walk on's.
1456 */ 1449 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1459 return NULL; 1452 return 0;
1460 } 1453 }
1454
1461 return op; 1455 return op;
1462} 1456}
1463 1457
1464/* this function inserts an object in the map, but if it 1458/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1459 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1460 * op is the object to insert it under: supplies x and the map.
1467 */ 1461 */
1462void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1463replace_insert_ob_in_map (const char *arch_string, object *op)
1469 object *tmp; 1464{
1470 object *tmp1; 1465 object *tmp, *tmp1;
1471 1466
1472 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1473 1468
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1471 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1472
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1474
1483 1475 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1476 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 if (where->env)
1484 return where->env->insert (this);
1485 else
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1487}
1487 1488
1488/* 1489/*
1489 * 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
1490 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1491 * 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).
1492 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1494 * global static errmsg array.
1494 */ 1495 */
1495 1496object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1497get_split_ob (object *orig_ob, uint32 nr)
1498{
1497 object *newob; 1499 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1501
1500 if(orig_ob->nrof<nr) { 1502 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1503 {
1502 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);
1503 return NULL; 1505 return NULL;
1504 } 1506 }
1507
1505 newob = object_create_clone(orig_ob); 1508 newob = object_create_clone (orig_ob);
1509
1506 if((orig_ob->nrof-=nr)<1) { 1510 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1511 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1512 else if (!is_removed)
1513 {
1512 if(orig_ob->env!=NULL) 1514 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 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_ACTIVE)
1517 {
1515 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.");
1516 LOG(llevDebug,
1517 "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");
1518 return NULL; 1520 return NULL;
1519 } 1521 }
1520 } 1522 }
1523
1521 newob->nrof=nr; 1524 newob->nrof = nr;
1522 1525
1523 return newob; 1526 return newob;
1524} 1527}
1525 1528
1526/* 1529/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1530 * decrease_ob_nr(object, number) decreases a specified number from
1528 * 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
1529 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1530 * 1533 *
1531 * 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
1532 */ 1535 */
1533 1536object *
1534object *decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1535{ 1538{
1536 object *tmp; 1539 object *tmp;
1537 player *pl;
1538 1540
1539 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1542 return op;
1541 1543
1542 if (i > op->nrof) 1544 if (i > op->nrof)
1543 i = op->nrof; 1545 i = op->nrof;
1544 1546
1545 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 }
1546 { 1583 }
1584 else
1585 {
1586 object *above = op->above;
1587
1588 if (i < op->nrof)
1547 op->nrof -= i; 1589 op->nrof -= i;
1548 } 1590 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
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 (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1591 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1592 op->remove ();
1576 op->nrof = 0; 1593 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1594 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1595
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1596 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1597 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1598 if (tmp->type == PLAYER)
1599 {
1595 if (op->nrof) 1600 if (op->nrof)
1596 esrv_send_item(tmp, op); 1601 esrv_send_item (tmp, op);
1597 else 1602 else
1598 esrv_del_item(tmp->contr, op->count); 1603 esrv_del_item (tmp->contr, op->count);
1599 } 1604 }
1600 } 1605 }
1601 1606
1602 if (op->nrof) { 1607 if (op->nrof)
1608 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1613 }
1614}
1615
1616object *
1617insert_ob_in_ob (object *op, object *where)
1618{
1619 if (!where)
1620 {
1621 char *dump = dump_object (op);
1622 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1623 free (dump);
1603 return op; 1624 return op;
1604 } else { 1625 }
1605 free_object (op); 1626
1606 return NULL; 1627 if (where->head_ () != where)
1607 } 1628 {
1608} 1629 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1609 1630 where = where->head;
1610/*
1611 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying.
1613 */
1614
1615void add_weight (object *op, signed long weight) {
1616 while (op!=NULL) {
1617 if (op->type == CONTAINER) {
1618 weight=(signed long)(weight*(100-op->stats.Str)/100);
1619 }
1620 op->carrying+=weight;
1621 op=op->env;
1622 } 1631 }
1623}
1624 1632
1633 return where->insert (op);
1634}
1635
1625/* 1636/*
1626 * insert_ob_in_ob(op,environment): 1637 * env->insert (op)
1627 * This function inserts the object op in the linked list 1638 * This function inserts the object op in the linked list
1628 * inside the object environment. 1639 * inside the object environment.
