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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.146 by root, Fri May 11 21:07:13 2007 UTC

1/* 1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
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>
36
37#include <bitset>
38
42int nrofallocobjects = 0; 39int nrofallocobjects = 0;
40static UUID uuid;
41const uint64 UUID_SKIP = 1<<19;
43 42
44object *objects; /* Pointer to the list of used objects */ 43objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 44activevec actives;
46 45
47short freearr_x[SIZEOFFREE]= 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 48};
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, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 51};
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, 52int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 53 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
54};
56int freedir[SIZEOFFREE]= { 55int 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, 56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58};
59 59
60static void
61write_uuid (void)
62{
63 char filename1[MAX_BUF], filename2[MAX_BUF];
64
65 sprintf (filename1, "%s/uuid", settings.localdir);
66 sprintf (filename2, "%s/uuid~", settings.localdir);
67
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 FILE *fp;
89
90 if (!(fp = fopen (filename, "r")))
91 {
92 if (errno == ENOENT)
93 {
94 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0;
96 write_uuid ();
97 return;
98 }
99
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1);
102 }
103
104 int version;
105 unsigned long long uid;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
107 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
109 _exit (1);
110 }
111
112 uuid.seq = uid;
113 write_uuid ();
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
115 fclose (fp);
116}
117
118UUID
119gen_uuid ()
120{
121 UUID uid;
122
123 uid.seq = ++uuid.seq;
124
125 if (!(uuid.seq & (UUID_SKIP - 1)))
126 write_uuid ();
127
128 return uid;
129}
130
131void
132init_uuid ()
133{
134 read_uuid ();
135}
60 136
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 139compare_ob_value_lists_one (const object *wants, const object *has)
140{
63 key_value * wants_field; 141 key_value *wants_field;
64 142
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 143 /* 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 144 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
68 */ 146 */
69 147
70 /* For each field in wants, */ 148 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
150 {
72 key_value * has_field; 151 key_value *has_field;
73 152
74 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
76 157 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 158 /* No field with that name. */
79 return FALSE; 159 return FALSE;
80 }
81 160 }
161
82 /* Found the matching field. */ 162 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 163 if (has_field->value != wants_field->value)
164 {
84 /* Values don't match, so this half of the comparison is false. */ 165 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 166 return FALSE;
86 } 167 }
87 168
88 /* If we get here, we found a match. Now for the next field in wants. */ 169 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 170 }
171
91 /* If we get here, every field in wants has a matching field in has. */ 172 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 173 return TRUE;
93} 174}
94 175
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 176/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 178compare_ob_value_lists (const object *ob1, const object *ob2)
179{
97 /* However, there may be fields in has which aren't partnered in wants, 180 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 181 * so we need to run the comparison *twice*. :(
99 */ 182 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 184}
102 185
103/* Function examines the 2 objects given to it, and returns true if 186/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 187 * they can be merged together.
105 * 188 *
106 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
109 * 192 *
110 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
111 * 194 *
112 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
113 * check weight 196 * check weight
114 */ 197 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
118{ 199{
119 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
121 return 0; 206 return 0;
122 207
123 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 211 * used to store nrof).
129 */ 212 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 224
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 227
145 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 250 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 251 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 253 return 0;
179 254
180 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 256 * check all objects in the inventory.
182 */ 257 */
183 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
184 { 259 {
185 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 262 return 0;
188 263
189 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 266 return 0;
192 267
193 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 269 * if it is valid.
195 */ 270 */
196 } 271 }
204 279
205 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
207 * check? 282 * check?
208 */ 283 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 285 return 0;
212 286
213 switch (ob1->type) 287 switch (ob1->type)
214 { 288 {
215 case SCROLL: 289 case SCROLL:
216 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
217 return 0; 291 return 0;
218 break; 292 break;
219 } 293 }
220 294
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
230 304
231 //TODO: generate an event or call into perl for additional checks 305 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
233 { 307 {
234 ob1->optimise (); 308 ob1->optimise ();
235 ob2->optimise (); 309 ob2->optimise ();
236 310
237 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
238 return 0; 312 return 0;
239 } 313 }
240 314
241 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
242 return 1; 316 return 1;
243} 317}
318
244/* 319/*
245 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
248 */ 323 */
249signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
250 signed long sum; 327 long sum;
251 object *inv; 328 object *inv;
329
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 {
253 if (inv->inv) 332 if (inv->inv)
254 sum_weight(inv); 333 sum_weight (inv);
334
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 336 }
337
257 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
340
259 if(op->carrying != sum) 341 if (op->carrying != sum)
260 op->carrying = sum; 342 op->carrying = sum;
343
261 return sum; 344 return sum;
262} 345}
263 346
264/** 347/**
265 * Return the outermost environment object for a given object. 348 * Return the outermost environment object for a given object.
266 */ 349 */
267 350
351object *
268object *object_get_env_recursive (object *op) { 352object_get_env_recursive (object *op)
353{
269 while (op->env != NULL) 354 while (op->env != NULL)
270 op = op->env; 355 op = op->env;
271 return op; 356 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 357}
286 358
287/* 359/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 361 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
291 */ 363 */
292 364char *
293void dump_object2(object *op) {
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 365dump_object (object *op)
340 if(op==NULL) { 366{
341 strcpy(errmsg,"[NULL pointer]"); 367 if (!op)
342 return; 368 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 369
348void dump_all_objects(void) { 370 object_freezer freezer;
349 object *op; 371 op->write (freezer);
350 for(op=objects;op!=NULL;op=op->next) { 372 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 373}
355 374
356/* 375/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 377 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 378 * If it's not a multi-object, it is returned.
360 */ 379 */
361 380
381object *
362object *get_nearest_part(object *op, const object *pl) { 382get_nearest_part (object *op, const object *pl)
383{
363 object *tmp,*closest; 384 object *tmp, *closest;
364 int last_dist,i; 385 int last_dist, i;
386
365 if(op->more==NULL) 387 if (op->more == NULL)
366 return op; 388 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 390 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 391 closest = tmp, last_dist = i;
370 return closest; 392 return closest;
371} 393}
372 394
373/* 395/*
374 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
375 */ 397 */
376 398object *
377object *find_object(tag_t i) { 399find_object (tag_t i)
378 object *op; 400{
379 for(op=objects;op!=NULL;op=op->next) 401 for_all_objects (op)
380 if(op->count==i) 402 if (op->count == i)
381 break;
382 return op; 403 return op;
404
405 return 0;
383} 406}
384 407
385/* 408/*
386 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
389 */ 412 */
390 413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
394 for(op=objects;op!=NULL;op=op->next) 418
419 for_all_objects (op)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470} 453}
471 454
472/* Set the owner to clone's current owner and set the skill and experience 455void
473 * objects to clone's objects (typically those objects that where the owner's 456object::set_weapon (object *ob)
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{ 457{
484 object *owner = get_owner (clone); 458 if (current_weapon == ob)
485 if (owner == NULL) { 459 return;
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493 460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462
463 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false;
465
466 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true;
471
472 update_stats ();
494} 473}
495 474
496/* Zero the key_values on op, decrementing the shared-string 475/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 476 * refcounts and freeing the links.
498 */ 477 */
478static void
499static void free_key_values(object * op) 479free_key_values (object *op)
500{ 480{
501 for (key_value *i = op->key_values; i != 0; ) 481 for (key_value *i = op->key_values; i; )
502 { 482 {
503 key_value *next = i->next; 483 key_value *next = i->next;
504 delete i; 484 delete i;
485
505 i = next; 486 i = next;
506 } 487 }
507 488
508 op->key_values = 0; 489 op->key_values = 0;
509} 490}
510 491
511void object::clear () 492object &
493object::operator =(const object &src)
512{ 494{
513 attachable_base::clear (); 495 bool is_freed = flag [FLAG_FREED];
496 bool is_removed = flag [FLAG_REMOVED];
514 497
515 free_key_values (this); 498 *(object_copy *)this = src;
516 499
517 name = 0; 500 flag [FLAG_FREED] = is_freed;
518 name_pl = 0; 501 flag [FLAG_REMOVED] = is_removed;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object
579 * will point at garbage.
580 */
581
582void copy_object (object *op2, object *op)
583{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586
587 op2->clone (op);
588
589 if (is_freed) SET_FLAG (op, FLAG_FREED);
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
591
592 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
594 502
595 /* Copy over key_values, if any. */ 503 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 504 if (src.key_values)
597 { 505 {
598 key_value *tail = NULL; 506 key_value *tail = 0;
599 key_value *i;
600
601 op->key_values = NULL; 507 key_values = 0;
602 508
603 for (i = op2->key_values; i != NULL; i = i->next) 509 for (key_value *i = src.key_values; i; i = i->next)
604 { 510 {
605 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
606 512
607 new_link->next = NULL; 513 new_link->next = 0;
608 new_link->key = i->key; 514 new_link->key = i->key;
609 new_link->value = i->value; 515 new_link->value = i->value;
610 516
611 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 518 if (!key_values)
613 { 519 {
614 op->key_values = new_link; 520 key_values = new_link;
615 tail = new_link; 521 tail = new_link;
616 } 522 }
617 else 523 else
618 { 524 {
619 tail->next = new_link; 525 tail->next = new_link;
620 tail = new_link; 526 tail = new_link;
621 } 527 }
622 } 528 }
623 } 529 }
624
625 update_ob_speed (op);
626} 530}
627 531
628/* 532/*
629 * get_object() grabs an object from the list of unused objects, makes 533 * copy_to first frees everything allocated by the dst object,
630 * sure it is initialised, and returns it. 534 * and then copies the contents of itself into the second
631 * If there are no free objects, expand_objects() is called to get more. 535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
544
545 if (speed < 0)
546 dst->speed_left = speed_left - rndm ();
547
548 dst->set_speed (dst->speed);
549}
550
551void
552object::instantiate ()
553{
554 if (!uuid.seq) // HACK
555 uuid = gen_uuid ();
556
557 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting
561 * values for the body_used info, so when items are created
562 * for it, they can be properly equipped.