1629 * 1640 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * The function returns now pointer to inserted item, and return value can 1641 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1642 * be != op, if items are merged. -Tero
1637 */ 1643 */
1638 1644object *
1639object *insert_ob_in_ob(object *op,object *where) { 1645object::insert (object *op)
1640 object *tmp, *otmp; 1646{
1641
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1648 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1649
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1650 if (op->more)
1651 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1653 return op;
1661 } 1654 }
1655
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658
1664 if(op->nrof) { 1659 if (op->nrof)
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1660 {
1666 if ( CAN_MERGE(tmp,op) ) { 1661 for (object *tmp = inv; tmp; tmp = tmp->below)
1662 if (object::can_merge (tmp, op))
1663 {
1667 /* return the original object and remove inserted object 1664 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1665 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1666 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1667 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1668 * tmp->nrof, we need to increase the weight.
1672 */ 1669 */
1673 add_weight (where, op->weight*op->nrof); 1670 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1671 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1672 op->destroy (); /* free the inserted object */
1676 op = tmp; 1673 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1674 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1676 break;
1680 } 1677 }
1681 1678
1682 /* I assume combined objects have no inventory 1679 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1680 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1681 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1682 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1683 * the linking below
1687 */ 1684 */
1688 add_weight (where, op->weight*op->nrof); 1685 add_weight (this, op->weight * op->nrof);
1686 }
1689 } else 1687 else
1690 add_weight (where, (op->weight+op->carrying)); 1688 add_weight (this, (op->weight + op->carrying));
1691 1689
1692 otmp=is_player_inv(where); 1690 if (object *otmp = this->in_player ())
1693 if (otmp&&otmp->contr!=NULL) {
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1692 otmp->update_stats ();
1696 }
1697 1693
1698 op->map=NULL; 1694 op->owner = 0; // its his/hers now. period.
1699 op->env=where; 1695 op->map = 0;
1696 op->env = this;
1700 op->above=NULL; 1697 op->above = 0;
1701 op->below=NULL; 1698 op->below = 0;
1702 op->x=0,op->y=0; 1699 op->x = op->y = 0;
1703 1700
1704 /* reset the light list and los of the players on the map */ 1701 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1702 if (op->glow_radius && map)
1706 { 1703 {
1707#ifdef DEBUG_LIGHTS 1704#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1706#endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1707 if (map->darkness)
1708 update_all_los (map, x, y);
1712 } 1709 }
1713 1710
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1711 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1712 * It sure simplifies this function...
1716 */ 1713 */
1717 if (where->inv==NULL) 1714 if (!inv)
1718 where->inv=op; 1715 inv = op;
1719 else { 1716 else
1717 {
1720 op->below = where->inv; 1718 op->below = inv;
1721 op->below->above = op; 1719 op->below->above = op;
1722 where->inv = op; 1720 inv = op;
1723 } 1721 }
1722
1723 INVOKE_OBJECT (INSERT, this);
1724
1724 return op; 1725 return op;
1725} 1726}
1726 1727
1727/* 1728/*
1728 * Checks if any objects has a move_type that matches objects 1729 * Checks if any objects has a move_type that matches objects
1742 * 1743 *
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1744 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1745 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1746 * on top.
1746 */ 1747 */
1747 1748int
1748int check_move_on (object *op, object *originator) 1749check_move_on (object *op, object *originator)
1749{ 1750{
1750 object *tmp; 1751 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1752 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1753 int x = op->x, y = op->y;
1754
1754 MoveType move_on, move_slow, move_block; 1755 MoveType move_on, move_slow, move_block;
1755 1756
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1757 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1758 return 0;
1758 1759
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1761 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1762 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1763
1765 /* if nothing on this space will slow op down or be applied, 1764 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1765 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1766 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1767 * as walking.
1769 */ 1768 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1769 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1770 return 0;
1772 1771
1773 /* This is basically inverse logic of that below - basically, 1772 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1773 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1774 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1775 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1776 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1777 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1778 return 0;
1780 1779
1781 /* The objects have to be checked from top to bottom. 1780 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1781 * Hence, we first go to the top:
1783 */ 1782 */
1784 1783
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1784 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1785 {
1787 /* Trim the search when we find the first other spell effect 1786 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1787 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1788 * we don't need to check all of them.
1790 */ 1789 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1790 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1791 break;
1792 }
1793
1794 for (; tmp; tmp = tmp->below)
1792 } 1795 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1796 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1797 continue; /* Can't apply yourself */
1795 1798
1796 /* Check to see if one of the movement types should be slowed down. 1799 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1800 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1801 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1802 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1803 * swim on that space, can't use it to avoid the penalty.
1801 */ 1804 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1805 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1806 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1808 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1809 {
1806 1810
1807 float diff; 1811 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1812 diff = tmp->move_slow_penalty * fabs (op->speed);
1813
1810 if (op->type == PLAYER) { 1814 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1815 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1816 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1817 diff /= 4.0;
1814 } 1818
1815 }
1816 op->speed_left -= diff; 1819 op->speed_left -= diff;
1817 } 1820 }
1818 } 1821 }
1819 1822
1820 /* Basically same logic as above, except now for actual apply. */ 1823 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1825 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1826 {
1825 move_apply(tmp, op, originator); 1827 move_apply (tmp, op, originator);
1828
1826 if (was_destroyed (op, tag)) 1829 if (op->destroyed ())
1827 return 1; 1830 return 1;
1828 1831
1829 /* what the person/creature stepped onto has moved the object 1832 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1833 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1834 * have a feeling strange problems would result.
1832 */ 1835 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1836 if (op->map != m || op->x != x || op->y != y)
1837 return 0;
1834 } 1838 }
1835 } 1839 }
1840
1836 return 0; 1841 return 0;
1837} 1842}
1838 1843
1839/* 1844/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1845 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1846 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1843 */ 1848 */
1844 1849object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1850present_arch (const archetype *at, maptile *m, int x, int y)
1846 object *tmp; 1851{
1847 if(m==NULL || out_of_map(m,x,y)) { 1852 if (!m || out_of_map (m, x, y))
1853 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1854 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1855 return NULL;
1850 } 1856 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1857
1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1852 if(tmp->arch == at) 1859 if (tmp->arch == at)
1853 return tmp; 1860 return tmp;
1861
1854 return NULL; 1862 return NULL;
1855} 1863}
1856 1864
1857/* 1865/*
1858 * present(type, map, x, y) searches for any objects with 1866 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1867 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1861 */ 1869 */
1862 1870object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1871present (unsigned char type, maptile *m, int x, int y)
1864 object *tmp; 1872{
1865 if(out_of_map(m,x,y)) { 1873 if (out_of_map (m, x, y))
1874 {
1866 LOG(llevError,"Present called outside map.\n"); 1875 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1876 return NULL;
1868 } 1877 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1878
1879 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 if(tmp->type==type) 1880 if (tmp->type == type)
1871 return tmp; 1881 return tmp;
1882
1872 return NULL; 1883 return NULL;
1873} 1884}
1874 1885
1875/* 1886/*
1876 * present_in_ob(type, object) searches for any objects with 1887 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1888 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
1879 */ 1890 */
1880 1891object *
1881object *present_in_ob(unsigned char type, const object *op) { 1892present_in_ob (unsigned char type, const object *op)
1882 object *tmp; 1893{
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1895 if (tmp->type == type)
1885 return tmp; 1896 return tmp;
1897
1886 return NULL; 1898 return NULL;
1887} 1899}
1888 1900
1889/* 1901/*
1890 * present_in_ob (type, str, object) searches for any objects with 1902 * present_in_ob (type, str, object) searches for any objects with
1898 * str is the string to match against. Note that we match against 1910 * str is the string to match against. Note that we match against
1899 * the object name, not the archetype name. this is so that the 1911 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 1912 * spell code can use one object type (force), but change it's name
1901 * to be unique. 1913 * to be unique.
1902 */ 1914 */
1903 1915object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 1916present_in_ob_by_name (int type, const char *str, const object *op)
1905 object *tmp; 1917{
1906
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1919 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 1920 return tmp;
1910 } 1921
1911 return NULL; 1922 return 0;
1912} 1923}
1913 1924
1914/* 1925/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 1926 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 1927 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
1918 */ 1929 */
1919 1930object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 1931present_arch_in_ob (const archetype *at, const object *op)
1921 object *tmp; 1932{
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 1934 if (tmp->arch == at)
1924 return tmp; 1935 return tmp;
1936
1925 return NULL; 1937 return NULL;
1926} 1938}
1927 1939
1928/* 1940/*
1929 * activate recursively a flag on an object inventory 1941 * activate recursively a flag on an object inventory
1930 */ 1942 */
1943void
1931void flag_inv(object*op, int flag){ 1944flag_inv (object *op, int flag)
1932 object *tmp; 1945{
1933 if(op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 {
1935 SET_FLAG(tmp, flag); 1948 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 1949 flag_inv (tmp, flag);
1937 } 1950 }
1951}
1952
1938}/* 1953/*
1939 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
1940 */ 1955 */
1956void
1941void unflag_inv(object*op, int flag){ 1957unflag_inv (object *op, int flag)
1942 object *tmp; 1958{
1943 if(op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 {
1945 CLEAR_FLAG(tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 1962 unflag_inv (tmp, flag);
1947 } 1963 }
1948}
1949
1950/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956
1957void set_cheat(object *op) {
1958 SET_FLAG(op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ);
1960} 1964}
1961 1965
1962/* 1966/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 1967 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 1968 * a spot at the given map and coordinates which will be able to contain
1966 * to search (see the freearr_x/y[] definition). 1970 * to search (see the freearr_x/y[] definition).