632 */ 563 */
564 for (int i = NUM_BODY_LOCATIONS; i--; )
565 slot[i].used = slot[i].info;
633 566
634object *get_object () 567 attachable::instantiate ();
635{ 568}
636 object *op = new object;
637 569
638 op->count = ++ob_count; 570object *
639 571object::clone ()
640 op->next = objects; 572{
641 573 object *neu = create ();
642 if (objects) 574 copy_to (neu);
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op; 575 return neu;
654} 576}
655 577
656/* 578/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 579 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can 580 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map. 581 * be called to update the face variable, _and_ how it looks on the map.
660 */ 582 */
661 583void
662void update_turn_face(object *op) { 584update_turn_face (object *op)
585{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 586 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
664 return; 587 return;
588
665 SET_ANIMATION(op, op->direction); 589 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 590 update_object (op, UP_OBJ_FACE);
667} 591}
668 592
669/* 593/*
670 * Updates the speed of an object. If the speed changes from 0 to another 594 * Updates the speed of an object. If the speed changes from 0 to another
671 * value, or vice versa, then add/remove the object from the active list. 595 * value, or vice versa, then add/remove the object from the active list.
672 * This function needs to be called whenever the speed of an object changes. 596 * This function needs to be called whenever the speed of an object changes.
673 */ 597 */
674 598void
675void update_ob_speed(object *op) { 599object::set_speed (float speed)
676 extern int arch_init; 600{
677 601 if (flag [FLAG_FREED] && speed)
678 /* No reason putting the archetypes objects on the speed list, 602 {
679 * since they never really need to be updated.
680 */
681
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 603 LOG (llevError, "Object %s is freed but has speed.\n", &name);
684#ifdef MANY_CORES
685 abort();
686#else
687 op->speed = 0; 604 speed = 0;
688#endif
689 } 605 }
690 if (arch_init) {
691 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 606
698 /* process_events() expects us to insert the object at the beginning 607 this->speed = speed;
699 * of the list. */ 608
700 op->active_next = active_objects; 609 if (has_active_speed ())
701 if (op->active_next!=NULL) 610 activate ();
702 op->active_next->active_prev = op;
703 active_objects = op;
704 }
705 else { 611 else
706 /* If not on the active list, nothing needs to be done */ 612 deactivate ();
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722 }
723} 613}
724 614
725/* This function removes object 'op' from the list of active
726 * objects.
727 * This should only be used for style maps or other such
728 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object.
732 */
733void remove_from_active_list(object *op)
734{
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects)
737 return;
738
739 if (op->active_prev==NULL) {
740 active_objects = op->active_next;
741 if (op->active_next!=NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else {
745 op->active_prev->active_next = op->active_next;
746 if (op->active_next)
747 op->active_next->active_prev = op->active_prev;
748 }
749 op->active_next = NULL;
750 op->active_prev = NULL;
751}
752
753/* 615/*
754 * update_object() updates the array which represents the map. 616 * update_object() updates the the map.
755 * It takes into account invisible objects (and represent squares covered 617 * It takes into account invisible objects (and represent squares covered
756 * by invisible objects by whatever is below them (unless it's another 618 * by invisible objects by whatever is below them (unless it's another
757 * invisible object, etc...) 619 * invisible object, etc...)
758 * If the object being updated is beneath a player, the look-window 620 * If the object being updated is beneath a player, the look-window
759 * of that player is updated (this might be a suboptimal way of 621 * of that player is updated (this might be a suboptimal way of
760 * updating that window, though, since update_object() is called _often_) 622 * updating that window, though, since update_object() is called _often_)
761 * 623 *
762 * action is a hint of what the caller believes need to be done. 624 * action is a hint of what the caller believes need to be done.
763 * For example, if the only thing that has changed is the face (due to
764 * an animation), we don't need to call update_position until that actually
765 * comes into view of a player. OTOH, many other things, like addition/removal
766 * of walls or living creatures may need us to update the flags now.
767 * current action are: 625 * current action are:
768 * UP_OBJ_INSERT: op was inserted 626 * UP_OBJ_INSERT: op was inserted
769 * UP_OBJ_REMOVE: op was removed 627 * UP_OBJ_REMOVE: op was removed
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 628 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed. 629 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 630 * UP_OBJ_FACE: only the objects face has changed.
773 */ 631 */
774 632void
775void update_object(object *op, int action) { 633update_object (object *op, int action)
776 int update_now=0, flags; 634{
777 MoveType move_on, move_off, move_block, move_slow;
778
779 if (op == NULL) { 635 if (op == NULL)
636 {
780 /* this should never happen */ 637 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 638 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 639 return;
783 }
784 640 }
785 if(op->env!=NULL) { 641
642 if (op->env)
643 {
786 /* Animation is currently handled by client, so nothing 644 /* Animation is currently handled by client, so nothing
787 * to do in this case. 645 * to do in this case.
788 */ 646 */
789 return; 647 return;
790 } 648 }
791 649
792 /* If the map is saving, don't do anything as everything is 650 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways. 651 * going to get freed anyways.
794 */ 652 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 653 if (!op->map || op->map->in_memory == MAP_SAVING)
796 654 return;
655
797 /* make sure the object is within map boundaries */ 656 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 657 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 658 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 659 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 660#ifdef MANY_CORES
802 abort(); 661 abort ();
803#endif 662#endif
804 return; 663 return;
805 }
806 664 }
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
813 665
666 mapspace &m = op->ms ();
667
668 if (!(m.flags_ & P_UPTODATE))
669 /* nop */;
814 if (action == UP_OBJ_INSERT) { 670 else if (action == UP_OBJ_INSERT)
671 {
672 // this is likely overkill, TODO: revisit (schmorp)
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 673 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
816 update_now=1;
817
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 674 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
819 update_now=1; 675 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
820 676 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
677 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 678 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
822 update_now=1; 679 || (m.move_on | op->move_on ) != m.move_on
823
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1;
826
827 if ((move_on | op->move_on) != move_on) update_now=1;
828 if ((move_off | op->move_off) != move_off) update_now=1; 680 || (m.move_off | op->move_off ) != m.move_off
681 || (m.move_slow | op->move_slow) != m.move_slow
829 /* This isn't perfect, but I don't expect a lot of objects to 682 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 683 * to have move_allow right now.
831 */ 684 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 685 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
833 update_now=1; 686 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 687 m.flags_ = 0;
835 } 688 }
836 /* if the object is being removed, we can't make intelligent 689 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 690 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 691 * that is being removed.
839 */ 692 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 693 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 694 m.flags_ = 0;
842 } else if (action == UP_OBJ_FACE) { 695 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 696 /* Nothing to do for that case */ ;
844 }
845 else {
846 LOG(llevError,"update_object called with invalid action: %d\n", action);
847 }
848
849 if (update_now) {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y);
852 }
853
854 if(op->more!=NULL)
855 update_object(op->more, action);
856}
857
858
859/*
860 * free_object() frees everything allocated by an object, removes
861 * it from the list of used objects, and puts it on the list of
862 * free objects. The IS_FREED() flag is set in the object.
863 * The object must have been removed by remove_ob() first for
864 * this function to succeed.
865 *
866 * If free_inventory is set, free inventory as well. Else drop items in
867 * inventory to the ground.
868 */
869
870void
871free_object (object * ob)
872{
873 free_object2 (ob, 0);
874}
875
876void
877free_object2 (object * ob, int free_inventory)
878{
879 object *tmp, *op;
880
881 if (!QUERY_FLAG (ob, FLAG_REMOVED))
882 {
883 LOG (llevDebug, "Free object called with non removed object\n");
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
891 {
892 LOG (llevMonster, "Warning: tried to free friendly object.\n");
893 remove_friendly_object (ob);
894 }
895
896 if (QUERY_FLAG (ob, FLAG_FREED))
897 {
898 dump_object (ob);
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
900 return;
901 }
902
903 if (ob->more != NULL)
904 {
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908
909 if (ob->inv)
910 {
911 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects
913 * drop on that space.