1967 * It returns a random choice among the alternatives found. 1971 * It returns a random choice among the alternatives found.
1968 * start and stop are where to start relative to the free_arr array (1,9 1972 * start and stop are where to start relative to the free_arr array (1,9
1969 * does all 4 immediate directions). This returns the index into the 1973 * does all 4 immediate directions). This returns the index into the
1970 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1974 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1971 * Note - this only checks to see if there is space for the head of the
1972 * object - if it is a multispace object, this should be called for all
1973 * pieces.
1974 * Note2: This function does correctly handle tiled maps, but does not 1975 * Note: This function does correctly handle tiled maps, but does not
1975 * inform the caller. However, insert_ob_in_map will update as 1976 * inform the caller. However, insert_ob_in_map will update as
1976 * necessary, so the caller shouldn't need to do any special work. 1977 * necessary, so the caller shouldn't need to do any special work.
1977 * Note - updated to take an object instead of archetype - this is necessary 1978 * Note - updated to take an object instead of archetype - this is necessary
1978 * because arch_blocked (now ob_blocked) needs to know the movement type 1979 * because arch_blocked (now ob_blocked) needs to know the movement type
1979 * to know if the space in question will block the object. We can't use 1980 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 1981 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 1982 * customized, changed states, etc.
1982 */ 1983 */
1983 1984int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1986{
1987 int altern[SIZEOFFREE];
1985 int i,index=0, flag; 1988 int index = 0, flag;
1986 static int altern[SIZEOFFREE];
1987 1989
1988 for(i=start;i<stop;i++) { 1990 for (int i = start; i < stop; i++)
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1991 {
1990 if(!flag) 1992 mapxy pos (m, x, y); pos.move (i);
1993
1994 if (!pos.normalise ())
1995 continue;
1996
1997 mapspace &ms = *pos;
1998
1999 if (ms.flags () & P_IS_ALIVE)
2000 continue;
2001
2002 /* However, often
2003 * ob doesn't have any move type (when used to place exits)
2004 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2005 */
2006 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2007 {
1991 altern[index++]=i; 2008 altern [index++] = i;
2009 continue;
2010 }
1992 2011
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2000 */ 2019 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2020 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2021 {
2002 stop=maxfree[i]; 2022 stop = maxfree[i];
2003 } 2023 continue;
2004 if(!index) return -1; 2024 }
2005 return altern[RANDOM()%index];
2006}
2007 2025
2026 /* Note it is intentional that we check ob - the movement type of the
2027 * head of the object should correspond for the entire object.
2028 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue;
2031
2032 if (ob->blocked (m, pos.x, pos.y))
2033 continue;
2034
2035 altern [index++] = i;
2036 }
2037
2038 if (!index)
2039 return -1;
2040
2041 return altern [rndm (index)];
2042}
2043
2008/* 2044/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2045 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2046 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2047 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2048 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2049 */
2014 2050int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2051find_first_free_spot (const object *ob, maptile *m, int x, int y)
2016 int i; 2052{
2017 for(i=0;i<SIZEOFFREE;i++) { 2053 for (int i = 0; i < SIZEOFFREE; i++)
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2054 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2055 return i;
2020 } 2056
2021 return -1; 2057 return -1;
2022} 2058}
2023 2059
2024/* 2060/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2061 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2062 * arr[begin..end-1].
2063 * now uses a fisher-yates shuffle, old permute was broken
2027 */ 2064 */
2065static void
2028static void permute(int *arr, int begin, int end) 2066permute (int *arr, int begin, int end)
2029{ 2067{
2030 int i, j, tmp, len; 2068 arr += begin;
2069 end -= begin;
2031 2070
2032 len = end-begin; 2071 while (--end)
2033 for(i = begin; i < end; i++) 2072 swap (arr [end], arr [rndm (end + 1)]);
2034 {
2035 j = begin+RANDOM()%len;
2036
2037 tmp = arr[i];
2038 arr[i] = arr[j];
2039 arr[j] = tmp;
2040 }
2041} 2073}
2042 2074
2043/* new function to make monster searching more efficient, and effective! 2075/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2076 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2077 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2078 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2079 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2080 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2081 */
2082void
2050void get_search_arr(int *search_arr) 2083get_search_arr (int *search_arr)
2051{ 2084{
2052 int i; 2085 int i;
2053 2086
2054 for(i = 0; i < SIZEOFFREE; i++) 2087 for (i = 0; i < SIZEOFFREE; i++)
2055 {
2056 search_arr[i] = i; 2088 search_arr[i] = i;
2057 }
2058 2089
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2090 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2091 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2092 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2093}
2063 2094
2064/* 2095/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2096 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2097 * given map at the given coordinates for live objects.
2071 * Perhaps incorrectly, but I'm making the assumption that exclude 2102 * Perhaps incorrectly, but I'm making the assumption that exclude
2072 * is actually want is going to try and move there. We need this info 2103 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2104 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2105 * there is capable of.
2075 */ 2106 */
2076 2107int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2108find_dir (maptile *m, int x, int y, object *exclude)
2109{
2078 int i,max=SIZEOFFREE, mflags; 2110 int i, max = SIZEOFFREE, mflags;
2111
2079 sint16 nx, ny; 2112 sint16 nx, ny;
2080 object *tmp; 2113 object *tmp;
2081 mapstruct *mp; 2114 maptile *mp;
2115
2082 MoveType blocked, move_type; 2116 MoveType blocked, move_type;
2083 2117
2084 if (exclude && exclude->head) { 2118 if (exclude && exclude->head_ () != exclude)
2119 {
2085 exclude = exclude->head; 2120 exclude = exclude->head;
2086 move_type = exclude->move_type; 2121 move_type = exclude->move_type;
2087 } else { 2122 }
2123 else
2124 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2125 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2126 move_type = MOVE_ALL;
2127 }
2128
2129 for (i = 1; i < max; i++)
2090 } 2130 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2131 mp = m;
2094 nx = x + freearr_x[i]; 2132 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2133 ny = y + freearr_y[i];
2096 2134
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2136
2098 if (mflags & P_OUT_OF_MAP) { 2137 if (mflags & P_OUT_OF_MAP)
2138 max = maxfree[i];
2139 else
2140 {
2141 mapspace &ms = mp->at (nx, ny);
2142
2143 blocked = ms.move_block;
2144
2145 if ((move_type & blocked) == move_type)
2099 max = maxfree[i]; 2146 max = maxfree[i];
2100 } else {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102
2103 if ((move_type & blocked) == move_type) {
2104 max=maxfree[i];
2105 } else if (mflags & P_IS_ALIVE) { 2147 else if (mflags & P_IS_ALIVE)
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2148 {
2149 for (tmp = ms.bot; tmp; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2109 break; 2152 break;
2110 } 2153
2111 }
2112 if(tmp) { 2154 if (tmp)
2113 return freedir[i]; 2155 return freedir[i];
2114 }
2115 } 2156 }
2116 } 2157 }
2117 } 2158 }
2159
2118 return 0; 2160 return 0;
2119} 2161}
2120 2162
2121/* 2163/*
2122 * distance(object 1, object 2) will return the square of the 2164 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2165 * distance between the two given objects.
2124 */ 2166 */
2125 2167int
2126int distance(const object *ob1, const object *ob2) { 2168distance (const object *ob1, const object *ob2)
2127 int i; 2169{
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2170 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2130 return i;
2131} 2171}
2132 2172
2133/* 2173/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2174 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2175 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2176 * object, needs to travel toward it.