914 */
915 if (free_inventory || ob->map == NULL
916 || ob->map->in_memory != MAP_IN_MEMORY
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
918 {
919 op = ob->inv;
920
921 while (op != NULL)
922 {
923 tmp = op->below;
924 remove_ob (op);
925 free_object2 (op, free_inventory);
926 op = tmp;
927 }
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 op = ob->inv;
932
933 while (op != NULL)
934 {
935 tmp = op->below;
936 remove_ob (op);
937
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 free_object (op);
942 else
943 {
944 op->x = ob->x;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
947 }
948
949 op = tmp;
950 }
951 }
952 }
953
954 /* Remove object from the active list */
955 ob->speed = 0;
956 update_ob_speed (ob);
957
958 SET_FLAG (ob, FLAG_FREED);
959 ob->count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 }
969 else 697 else
970 { 698 LOG (llevError, "update_object called with invalid action: %d\n", action);
971 ob->prev->next = ob->next;
972 699
973 if (ob->next != NULL) 700 if (op->more)
974 ob->next->prev = ob->prev; 701 update_object (op->more, action);
975 } 702}
976 703
704object::object ()
705{
706 SET_FLAG (this, FLAG_REMOVED);
707
708 expmul = 1.0;
709 face = blank_face;
710}
711
712object::~object ()
713{
714 unlink ();
715
977 free_key_values (ob); 716 free_key_values (this);
717}
978 718
979 /* Now link it with the free_objects list: */ 719static int object_count;
980 ob->prev = 0;
981 ob->next = 0;
982 720
983 delete ob; 721void object::link ()
722{
723 assert (!index);//D
724 uuid = gen_uuid ();
725 count = ++object_count;
726
727 refcnt_inc ();
728 objects.insert (this);
729}
730
731void object::unlink ()
732{
733 if (!index)
734 return;
735
736 objects.erase (this);
737 refcnt_dec ();
738}
739
740void
741object::activate ()
742{
743 /* If already on active list, don't do anything */
744 if (active)
745 return;
746
747 if (has_active_speed ())
748 actives.insert (this);
749}
750
751void
752object::activate_recursive ()
753{
754 activate ();
755
756 for (object *op = inv; op; op = op->below)
757 op->activate_recursive ();
758}
759
760/* This function removes object 'op' from the list of active
761 * objects.
762 * This should only be used for style maps or other such
763 * reference maps where you don't want an object that isn't
764 * in play chewing up cpu time getting processed.
765 * The reverse of this is to call update_ob_speed, which
766 * will do the right thing based on the speed of the object.
767 */
768void
769object::deactivate ()
770{
771 /* If not on the active list, nothing needs to be done */
772 if (!active)
773 return;
774
775 actives.erase (this);
776}
777
778void
779object::deactivate_recursive ()
780{
781 for (object *op = inv; op; op = op->below)
782 op->deactivate_recursive ();
783
784 deactivate ();
785}
786
787void
788object::set_flag_inv (int flag, int value)
789{
790 for (object *op = inv; op; op = op->below)
791 {
792 op->flag [flag] = value;
793 op->set_flag_inv (flag, value);
794 }
795}
796
797/*
798 * Remove and free all objects in the inventory of the given object.
799 * object.c ?
800 */
801void
802object::destroy_inv (bool drop_to_ground)
803{
804 // need to check first, because the checks below might segfault
805 // as we might be on an invalid mapspace and crossfire code
806 // is too buggy to ensure that the inventory is empty.
807 // corollary: if you create arrows etc. with stuff in tis inventory,
808 // cf will crash below with off-map x and y
809 if (!inv)
810 return;
811
812 /* Only if the space blocks everything do we not process -
813 * if some form of movement is allowed, let objects
814 * drop on that space.
815 */
816 if (!drop_to_ground
817 || !map
818 || map->in_memory != MAP_IN_MEMORY
819 || map->nodrop
820 || ms ().move_block == MOVE_ALL)
821 {
822 while (inv)
823 {
824 inv->destroy_inv (drop_to_ground);
825 inv->destroy ();
826 }
827 }
828 else
829 { /* Put objects in inventory onto this space */
830 while (inv)
831 {
832 object *op = inv;
833
834 if (op->flag [FLAG_STARTEQUIP]
835 || op->flag [FLAG_NO_DROP]
836 || op->type == RUNE
837 || op->type == TRAP
838 || op->flag [FLAG_IS_A_TEMPLATE]
839 || op->flag [FLAG_DESTROY_ON_DEATH])
840 op->destroy ();
841 else
842 map->insert (op, x, y);
843 }
844 }
845}
846
847object *object::create ()
848{
849 object *op = new object;
850 op->link ();
851 return op;
852}
853
854void
855object::do_destroy ()
856{
857 attachable::do_destroy ();
858
859 if (flag [FLAG_IS_LINKED])
860 remove_button_link (this);
861
862 if (flag [FLAG_FRIENDLY])
863 remove_friendly_object (this);
864
865 if (!flag [FLAG_REMOVED])
866 remove ();
867
868 destroy_inv (true);
869
870 deactivate ();
871 unlink ();
872
873 flag [FLAG_FREED] = 1;
874
875 // hack to ensure that freed objects still have a valid map
876 {
877 static maptile *freed_map; // freed objects are moved here to avoid crashes
878
879 if (!freed_map)
880 {
881 freed_map = new maptile;
882
883 freed_map->name = "/internal/freed_objects_map";
884 freed_map->width = 3;
885 freed_map->height = 3;
886
887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
889 }
890
891 map = freed_map;
892 x = 1;
893 y = 1;
894 }
895
896 head = 0;
897
898 if (more)
899 {
900 more->destroy ();
901 more = 0;
902 }
903
904 // clear those pointers that likely might have circular references to us
905 owner = 0;
906 enemy = 0;
907 attacked_by = 0;
908}
909
910void
911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
915
916 if (destroy_inventory)
917 destroy_inv (false);
918
919 attachable::destroy ();
984} 920}
985 921
986/* 922/*
987 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
989 */ 925 */
990 926void
991void sub_weight (object *op, signed long weight) { 927sub_weight (object *op, signed long weight)
928{
992 while (op != NULL) { 929 while (op != NULL)
930 {
993 if (op->type == CONTAINER) { 931 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 933
996 op->carrying-=weight; 934 op->carrying -= weight;
997 op = op->env; 935 op = op->env;
998 } 936 }
999} 937}
1000 938
1001/* remove_ob(op): 939/* op->remove ():
1002 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1004 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 944 * the previous environment.
1007 * Beware: This function is called from the editor as well!
1008 */ 945 */
1009 946void
1010void remove_ob(object *op) { 947object::do_remove ()
948{
1011 object *tmp,*last=NULL; 949 object *tmp, *last = 0;
1012 object *otmp; 950 object *otmp;
1013 tag_t tag;
1014 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018 951
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 952 if (QUERY_FLAG (this, FLAG_REMOVED))
1020 dump_object(op); 953 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 954
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 955 SET_FLAG (this, FLAG_REMOVED);
956 INVOKE_OBJECT (REMOVE, this);
1039 957
958 if (more)
959 more->remove ();
960
1040 /* 961 /*
1041 * In this case, the object to be removed is in someones 962 * In this case, the object to be removed is in someones
1042 * inventory. 963 * inventory.
1043 */ 964 */
1044 if(op->env!=NULL) { 965 if (env)
966 {
1045 if(op->nrof) 967 if (nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 968 sub_weight (env, weight * nrof);
1047 else 969 else
1048 sub_weight(op->env, op->weight+op->carrying); 970 sub_weight (env, weight + carrying);
1049 971
1050 /* NO_FIX_PLAYER is set when a great many changes are being 972 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 973 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 974 * to save cpu time.
1053 */ 975 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 976 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 977 otmp->update_stats ();
1056 fix_player(otmp);
1057 978
1058 if(op->above!=NULL) 979 if (above)
1059 op->above->below=op->below; 980 above->below = below;
1060 else 981 else
1061 op->env->inv=op->below; 982 env->inv = below;
1062 983
1063 if(op->below!=NULL) 984 if (below)
1064 op->below->above=op->above; 985 below->above = above;
1065 986
1066 /* we set up values so that it could be inserted into 987 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 988 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do. 989 * to the caller to decide what we want to do.
990 */
991 x = env->x, y = env->y;
992 map = env->map;
993 above = 0, below = 0;
994 env = 0;
995 }
996 else if (map)
997 {
998 if (type == PLAYER)
999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1005
1006 --map->players;
1007 map->touch ();
1008 }
1009
1010 map->dirty = true;
1011 mapspace &ms = this->ms ();
1012
1013 /* link the object above us */
1014 if (above)
1015 above->below = below;
1016 else
1017 ms.top = below; /* we were top, set new top */
1018
1019 /* Relink the object below us, if there is one */
1020 if (below)
1021 below->above = above;
1022 else
1023 {
1024 /* Nothing below, which means we need to relink map object for this space
1025 * use translated coordinates in case some oddness with map tiling is
1026 * evident
1069 */ 1027 */
1070 op->x=op->env->x,op->y=op->env->y; 1028 if (GET_MAP_OB (map, x, y) != this)
1071 op->map=op->env->map; 1029 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 ());
1072 op->above=NULL,op->below=NULL; 1030
1073 op->env=NULL; 1031 ms.bot = above; /* goes on above it. */
1032 }
1033
1034 above = 0;
1035 below = 0;
1036
1037 if (map->in_memory == MAP_SAVING)
1074 return; 1038 return;
1075 }
1076 1039
1077 /* If we get here, we are removing it from a map */ 1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 if (op->map == NULL) return;
1079 1041
1080 x = op->x; 1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 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);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 } 1043 {
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1133 /* No point updating the players look faces if he is the object 1044 /* No point updating the players look faces if he is the object
1134 * being removed. 1045 * being removed.
1135 */ 1046 */
1136 1047
1137 if(tmp->type==PLAYER && tmp!=op) { 1048 if (tmp->type == PLAYER && tmp != this)
1049 {
1138 /* If a container that the player is currently using somehow gets 1050 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1051 * removed (most likely destroyed), update the player view
1140 * appropriately. 1052 * appropriately.