2137 */ 2177 */
2138 2178int
2139int find_dir_2(int x, int y) { 2179find_dir_2 (int x, int y)
2180{
2140 int q; 2181 int q;
2141 2182
2142 if(y) 2183 if (y)
2143 q=x*100/y; 2184 q = x * 100 / y;
2144 else if (x) 2185 else if (x)
2145 q= -300*x; 2186 q = -300 * x;
2146 else 2187 else
2147 return 0; 2188 return 0;
2148 2189
2149 if(y>0) { 2190 if (y > 0)
2191 {
2150 if(q < -242) 2192 if (q < -242)
2151 return 3 ; 2193 return 3;
2152 if (q < -41) 2194 if (q < -41)
2153 return 2 ; 2195 return 2;
2154 if (q < 41) 2196 if (q < 41)
2155 return 1 ; 2197 return 1;
2156 if (q < 242) 2198 if (q < 242)
2157 return 8 ; 2199 return 8;
2158 return 7 ; 2200 return 7;
2159 } 2201 }
2160 2202
2161 if (q < -242) 2203 if (q < -242)
2162 return 7 ; 2204 return 7;
2163 if (q < -41) 2205 if (q < -41)
2164 return 6 ; 2206 return 6;
2165 if (q < 41) 2207 if (q < 41)
2166 return 5 ; 2208 return 5;
2167 if (q < 242) 2209 if (q < 242)
2168 return 4 ; 2210 return 4;
2169 2211
2170 return 3 ; 2212 return 3;
2171}
2172
2173/*
2174 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction).
2177 */
2178
2179int absdir(int d) {
2180 while(d<1) d+=8;
2181 while(d>8) d-=8;
2182 return d;
2183} 2213}
2184 2214
2185/* 2215/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2216 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2217 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2218 */
2189 2219int
2190int dirdiff(int dir1, int dir2) { 2220dirdiff (int dir1, int dir2)
2221{
2191 int d; 2222 int d;
2223
2192 d = abs(dir1 - dir2); 2224 d = abs (dir1 - dir2);
2193 if(d>4) 2225 if (d > 4)
2194 d = 8 - d; 2226 d = 8 - d;
2227
2195 return d; 2228 return d;
2196} 2229}
2197 2230
2198/* peterm: 2231/* peterm:
2199 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2232 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2202 * This basically means that if direction is 15, then it could either go 2235 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are. 2236 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2237 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2238 * functions.
2206 */ 2239 */
2207
2208int reduction_dir[SIZEOFFREE][3] = { 2240int reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2241 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2242 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2243 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2244 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2245 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2246 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2247 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2248 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2249 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2250 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2251 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2252 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2253 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2254 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2255 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2256 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2257 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2258 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2259 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2260 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2261 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2262 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2263 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2264 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2265 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2266 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2267 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2268 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2269 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2270 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2271 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2272 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2273 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2274 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2275 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2276 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2277 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2278 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2279 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2280 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2281 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2282 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2283 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2284 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2285 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2286 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2287 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2288 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2289 {24, 9, -1}
2290}; /* 48 */
2258 2291
2259/* Recursive routine to step back and see if we can 2292/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2293 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2294 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2295 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2296 * Modified to be map tile aware -.MSW
2264 */ 2297 */
2265 2298int
2266
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2299can_see_monsterP (maptile *m, int x, int y, int dir)
2300{
2268 sint16 dx, dy; 2301 sint16 dx, dy;
2269 int mflags; 2302 int mflags;
2270 2303
2304 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2305 return 0; /* exit condition: invalid direction */
2272 2306
2273 dx = x + freearr_x[dir]; 2307 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2308 dy = y + freearr_y[dir];
2275 2309
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2310 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2311
2278 /* This functional arguably was incorrect before - it was 2312 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2313 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2314 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2315 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2316 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2317 * at least its move type.
2284 */ 2318 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2319 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2320 return 0;
2286 2321
2287 /* yes, can see. */ 2322 /* yes, can see. */
2288 if(dir < 9) return 1; 2323 if (dir < 9)
2324 return 1;
2325
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2326 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2327 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2328 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292} 2329}
2293 2330
2294
2295
2296/* 2331/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2332 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2333 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2334 * picked up, otherwise 0.
2300 * 2335 *
2301 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2336 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2302 * core dumps if they do. 2337 * core dumps if they do.