1141 */ 1053 */
1142 if (tmp->container==op) { 1054 if (tmp->container == this)
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1055 {
1056 flag [FLAG_APPLIED] = 0;
1144 tmp->container=NULL; 1057 tmp->container = 0;
1058 }
1059
1060 if (tmp->contr->ns)
1061 tmp->contr->ns->floorbox_update ();
1145 } 1062 }
1146 tmp->contr->socket.update_look=1; 1063
1147 }
1148 /* See if player moving off should effect something */ 1064 /* See if object moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) && 1065 if (check_walk_off
1066 && ((move_type & tmp->move_off)
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 1068 {
1152 move_apply(tmp, op, NULL); 1069 move_apply (tmp, this, 0);
1070
1153 if (was_destroyed (op, tag)) { 1071 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 } 1073 }
1157 }
1158 1074
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1161 if(tmp->above == tmp) 1077 if (tmp->above == tmp)
1162 tmp->above = NULL; 1078 tmp->above = 0;
1079
1163 last=tmp; 1080 last = tmp;
1164 } 1081 }
1082
1165 /* last == NULL of there are no objects on this space */ 1083 /* last == NULL if there are no objects on this space */
1166 if (last==NULL) { 1084 //TODO: this makes little sense, why only update the topmost object?
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1085 if (!last)
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1086 map->at (x, y).flags_ = 0;
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y);
1174 }
1175 else 1087 else
1176 update_object(last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1177 1089
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los(op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1180 1092 }
1181} 1093}
1182 1094
1183/* 1095/*
1184 * merge_ob(op,top): 1096 * merge_ob(op,top):
1185 * 1097 *
1186 * This function goes through all objects below and including top, and 1098 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1099 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1100 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1101 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1102 */
1191 1103object *
1192object *merge_ob(object *op, object *top) { 1104merge_ob (object *op, object *top)
1105{
1193 if(!op->nrof) 1106 if (!op->nrof)
1194 return 0; 1107 return 0;
1195 if(top==NULL) 1108
1109 if (top)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1112
1197 for(;top!=NULL;top=top->below) { 1113 for (; top; top = top->below)
1114 {
1198 if(top==op) 1115 if (top == op)
1199 continue; 1116 continue;
1200 if (CAN_MERGE(op,top)) 1117
1201 { 1118 if (object::can_merge (op, top))
1119 {
1202 top->nrof+=op->nrof; 1120 top->nrof += op->nrof;
1121
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1124 op->destroy ();
1206 free_object(op);
1207 return top; 1125 return top;
1208 } 1126 }
1209 } 1127 }
1128
1210 return NULL; 1129 return 0;
1211} 1130}
1212 1131
1132void
1133object::expand_tail ()
1134{
1135 if (more)
1136 return;
1137
1138 object *prev = this;
1139
1140 for (archetype *at = arch->more; at; at = at->more)
1141 {
1142 object *op = arch_to_object (at);
1143
1144 op->name = name;
1145 op->name_pl = name_pl;
1146 op->title = title;
1147
1148 op->head = this;
1149 prev->more = op;
1150
1151 prev = op;
1152 }
1153}
1154
1213/* 1155/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1156 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1215 * job preparing multi-part monsters 1157 * job preparing multi-part monsters.
1216 */ 1158 */
1159object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1218 object* tmp; 1161{
1219 if (op->head) 1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1220 op=op->head; 1163 {
1221 for (tmp=op;tmp;tmp=tmp->more){
1222 tmp->x=x+tmp->arch->clone.x; 1164 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1165 tmp->y = y + tmp->arch->clone.y;
1224 } 1166 }
1167
1225 return insert_ob_in_map (op, m, originator, flag); 1168 return insert_ob_in_map (op, m, originator, flag);
1226} 1169}
1227 1170
1228/* 1171/*
1229 * insert_ob_in_map (op, map, originator, flag): 1172 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1173 * This function inserts the object in the two-way linked list
1243 * Return value: 1186 * Return value:
1244 * new object if 'op' was merged with other object 1187 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1188 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1189 * just 'op' otherwise
1247 */ 1190 */
1248 1191object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1193{
1194 assert (!op->flag [FLAG_FREED]);
1195
1251 object *tmp, *top, *floor=NULL; 1196 object *tmp, *top, *floor = NULL;
1252 sint16 x,y;
1253 1197
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1198 op->remove ();
1255 LOG (llevError, "Trying to insert freed object!\n"); 1199
1256 return NULL; 1200#if 0
1257 } 1201 if (!m->active != !op->active)
1258 if(m==NULL) { 1202 if (m->active)
1259 dump_object(op); 1203 op->activate_recursive ();
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1204 else
1261 return op; 1205 op->deactivate_recursive ();
1262 } 1206#endif
1207
1263 if(out_of_map(m,op->x,op->y)) { 1208 if (out_of_map (m, op->x, op->y))
1264 dump_object(op); 1209 {
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1266#ifdef MANY_CORES 1211#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object 1212 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting 1213 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted. 1214 * improperly inserted.
1270 */ 1215 */
1271 abort(); 1216 abort ();
1272#endif 1217#endif
1273 return op; 1218 return op;
1274 } 1219 }
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1276 dump_object(op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1278 return op;
1279 }
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */
1282 1220
1283 object *more = op->more; 1221 if (object *more = op->more)
1284 1222 {
1285 /* We really need the caller to normalize coordinates - if 1223 if (!insert_ob_in_map (more, m, originator, flag))
1286 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it.
1289 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1291 more->map = get_map_from_coord(m, &more->x, &more->y);
1292 } else if (!more->map) {
1293 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent.
1295 */
1296 more->map = m;
1297 } 1224 {
1298
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1300 if ( ! op->head) 1225 if (!op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1302 return NULL; 1228 return 0;
1303 } 1229 }
1304 } 1230 }
1231
1305 CLEAR_FLAG(op,FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1306 1233
1307 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work 1236 * need extra work
1310 */ 1237 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y); 1238 if (!xy_normalise (m, op->x, op->y))
1312 x = op->x; 1239 return 0;
1313 y = op->y;
1314 1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1243
1315 /* this has to be done after we translate the coordinates. 1244 /* this has to be done after we translate the coordinates.
1316 */ 1245 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) { 1246 if (op->nrof && !(flag & INS_NO_MERGE))
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1319 if (CAN_MERGE(op,tmp)) { 1248 if (object::can_merge (op, tmp))
1249 {
1320 op->nrof+=tmp->nrof; 1250 op->nrof += tmp->nrof;
1321 remove_ob(tmp); 1251 tmp->destroy ();
1322 free_object(tmp); 1252 }
1253
1254 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1255 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1256
1257 if (!QUERY_FLAG (op, FLAG_ALIVE))
1258 CLEAR_FLAG (op, FLAG_NO_STEAL);
1259
1260 if (flag & INS_BELOW_ORIGINATOR)
1261 {
1262 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1263 {
1264 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1265 abort ();
1266 }
1267
1268 op->above = originator;
1269 op->below = originator->below;
1270
1271 if (op->below)
1272 op->below->above = op;
1273 else
1274 ms.bot = op;
1275
1276 /* since *below* originator, no need to update top */
1277 originator->below = op;
1278 }
1279 else
1280 {
1281 top = ms.bot;
1282
1283 /* If there are other objects, then */
1284 if ((!(flag & INS_MAP_LOAD)) && top)
1285 {
1286 object *last = 0;
1287
1288 /*
1289 * If there are multiple objects on this space, we do some trickier handling.
1290 * We've already dealt with merging if appropriate.
1291 * Generally, we want to put the new object on top. But if
1292 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1293 * floor, we want to insert above that and no further.
1294 * Also, if there are spell objects on this space, we stop processing
1295 * once we get to them. This reduces the need to traverse over all of
1296 * them when adding another one - this saves quite a bit of cpu time
1297 * when lots of spells are cast in one area. Currently, it is presumed
1298 * that flying non pickable objects are spell objects.
1299 */
1300 for (top = ms.bot; top; top = top->above)
1301 {
1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1303 floor = top;
1304
1305 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1306 {
1307 /* We insert above top, so we want this object below this */
1308 top = top->below;
1309 break;
1310 }
1311
1312 last = top;
1323 } 1313 }
1324 }
1325 1314
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 /* Don't want top to be NULL, so set it to the last valid object */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1316 top = last;
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330 1317
1331 if (flag & INS_BELOW_ORIGINATOR) { 1318 /* We let update_position deal with figuring out what the space
1332 if (originator->map != op->map || originator->x != op->x || 1319 * looks like instead of lots of conditions here.
1333 originator->y != op->y) { 1320 * makes things faster, and effectively the same result.
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort();
1336 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else {
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /* 1321 */
1348 * If there are multiple objects on this space, we do some trickier handling. 1322
1349 * We've already dealt with merging if appropriate. 1323 /* Have object 'fall below' other objects that block view.
1350 * Generally, we want to put the new object on top. But if 1324 * Unless those objects are exits.
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1325 * If INS_ON_TOP is used, don't do this processing
1352 * floor, we want to insert above that and no further. 1326 * Need to find the object that in fact blocks view, otherwise
1353 * Also, if there are spell objects on this space, we stop processing 1327 * stacking is a bit odd.
1354 * once we get to them. This reduces the need to traverse over all of 1328 */
1355 * them when adding another one - this saves quite a bit of cpu time 1329 if (!(flag & INS_ON_TOP)
1356 * when lots of spells are cast in one area. Currently, it is presumed 1330 && ms.flags () & P_BLOCKSVIEW
1357 * that flying non pickable objects are spell objects. 1331 && (op->face && !faces [op->face].visibility))
1332 {
1333 for (last = top; last != floor; last = last->below)
1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1335 break;
1336
1337 /* Check to see if we found the object that blocks view,
1338 * and make sure we have a below pointer for it so that
1339 * we can get inserted below this one, which requires we
1340 * set top to the object below us.
1358 */ 1341 */
1359 1342 if (last && last->below && last != floor)
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above; 1343 top = last->below;
1373 } 1344 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */ 1345 } /* If objects on this space */
1346
1401 if (flag & INS_MAP_LOAD) 1347 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y); 1348 top = ms.top;
1349
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1351 top = floor;
1404 1352
1405 /* Top is the object that our object (op) is going to get inserted above. 1353 /* Top is the object that our object (op) is going to get inserted above.
1406 */ 1354 */
1407 1355
1408 /* First object on this space */ 1356 /* First object on this space */
1409 if (!top) { 1357 if (!top)
1410 op->above = GET_MAP_OB(op->map, op->x, op->y); 1358 {
1359 op->above = ms.bot;
1360
1361 if (op->above)
1411 if (op->above) op->above->below = op; 1362 op->above->below = op;
1363
1412 op->below = NULL; 1364 op->below = 0;
1413 SET_MAP_OB(op->map, op->x, op->y, op); 1365 ms.bot = op;
1366 }
1367 else
1414 } else { /* get inserted into the stack above top */ 1368 { /* get inserted into the stack above top */
1415 op->above = top->above; 1369 op->above = top->above;
1370
1371 if (op->above)
1416 if (op->above) op->above->below = op; 1372 op->above->below = op;
1373
1417 op->below = top; 1374 op->below = top;
1418 top->above = op; 1375 top->above = op;
1419 } 1376 }
1377
1420 if (op->above==NULL) 1378 if (!op->above)
1421 SET_MAP_TOP(op->map,op->x, op->y, op); 1379 ms.top = op;
1422 } /* else not INS_BELOW_ORIGINATOR */ 1380 } /* else not INS_BELOW_ORIGINATOR */
1423 1381
1424 if(op->type==PLAYER) 1382 if (op->type == PLAYER)
1383 {
1425 op->contr->do_los=1; 1384 op->contr->do_los = 1;
1385 ++op->map->players;
1386 op->map->touch ();
1387 }
1426 1388
1389 op->map->dirty = true;
1390
1427 /* If we have a floor, we know the player, if any, will be above 1391 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there. 1392 * it, so save a few ticks and start from there.
1429 */ 1393 */
1430 if (!(flag & INS_MAP_LOAD)) 1394 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1395 if (object *pl = ms.player ())
1432 if (tmp->type == PLAYER) 1396 if (pl->contr->ns)
1433 tmp->contr->socket.update_look=1; 1397 pl->contr->ns->floorbox_update ();
1434 }
1435 1398
1436 /* If this object glows, it may affect lighting conditions that are 1399 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really 1400 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players 1401 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well 1402 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way - 1403 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range, 1404 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area 1405 * or just updating the P_UPTODATE for spaces within this area
1443 * of effect may be sufficient. 1406 * of effect may be sufficient.
1444 */ 1407 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1408 if (op->map->darkness && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y); 1409 update_all_los (op->map, op->x, op->y);
1447 1410
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1411 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT); 1412 update_object (op, UP_OBJ_INSERT);
1451 1413
1414 INVOKE_OBJECT (INSERT, op);
1452 1415
1453 /* Don't know if moving this to the end will break anything. However, 1416 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this. 1417 * we want to have floorbox_update called before calling this.
1455 * 1418 *
1456 * check_move_on() must be after this because code called from 1419 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like 1420 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by 1421 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object(). 1422 * update_object().
1460 */ 1423 */
1461 1424
1462 /* if this is not the head or flag has been passed, don't check walk on status */ 1425 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1426 if (!(flag & INS_NO_WALK_ON) && !op->head)
1427 {
1465 if (check_move_on(op, originator)) 1428 if (check_move_on (op, originator))
1466 return NULL; 1429 return 0;
1467 1430
1468 /* If we are a multi part object, lets work our way through the check 1431 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1432 * walk on's.
1470 */ 1433 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1435 if (check_move_on (tmp, originator))
1473 return NULL; 1436 return 0;
1474 } 1437 }
1438
1475 return op; 1439 return op;
1476} 1440}
1477 1441
1478/* this function inserts an object in the map, but if it 1442/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1443 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1444 * op is the object to insert it under: supplies x and the map.
1481 */ 1445 */
1446void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1447replace_insert_ob_in_map (const char *arch_string, object *op)
1483 object *tmp; 1448{
1484 object *tmp1; 1449 object *tmp, *tmp1;
1485 1450
1486 /* first search for itself and remove any old instances */ 1451 /* first search for itself and remove any old instances */
1487 1452
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1490 remove_ob(tmp); 1455 tmp->destroy ();
1491 free_object(tmp);
1492 }
1493 }
1494 1456
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1457 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1458
1497 1459 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1460 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1461 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1462}
1463
1464object *
1465object::insert_at (object *where, object *originator, int flags)
1466{
1467 return where->map->insert (this, where->x, where->y, originator, flags);
1468}
1501 1469
1502/* 1470/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1471 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains 1472 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0). 1473 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the 1474 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1475 * global static errmsg array.
1508 */ 1476 */
1509 1477object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1478get_split_ob (object *orig_ob, uint32 nr)
1479{
1511 object *newob; 1480 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1482
1514 if(orig_ob->nrof<nr) { 1483 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1484 {
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1485 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL; 1486 return NULL;
1518 } 1487 }
1488
1519 newob = object_create_clone(orig_ob); 1489 newob = object_create_clone (orig_ob);
1490
1520 if((orig_ob->nrof-=nr)<1) { 1491 if ((orig_ob->nrof -= nr) < 1)
1521 if ( ! is_removed) 1492 orig_ob->destroy (1);
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) { 1493 else if (!is_removed)
1494 {
1526 if(orig_ob->env!=NULL) 1495 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1496 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1497 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1498 {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1499 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n"); 1500 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL; 1501 return NULL;
1533 } 1502 }
1534 } 1503 }
1504
1535 newob->nrof=nr; 1505 newob->nrof = nr;
1536 1506
1537 return newob; 1507 return newob;
1538} 1508}
1539 1509
1540/* 1510/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1511 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1544 * 1514 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1516 */
1547 1517object *
1548object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1549{ 1519{
1550 object *tmp; 1520 object *tmp;
1551 player *pl;
1552 1521
1553 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1523 return op;
1555 1524
1556 if (i > op->nrof) 1525 if (i > op->nrof)
1557 i = op->nrof; 1526 i = op->nrof;
1558 1527
1559 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1560 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1561 op->nrof -= i; 1570 op->nrof -= i;
1562 } 1571 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1572 {
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op); 1573 op->remove ();
1590 op->nrof = 0; 1574 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 } 1575 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599 1576
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1609 if (op->nrof) 1581 if (op->nrof)
1610 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1611 else 1583 else
1612 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1613 } 1585 }
1614 } 1586 }
1615 1587
1616 if (op->nrof) { 1588 if (op->nrof)
1617 return op; 1589 return op;
1618 } else { 1590 else
1619 free_object (op); 1591 {
1592 op->destroy ();
1620 return NULL; 1593 return 0;
1621 } 1594 }
1622} 1595}
1623 1596
1624/* 1597/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1627 */ 1600 */
1628 1601void
1629void add_weight (object *op, signed long weight) { 1602add_weight (object *op, signed long weight)
1603{
1630 while (op!=NULL) { 1604 while (op != NULL)
1605 {
1631 if (op->type == CONTAINER) { 1606 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1607 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1608
1634 op->carrying+=weight; 1609 op->carrying += weight;
1635 op=op->env; 1610 op = op->env;
1636 } 1611 }
1637} 1612}
1638 1613
1614object *
1615insert_ob_in_ob (object *op, object *where)
1616{
1617 if (!where)
1618 {
1619 char *dump = dump_object (op);
1620 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1621 free (dump);
1622 return op;
1623 }
1624
1625 if (where->head)
1626 {
1627 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1628 where = where->head;
1629 }
1630
1631 return where->insert (op);
1632}
1633
1639/* 1634/*
1640 * insert_ob_in_ob(op,environment): 1635 * env->insert (op)
1641 * This function inserts the object op in the linked list 1636 * This function inserts the object op in the linked list
1642 * inside the object environment. 1637 * inside the object environment.
1643 * 1638 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can 1639 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1640 * be != op, if items are merged. -Tero
1651 */ 1641 */
1652 1642object *
1653object *insert_ob_in_ob(object *op,object *where) { 1643object::insert (object *op)
1644{
1654 object *tmp, *otmp; 1645 object *tmp, *otmp;
1655 1646
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 dump_object(op); 1648 op->remove ();
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1649
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) { 1650 if (op->more)
1651 {
1672 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);
1673 &op->name, op->count);
1674 return op; 1653 return op;
1675 } 1654 }
1655
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1658 if (op->nrof)
1659 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1660 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1661 if (object::can_merge (tmp, op))
1662 {
1681 /* return the original object and remove inserted object 1663 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1664 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1665 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1666 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1667 * tmp->nrof, we need to increase the weight.