2303 * 2338 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2339 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2340 */
2306 2341int
2307int can_pick(const object *who, const object *item) { 2342can_pick (const object *who, const object *item)
2343{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2346 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2347}
2313
2314 2348
2315/* 2349/*
2316 * create clone from object to another 2350 * create clone from object to another
2317 */ 2351 */
2352object *
2318object *object_create_clone (object *asrc) { 2353object_create_clone (object *asrc)
2354{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2355 object *dst = 0, *tmp, *src, *prev, *item;
2320 2356
2321 if(!asrc) return NULL; 2357 if (!asrc)
2322 src = asrc; 2358 return 0;
2323 if(src->head) 2359
2324 src = src->head; 2360 src = asrc->head_ ();
2325 2361
2326 prev = NULL; 2362 prev = 0;
2327 for(part = src; part; part = part->more) { 2363 for (object *part = src; part; part = part->more)
2328 tmp = get_object(); 2364 {
2329 copy_object(part,tmp); 2365 tmp = part->clone ();
2330 tmp->x -= src->x; 2366 tmp->x -= src->x;
2331 tmp->y -= src->y; 2367 tmp->y -= src->y;
2368
2332 if(!part->head) { 2369 if (!part->head)
2370 {
2333 dst = tmp; 2371 dst = tmp;
2334 tmp->head = NULL; 2372 tmp->head = 0;
2373 }
2335 } else { 2374 else
2336 tmp->head = dst; 2375 tmp->head = dst;
2337 } 2376
2338 tmp->more = NULL; 2377 tmp->more = 0;
2378
2339 if(prev) 2379 if (prev)
2340 prev->more = tmp; 2380 prev->more = tmp;
2381
2341 prev = tmp; 2382 prev = tmp;
2342 } 2383 }
2343 /*** copy inventory ***/ 2384
2344 for(item = src->inv; item; item = item->below) { 2385 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2386 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2387
2348 return dst; 2388 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357}
2358
2359/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */
2365
2366object* load_object_str(const char *obstr)
2367{
2368 object *op;
2369 char filename[MAX_BUF];
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2371
2372 FILE *tempfile=fopen(filename,"w");
2373 if (tempfile == NULL)
2374 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n");
2376 return NULL;
2377 };
2378 fprintf(tempfile,obstr);
2379 fclose(tempfile);
2380
2381 op=get_object();
2382
2383 object_thawer thawer (filename);
2384
2385 if (thawer)
2386 load_object(thawer,op,0);
2387
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED);
2390
2391 return op;
2392} 2389}
2393 2390
2394/* This returns the first object in who's inventory that 2391/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2392 * has the same type and subtype match.
2396 * returns NULL if no match. 2393 * returns NULL if no match.
2397 */ 2394 */
2395object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2396find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2397{
2400 object *tmp;
2401
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2398 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2399 if (tmp->type == type && tmp->subtype == subtype)
2400 return tmp;
2404 2401
2405 return NULL; 2402 return 0;
2406} 2403}
2407 2404
2408/* If ob has a field named key, return the link from the list, 2405/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2406 * otherwise return NULL.
2410 * 2407 *
2411 * key must be a passed in shared string - otherwise, this won't 2408 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2409 * do the desired thing.
2413 */ 2410 */
2411key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2412get_ob_key_link (const object *ob, const char *key)
2415 key_value * link; 2413{
2416
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2414 for (key_value *link = ob->key_values; link; link = link->next)
2418 if (link->key == key) { 2415 if (link->key == key)
2419 return link; 2416 return link;
2420 } 2417
2421 } 2418 return 0;
2422 2419}
2423 return NULL;
2424}
2425 2420
2426/* 2421/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2422 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2423 *
2429 * The argument doesn't need to be a shared string. 2424 * The argument doesn't need to be a shared string.
2430 * 2425 *
2431 * The returned string is shared. 2426 * The returned string is shared.
2432 */ 2427 */
2428const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2429get_ob_key_value (const object *op, const char *const key)
2430{
2434 key_value * link; 2431 key_value *link;
2435 const char * canonical_key; 2432 shstr_cmp canonical_key (key);
2433
2434 if (!canonical_key)
2436 2435 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2436 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2437 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2438 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2439 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2440 */
2445 return NULL; 2441 return 0;
2446 } 2442 }
2447 2443
2448 /* This is copied from get_ob_key_link() above - 2444 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2445 * only 4 lines, and saves the function call overhead.
2450 */ 2446 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2447 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2448 if (link->key == canonical_key)
2453 return link->value; 2449 return link->value;
2454 }
2455 }
2456 return NULL;
2457}
2458 2450
2451 return 0;
2452}
2459 2453
2460/* 2454/*
2461 * Updates the canonical_key in op to value. 2455 * Updates the canonical_key in op to value.
2462 * 2456 *
2463 * canonical_key is a shared string (value doesn't have to be). 2457 * canonical_key is a shared string (value doesn't have to be).