1686 */ 1668 */
1687 add_weight (where, op->weight*op->nrof); 1669 add_weight (this, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1670 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1671 op->destroy (); /* free the inserted object */
1690 op = tmp; 1672 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1673 op->remove (); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1675 break;
1694 } 1676 }
1695 1677
1696 /* I assume combined objects have no inventory 1678 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1679 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1680 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1681 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1682 * the linking below
1701 */ 1683 */
1702 add_weight (where, op->weight*op->nrof); 1684 add_weight (this, op->weight * op->nrof);
1685 }
1703 } else 1686 else
1704 add_weight (where, (op->weight+op->carrying)); 1687 add_weight (this, (op->weight + op->carrying));
1705 1688
1706 otmp=is_player_inv(where); 1689 otmp = this->in_player ();
1707 if (otmp&&otmp->contr!=NULL) { 1690 if (otmp && otmp->contr)
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1691 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1692 otmp->update_stats ();
1710 }
1711 1693
1712 op->map=NULL; 1694 op->map = 0;
1713 op->env=where; 1695 op->env = this;
1714 op->above=NULL; 1696 op->above = 0;
1715 op->below=NULL; 1697 op->below = 0;
1716 op->x=0,op->y=0; 1698 op->x = 0, op->y = 0;
1717 1699
1718 /* reset the light list and los of the players on the map */ 1700 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1701 if ((op->glow_radius != 0) && map)
1720 { 1702 {
1721#ifdef DEBUG_LIGHTS 1703#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1704 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1705#endif /* DEBUG_LIGHTS */
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1706 if (map->darkness)
1707 update_all_los (map, x, y);
1726 } 1708 }
1727 1709
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1710 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function... 1711 * It sure simplifies this function...
1730 */ 1712 */
1731 if (where->inv==NULL) 1713 if (!inv)
1732 where->inv=op; 1714 inv = op;
1733 else { 1715 else
1716 {
1734 op->below = where->inv; 1717 op->below = inv;
1735 op->below->above = op; 1718 op->below->above = op;
1736 where->inv = op; 1719 inv = op;
1737 } 1720 }
1721
1722 INVOKE_OBJECT (INSERT, this);
1723
1738 return op; 1724 return op;
1739} 1725}
1740 1726
1741/* 1727/*
1742 * Checks if any objects has a move_type that matches objects 1728 * Checks if any objects has a move_type that matches objects
1756 * 1742 *
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1743 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1744 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1745 * on top.
1760 */ 1746 */
1761 1747int
1762int check_move_on (object *op, object *originator) 1748check_move_on (object *op, object *originator)
1763{ 1749{
1764 object *tmp; 1750 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1751 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1752 int x = op->x, y = op->y;
1753
1768 MoveType move_on, move_slow, move_block; 1754 MoveType move_on, move_slow, move_block;
1769 1755
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1756 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1757 return 0;
1772 1758
1773 tag = op->count;
1774
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1759 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1760 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1762
1779 /* if nothing on this space will slow op down or be applied, 1763 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type 1764 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that 1765 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1766 * as walking.
1783 */ 1767 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1768 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1769 return 0;
1786 1770
1787 /* This is basically inverse logic of that below - basically, 1771 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1772 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is 1773 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1774 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1775 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 1776 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1777 return 0;
1794 1778
1795 /* The objects have to be checked from top to bottom. 1779 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1780 * Hence, we first go to the top:
1797 */ 1781 */
1798 1782
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1783 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1800 tmp->above!=NULL; tmp=tmp->above) { 1784 {
1801 /* Trim the search when we find the first other spell effect 1785 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 1786 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 1787 * we don't need to check all of them.
1804 */ 1788 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1789 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1790 break;
1791 }
1792
1793 for (; tmp; tmp = tmp->below)
1806 } 1794 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1795 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1796 continue; /* Can't apply yourself */
1809 1797
1810 /* Check to see if one of the movement types should be slowed down. 1798 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1799 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1800 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1801 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1802 * swim on that space, can't use it to avoid the penalty.
1815 */ 1803 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1804 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1805 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1806 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1807 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1808 {
1820 1809
1821 float diff; 1810 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1811 diff = tmp->move_slow_penalty * fabs (op->speed);
1812
1824 if (op->type == PLAYER) { 1813 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1814 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1815 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 1816 diff /= 4.0;
1828 } 1817
1829 }
1830 op->speed_left -= diff; 1818 op->speed_left -= diff;
1831 } 1819 }
1832 } 1820 }
1833 1821
1834 /* Basically same logic as above, except now for actual apply. */ 1822 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1823 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1824 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1825 {
1839 move_apply(tmp, op, originator); 1826 move_apply (tmp, op, originator);
1827
1840 if (was_destroyed (op, tag)) 1828 if (op->destroyed ())
1841 return 1; 1829 return 1;
1842 1830
1843 /* what the person/creature stepped onto has moved the object 1831 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1832 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1833 * have a feeling strange problems would result.
1846 */ 1834 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 1835 if (op->map != m || op->x != x || op->y != y)
1836 return 0;
1848 } 1837 }
1849 } 1838 }
1839
1850 return 0; 1840 return 0;
1851} 1841}
1852 1842
1853/* 1843/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1844 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1845 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1857 */ 1847 */
1858 1848object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1849present_arch (const archetype *at, maptile *m, int x, int y)
1860 object *tmp; 1850{
1861 if(m==NULL || out_of_map(m,x,y)) { 1851 if (!m || out_of_map (m, x, y))
1852 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1854 return NULL;
1864 } 1855 }
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1856
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1866 if(tmp->arch == at) 1858 if (tmp->arch == at)
1867 return tmp; 1859 return tmp;
1860
1868 return NULL; 1861 return NULL;
1869} 1862}
1870 1863
1871/* 1864/*
1872 * present(type, map, x, y) searches for any objects with 1865 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1866 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1875 */ 1868 */
1876 1869object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 1870present (unsigned char type, maptile *m, int x, int y)
1878 object *tmp; 1871{
1879 if(out_of_map(m,x,y)) { 1872 if (out_of_map (m, x, y))
1873 {
1880 LOG(llevError,"Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 1875 return NULL;
1882 } 1876 }
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1884 if(tmp->type==type) 1879 if (tmp->type == type)
1885 return tmp; 1880 return tmp;
1881
1886 return NULL; 1882 return NULL;
1887} 1883}
1888 1884
1889/* 1885/*
1890 * present_in_ob(type, object) searches for any objects with 1886 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 1887 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1893 */ 1889 */
1894 1890object *
1895object *present_in_ob(unsigned char type, const object *op) { 1891present_in_ob (unsigned char type, const object *op)
1896 object *tmp; 1892{
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 1894 if (tmp->type == type)
1899 return tmp; 1895 return tmp;
1896
1900 return NULL; 1897 return NULL;
1901} 1898}
1902 1899
1903/* 1900/*
1904 * present_in_ob (type, str, object) searches for any objects with 1901 * present_in_ob (type, str, object) searches for any objects with
1912 * str is the string to match against. Note that we match against 1909 * str is the string to match against. Note that we match against
1913 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
1915 * to be unique. 1912 * to be unique.
1916 */ 1913 */
1917 1914object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 1915present_in_ob_by_name (int type, const char *str, const object *op)
1919 object *tmp; 1916{
1920
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 1919 return tmp;
1924 } 1920
1925 return NULL; 1921 return 0;
1926} 1922}
1927 1923
1928/* 1924/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 1925 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 1926 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1932 */ 1928 */
1933 1929object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 1930present_arch_in_ob (const archetype *at, const object *op)
1935 object *tmp; 1931{
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 1933 if (tmp->arch == at)
1938 return tmp; 1934 return tmp;
1935
1939 return NULL; 1936 return NULL;
1940} 1937}
1941 1938
1942/* 1939/*
1943 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
1944 */ 1941 */
1942void
1945void flag_inv(object*op, int flag){ 1943flag_inv (object *op, int flag)
1946 object *tmp; 1944{
1947 if(op->inv) 1945 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1947 {
1949 SET_FLAG(tmp, flag); 1948 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 1949 flag_inv (tmp, flag);
1951 } 1950 }
1951}
1952
1952}/* 1953/*
1953 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
1954 */ 1955 */
1956void
1955void unflag_inv(object*op, int flag){ 1957unflag_inv (object *op, int flag)
1956 object *tmp; 1958{
1957 if(op->inv) 1959 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1961 {
1959 CLEAR_FLAG(tmp, flag); 1962 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 1963 unflag_inv (tmp, flag);
1961 } 1964 }
1962} 1965}
1963 1966
1964/* 1967/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively). 1969 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for 1970 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function. 1971 * him/her-self and all object carried by a call to this function.
1969 */ 1972 */
1970 1973void
1971void set_cheat(object *op) { 1974set_cheat (object *op)
1975{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 1976 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 1977 flag_inv (op, FLAG_WAS_WIZ);
1974} 1978}
1975 1979
1976/* 1980/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 1981 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain 1982 * a spot at the given map and coordinates which will be able to contain
1992 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
1993 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 1999 * customized, changed states, etc.
1996 */ 2000 */
1997 2001int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003{
1999 int i,index=0, flag; 2004 int index = 0, flag;
2000 static int altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2001 2006
2002 for(i=start;i<stop;i++) { 2007 for (int i = start; i < stop; i++)
2008 {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2004 if(!flag) 2010 if (!flag)
2005 altern[index++]=i; 2011 altern [index++] = i;
2006 2012
2007 /* Basically, if we find a wall on a space, we cut down the search size. 2013 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall. 2014 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions - 2015 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty 2016 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space 2017 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 2018 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2019 * won't look 2 spaces south of the target space.
2014 */ 2020 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2021 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2022 stop = maxfree[i];
2017 } 2023 }
2018 if(!index) return -1;
2019 return altern[RANDOM()%index];
2020}
2021 2024
2025 if (!index)
2026 return -1;
2027
2028 return altern [rndm (index)];
2029}
2030
2022/* 2031/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2032 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2033 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2034 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2035 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2036 */
2028 2037int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2038find_first_free_spot (const object *ob, maptile *m, int x, int y)
2030 int i; 2039{
2031 for(i=0;i<SIZEOFFREE;i++) { 2040 for (int i = 0; i < SIZEOFFREE; i++)
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2041 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2042 return i;
2034 } 2043
2035 return -1; 2044 return -1;
2036} 2045}
2037 2046
2038/* 2047/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2048 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2049 * arr[begin..end-1].
2050 * now uses a fisher-yates shuffle, old permute was broken
2041 */ 2051 */
2052static void
2042static void permute(int *arr, int begin, int end) 2053permute (int *arr, int begin, int end)
2043{ 2054{
2044 int i, j, tmp, len; 2055 arr += begin;
2056 end -= begin;
2045 2057
2046 len = end-begin; 2058 while (--end)
2047 for(i = begin; i < end; i++) 2059 swap (arr [end], arr [rndm (end + 1)]);
2048 {
2049 j = begin+RANDOM()%len;
2050
2051 tmp = arr[i];
2052 arr[i] = arr[j];
2053 arr[j] = tmp;
2054 }
2055} 2060}
2056 2061
2057/* new function to make monster searching more efficient, and effective! 2062/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2063 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2064 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2065 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2066 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2067 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2068 */
2069void
2064void get_search_arr(int *search_arr) 2070get_search_arr (int *search_arr)
2065{ 2071{
2066 int i; 2072 int i;
2067 2073
2068 for(i = 0; i < SIZEOFFREE; i++) 2074 for (i = 0; i < SIZEOFFREE; i++)
2069 {
2070 search_arr[i] = i; 2075 search_arr[i] = i;
2071 }
2072 2076
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2077 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2078 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2079 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2080}
2077 2081
2078/* 2082/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2083 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2084 * given map at the given coordinates for live objects.
2085 * Perhaps incorrectly, but I'm making the assumption that exclude 2089 * Perhaps incorrectly, but I'm making the assumption that exclude
2086 * is actually want is going to try and move there. We need this info 2090 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2091 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2092 * there is capable of.
2089 */ 2093 */
2090 2094int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2095find_dir (maptile *m, int x, int y, object *exclude)
2096{
2092 int i,max=SIZEOFFREE, mflags; 2097 int i, max = SIZEOFFREE, mflags;
2098
2093 sint16 nx, ny; 2099 sint16 nx, ny;
2094 object *tmp; 2100 object *tmp;
2095 mapstruct *mp; 2101 maptile *mp;
2102
2096 MoveType blocked, move_type; 2103 MoveType blocked, move_type;
2097 2104
2098 if (exclude && exclude->head) { 2105 if (exclude && exclude->head)
2106 {
2099 exclude = exclude->head; 2107 exclude = exclude->head;
2100 move_type = exclude->move_type; 2108 move_type = exclude->move_type;
2101 } else { 2109 }
2110 else
2111 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2112 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2113 move_type = MOVE_ALL;
2114 }
2115
2116 for (i = 1; i < max; i++)
2104 } 2117 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2118 mp = m;
2108 nx = x + freearr_x[i]; 2119 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2120 ny = y + freearr_y[i];
2110 2121
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2122 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2123
2112 if (mflags & P_OUT_OF_MAP) { 2124 if (mflags & P_OUT_OF_MAP)
2125 max = maxfree[i];
2126 else
2127 {
2128 mapspace &ms = mp->at (nx, ny);
2129
2130 blocked = ms.move_block;
2131
2132 if ((move_type & blocked) == move_type)
2113 max = maxfree[i]; 2133 max = maxfree[i];
2114 } else {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2116
2117 if ((move_type & blocked) == move_type) {
2118 max=maxfree[i];
2119 } else if (mflags & P_IS_ALIVE) { 2134 else if (mflags & P_IS_ALIVE)
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2135 {
2136 for (tmp = ms.bot; tmp; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2138 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2123 break; 2139 break;
2124 } 2140
2125 }
2126 if(tmp) { 2141 if (tmp)
2127 return freedir[i]; 2142 return freedir[i];
2128 }
2129 } 2143 }
2130 } 2144 }
2131 } 2145 }
2146
2132 return 0; 2147 return 0;
2133} 2148}
2134 2149
2135/* 2150/*
2136 * distance(object 1, object 2) will return the square of the 2151 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2152 * distance between the two given objects.
2138 */ 2153 */
2139 2154int
2140int distance(const object *ob1, const object *ob2) { 2155distance (const object *ob1, const object *ob2)
2141 int i; 2156{
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2157 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2144 return i;
2145} 2158}
2146 2159
2147/* 2160/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2161 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another 2162 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2163 * object, needs to travel toward it.
2151 */ 2164 */
2152 2165int
2153int find_dir_2(int x, int y) { 2166find_dir_2 (int x, int y)
2167{
2154 int q; 2168 int q;
2155 2169
2156 if(y) 2170 if (y)
2157 q=x*100/y; 2171 q = x * 100 / y;
2158 else if (x) 2172 else if (x)
2159 q= -300*x; 2173 q = -300 * x;
2160 else 2174 else
2161 return 0; 2175 return 0;
2162 2176
2163 if(y>0) { 2177 if (y > 0)
2178 {
2164 if(q < -242) 2179 if (q < -242)
2165 return 3 ; 2180 return 3;
2166 if (q < -41) 2181 if (q < -41)
2167 return 2 ; 2182 return 2;
2168 if (q < 41) 2183 if (q < 41)
2169 return 1 ; 2184 return 1;
2170 if (q < 242) 2185 if (q < 242)
2171 return 8 ; 2186 return 8;
2172 return 7 ; 2187 return 7;
2173 } 2188 }
2174 2189
2175 if (q < -242) 2190 if (q < -242)
2176 return 7 ; 2191 return 7;
2177 if (q < -41) 2192 if (q < -41)
2178 return 6 ; 2193 return 6;
2179 if (q < 41) 2194 if (q < 41)
2180 return 5 ; 2195 return 5;
2181 if (q < 242) 2196 if (q < 242)
2182 return 4 ; 2197 return 4;
2183 2198
2184 return 3 ; 2199 return 3;
2185}
2186
2187/*
2188 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction).
2191 */
2192
2193int absdir(int d) {
2194 while(d<1) d+=8;
2195 while(d>8) d-=8;
2196 return d;
2197} 2200}
2198 2201
2199/* 2202/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2204 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2205 */
2203 2206int
2204int dirdiff(int dir1, int dir2) { 2207dirdiff (int dir1, int dir2)
2208{
2205 int d; 2209 int d;
2210
2206 d = abs(dir1 - dir2); 2211 d = abs (dir1 - dir2);
2207 if(d>4) 2212 if (d > 4)
2208 d = 8 - d; 2213 d = 8 - d;
2214
2209 return d; 2215 return d;
2210} 2216}
2211 2217
2212/* peterm: 2218/* peterm:
2213 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2216 * This basically means that if direction is 15, then it could either go 2222 * This basically means that if direction is 15, then it could either go
2217 * direction 4, 14, or 16 to get back to where we are. 2223 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction 2224 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2225 * functions.
2220 */ 2226 */
2221
2222int reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2233 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2234 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2235 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2236 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2237 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2238 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2239 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2240 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2241 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2242 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2243 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2244 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2245 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2246 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2247 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2248 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2249 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2250 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2251 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2252 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2253 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2254 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2255 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2256 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2257 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2258 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2259 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2260 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2261 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2262 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2263 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2264 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2265 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2266 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2267 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2268 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2269 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2270 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2271 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2272 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2273 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2274 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2275 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2276 {24, 9, -1}
2277}; /* 48 */
2272 2278
2273/* Recursive routine to step back and see if we can 2279/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2280 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2281 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2282 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2283 * Modified to be map tile aware -.MSW
2278 */ 2284 */
2279 2285int
2280
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2286can_see_monsterP (maptile *m, int x, int y, int dir)
2287{
2282 sint16 dx, dy; 2288 sint16 dx, dy;
2283 int mflags; 2289 int mflags;
2284 2290
2291 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2292 return 0; /* exit condition: invalid direction */
2286 2293
2287 dx = x + freearr_x[dir]; 2294 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2295 dy = y + freearr_y[dir];
2289 2296
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2297 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2298
2292 /* This functional arguably was incorrect before - it was 2299 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2300 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2301 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2302 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or 2303 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2304 * at least its move type.
2298 */ 2305 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2306 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2307 return 0;
2300 2308
2301 /* yes, can see. */ 2309 /* yes, can see. */
2302 if(dir < 9) return 1; 2310 if (dir < 9)
2311 return 1;
2312
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2313 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2315 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306} 2316}
2307 2317
2308
2309
2310/* 2318/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2319 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be 2320 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2321 * picked up, otherwise 0.
2314 * 2322 *
2316 * core dumps if they do. 2324 * core dumps if they do.