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2459 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2460 * keys.
2467 * 2461 *
2468 * Returns TRUE on success. 2462 * Returns TRUE on success.
2469 */ 2463 */
2464int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2466{
2471 key_value * field = NULL, *last=NULL; 2467 key_value *field = NULL, *last = NULL;
2472 2468
2473 for (field=op->key_values; field != NULL; field=field->next) { 2469 for (field = op->key_values; field != NULL; field = field->next)
2470 {
2474 if (field->key != canonical_key) { 2471 if (field->key != canonical_key)
2472 {
2475 last = field; 2473 last = field;
2476 continue; 2474 continue;
2477 } 2475 }
2478 2476
2479 if (value) 2477 if (value)
2480 field->value = value; 2478 field->value = value;
2481 else { 2479 else
2480 {
2482 /* Basically, if the archetype has this key set, 2481 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2482 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2483 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2484 * we get this value back again.
2486 */ 2485 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2486 if (get_ob_key_link (op->arch, canonical_key))
2488 field->value = 0; 2487 field->value = 0;
2488 else
2489 {
2490 if (last)
2491 last->next = field->next;
2489 else 2492 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2493 op->key_values = field->next;
2493 2494
2494 delete field; 2495 delete field;
2495 } 2496 }
2496 } 2497 }
2497 return TRUE; 2498 return TRUE;
2498 } 2499 }
2499 /* IF we get here, key doesn't exist */ 2500 /* IF we get here, key doesn't exist */
2500 2501
2501 /* No field, we'll have to add it. */ 2502 /* No field, we'll have to add it. */
2502 2503
2503 if (!add_key) { 2504 if (!add_key)
2504 return FALSE; 2505 return FALSE;
2505 } 2506
2506 /* There isn't any good reason to store a null 2507 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2508 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2509 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2510 * be here. If user wants to store empty strings,
2510 * should pass in "" 2511 * should pass in ""
2511 */ 2512 */
2512 if (value == NULL) return TRUE; 2513 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2514 return TRUE;
2515
2516 field = new key_value;
2517
2518 field->key = canonical_key;
2519 field->value = value;
2520 /* Usual prepend-addition. */
2521 field->next = op->key_values;
2522 op->key_values = field;
2523
2524 return TRUE;
2523} 2525}
2524 2526
2525/* 2527/*
2526 * Updates the key in op to value. 2528 * Updates the key in op to value.
2527 * 2529 *
2529 * and not add new ones. 2531 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2532 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2533 *
2532 * Returns TRUE on success. 2534 * Returns TRUE on success.
2533 */ 2535 */
2536int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2537set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2538{
2536 shstr key_ (key); 2539 shstr key_ (key);
2540
2537 return set_ob_key_value_s (op, key_, value, add_key); 2541 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2542}
2543
2544object::depth_iterator::depth_iterator (object *container)
2545: iterator_base (container)
2546{
2547 while (item->inv)
2548 item = item->inv;
2549}
2550
2551void
2552object::depth_iterator::next ()
2553{
2554 if (item->below)
2555 {
2556 item = item->below;
2557
2558 while (item->inv)
2559 item = item->inv;
2560 }
2561 else
2562 item = item->env;
2563}
2564
2565const char *
2566object::flag_desc (char *desc, int len) const
2567{
2568 char *p = desc;
2569 bool first = true;
2570
2571 *p = 0;
2572
2573 for (int i = 0; i < NUM_FLAGS; i++)
2574 {
2575 if (len <= 10) // magic constant!
2576 {
2577 snprintf (p, len, ",...");
2578 break;
2579 }
2580
2581 if (flag [i])
2582 {
2583 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2584 len -= cnt;
2585 p += cnt;
2586 first = false;
2587 }
2588 }
2589
2590 return desc;
2591}
2592
2593// return a suitable string describing an object in enough detail to find it
2594const char *
2595object::debug_desc (char *info) const
2596{
2597 char flagdesc[512];
2598 char info2[256 * 4];
2599 char *p = info;
2600
2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2602 count,
2603 uuid.c_str (),
2604 &name,
2605 title ? "\",title:\"" : "",
2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2608
2609 if (!this->flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611
2612 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614
2615 return info;
2616}
2617
2618const char *
2619object::debug_desc () const
2620{
2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2624 return debug_desc (info [++info_idx % 3]);
2625}
2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void
2644object::open_container (object *new_container)
2645{
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654#if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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