2317 * 2325 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2326 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2327 */
2320 2328
2329int
2321int can_pick(const object *who, const object *item) { 2330can_pick (const object *who, const object *item)
2331{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2335}
2327
2328 2336
2329/* 2337/*
2330 * create clone from object to another 2338 * create clone from object to another
2331 */ 2339 */
2340object *
2332object *object_create_clone (object *asrc) { 2341object_create_clone (object *asrc)
2342{
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2343 object *dst = 0, *tmp, *src, *part, *prev, *item;
2334 2344
2335 if(!asrc) return NULL; 2345 if (!asrc)
2346 return 0;
2347
2336 src = asrc; 2348 src = asrc;
2337 if(src->head) 2349 if (src->head)
2338 src = src->head; 2350 src = src->head;
2339 2351
2340 prev = NULL; 2352 prev = 0;
2341 for(part = src; part; part = part->more) { 2353 for (part = src; part; part = part->more)
2342 tmp = get_object(); 2354 {
2343 copy_object(part,tmp); 2355 tmp = part->clone ();
2344 tmp->x -= src->x; 2356 tmp->x -= src->x;
2345 tmp->y -= src->y; 2357 tmp->y -= src->y;
2358
2346 if(!part->head) { 2359 if (!part->head)
2360 {
2347 dst = tmp; 2361 dst = tmp;
2348 tmp->head = NULL; 2362 tmp->head = 0;
2363 }
2349 } else { 2364 else
2350 tmp->head = dst; 2365 tmp->head = dst;
2351 } 2366
2352 tmp->more = NULL; 2367 tmp->more = 0;
2368
2353 if(prev) 2369 if (prev)
2354 prev->more = tmp; 2370 prev->more = tmp;
2371
2355 prev = tmp; 2372 prev = tmp;
2356 } 2373 }
2357 /*** copy inventory ***/ 2374
2358 for(item = src->inv; item; item = item->below) { 2375 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2377
2362 return dst; 2378 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371}
2372
2373/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */
2379
2380object* load_object_str(const char *obstr)
2381{
2382 object *op;
2383 char filename[MAX_BUF];
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2385
2386 FILE *tempfile=fopen(filename,"w");
2387 if (tempfile == NULL)
2388 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n");
2390 return NULL;
2391 };
2392 fprintf(tempfile,obstr);
2393 fclose(tempfile);
2394
2395 op=get_object();
2396
2397 object_thawer thawer (filename);
2398
2399 if (thawer)
2400 load_object(thawer,op,0);
2401
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED);
2404
2405 return op;
2406} 2379}
2407 2380
2408/* This returns the first object in who's inventory that 2381/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2382 * has the same type and subtype match.
2410 * returns NULL if no match. 2383 * returns NULL if no match.
2411 */ 2384 */
2385object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2386find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2387{
2414 object *tmp;
2415
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2388 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2389 if (tmp->type == type && tmp->subtype == subtype)
2390 return tmp;
2418 2391
2419 return NULL; 2392 return 0;
2420} 2393}
2421 2394
2422/* If ob has a field named key, return the link from the list, 2395/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2396 * otherwise return NULL.
2424 * 2397 *
2425 * key must be a passed in shared string - otherwise, this won't 2398 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2399 * do the desired thing.
2427 */ 2400 */
2401key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2402get_ob_key_link (const object *ob, const char *key)
2429 key_value * link; 2403{
2430
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2404 for (key_value *link = ob->key_values; link; link = link->next)
2432 if (link->key == key) { 2405 if (link->key == key)
2433 return link; 2406 return link;
2434 } 2407
2435 } 2408 return 0;
2436 2409}
2437 return NULL;
2438}
2439 2410
2440/* 2411/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2412 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2413 *
2443 * The argument doesn't need to be a shared string. 2414 * The argument doesn't need to be a shared string.
2444 * 2415 *
2445 * The returned string is shared. 2416 * The returned string is shared.
2446 */ 2417 */
2418const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2419get_ob_key_value (const object *op, const char *const key)
2420{
2448 key_value * link; 2421 key_value *link;
2449 const char * canonical_key; 2422 shstr_cmp canonical_key (key);
2423
2424 if (!canonical_key)
2450 2425 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2426 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2427 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2428 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2429 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2430 */
2459 return NULL; 2431 return 0;
2460 } 2432 }
2461 2433
2462 /* This is copied from get_ob_key_link() above - 2434 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2435 * only 4 lines, and saves the function call overhead.
2464 */ 2436 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2437 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2438 if (link->key == canonical_key)
2467 return link->value; 2439 return link->value;
2468 }
2469 }
2470 return NULL;
2471}
2472 2440
2441 return 0;
2442}
2473 2443
2474/* 2444/*
2475 * Updates the canonical_key in op to value. 2445 * Updates the canonical_key in op to value.
2476 * 2446 *
2477 * canonical_key is a shared string (value doesn't have to be). 2447 * canonical_key is a shared string (value doesn't have to be).
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2449 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2450 * keys.
2481 * 2451 *
2482 * Returns TRUE on success. 2452 * Returns TRUE on success.
2483 */ 2453 */
2454int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2455set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2456{
2485 key_value * field = NULL, *last=NULL; 2457 key_value *field = NULL, *last = NULL;
2486 2458
2487 for (field=op->key_values; field != NULL; field=field->next) { 2459 for (field = op->key_values; field != NULL; field = field->next)
2460 {
2488 if (field->key != canonical_key) { 2461 if (field->key != canonical_key)
2462 {
2489 last = field; 2463 last = field;
2490 continue; 2464 continue;
2491 } 2465 }
2492 2466
2493 if (value) 2467 if (value)
2494 field->value = value; 2468 field->value = value;
2495 else { 2469 else
2470 {
2496 /* Basically, if the archetype has this key set, 2471 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2472 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2473 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2474 * we get this value back again.
2500 */ 2475 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2476 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2477 field->value = 0;
2478 else
2479 {
2480 if (last)
2481 last->next = field->next;
2503 else 2482 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2483 op->key_values = field->next;
2507 2484
2508 delete field; 2485 delete field;
2509 } 2486 }
2510 } 2487 }
2511 return TRUE; 2488 return TRUE;
2512 } 2489 }
2513 /* IF we get here, key doesn't exist */ 2490 /* IF we get here, key doesn't exist */
2514 2491
2515 /* No field, we'll have to add it. */ 2492 /* No field, we'll have to add it. */
2516 2493
2517 if (!add_key) { 2494 if (!add_key)
2518 return FALSE; 2495 return FALSE;
2519 } 2496
2520 /* There isn't any good reason to store a null 2497 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2498 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2499 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2500 * be here. If user wants to store empty strings,
2524 * should pass in "" 2501 * should pass in ""
2525 */ 2502 */
2526 if (value == NULL) return TRUE; 2503 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 2504 return TRUE;
2505
2506 field = new key_value;
2507
2508 field->key = canonical_key;
2509 field->value = value;
2510 /* Usual prepend-addition. */
2511 field->next = op->key_values;
2512 op->key_values = field;
2513
2514 return TRUE;
2537} 2515}
2538 2516
2539/* 2517/*
2540 * Updates the key in op to value. 2518 * Updates the key in op to value.
2541 * 2519 *
2543 * and not add new ones. 2521 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2522 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2523 *
2546 * Returns TRUE on success. 2524 * Returns TRUE on success.
2547 */ 2525 */
2526int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2527set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2528{
2550 shstr key_ (key); 2529 shstr key_ (key);
2530
2551 return set_ob_key_value_s (op, key_, value, add_key); 2531 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2532}
2533
2534object::depth_iterator::depth_iterator (object *container)
2535: iterator_base (container)
2536{
2537 while (item->inv)
2538 item = item->inv;
2539}
2540
2541void
2542object::depth_iterator::next ()
2543{
2544 if (item->below)
2545 {
2546 item = item->below;
2547
2548 while (item->inv)
2549 item = item->inv;
2550 }
2551 else
2552 item = item->env;
2553}
2554
2555
2556const char *
2557object::flag_desc (char *desc, int len) const
2558{
2559 char *p = desc;
2560 bool first = true;
2561
2562 *p = 0;
2563
2564 for (int i = 0; i < NUM_FLAGS; i++)
2565 {
2566 if (len <= 10) // magic constant!
2567 {
2568 snprintf (p, len, ",...");
2569 break;
2570 }
2571
2572 if (flag [i])
2573 {
2574 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2575 len -= cnt;
2576 p += cnt;
2577 first = false;
2578 }
2579 }
2580
2581 return desc;
2582}
2583
2584// return a suitable string describing an object in enough detail to find it
2585const char *
2586object::debug_desc (char *info) const
2587{
2588 char flagdesc[512];
2589 char info2[256 * 4];
2590 char *p = info;
2591
2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2593 count, uuid.seq,
2594 &name,
2595 title ? "\",title:\"" : "",
2596 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type);
2598
2599 if (env)
2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2601
2602 if (map)
2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2604
2605 return info;
2606}
2607
2608const char *
2609object::debug_desc () const
2610{
2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2614 return debug_desc (info [++info_idx % 3]);
2615}
2616
2617struct region *
2618object::region () const
2619{
2620 return map ? map->region (x, y)
2621 : region::default_region ();
2622}
2623
2624const materialtype_t *
2625object::dominant_material () const
2626{
2627 if (materialtype_t *mat = name_to_material (materialname))
2628 return mat;
2629
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown);
2634}
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 if (object *old_container = container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0;
2656
2657 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659 }
2660
2661 if (new_container)
2662 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664 return;
2665
2666 // TODO: this does not seem to serve any purpose anymore?
2667#if 0
2668 // insert the "Close Container" object.
2669 if (archetype *closer = new_container->other_arch)
2670 {
2671 object *closer = arch_to_object (new_container->other_arch);
2672 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673 new_container->insert (closer);
2674 }
2675#endif
2676
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 }
2685}
2686
2687

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