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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.168 by root, Thu Jul 26 00:27:07 2007 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h> 33#include <sproto.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
46 44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 47};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 50};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
56int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
59 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
60 135
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
63 key_value * wants_field; 140 key_value *wants_field;
64 141
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
68 */ 145 */
69 146
70 /* For each field in wants, */ 147 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
72 key_value * has_field; 150 key_value *has_field;
73 151
74 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
76 156 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 157 /* No field with that name. */
79 return FALSE; 158 return FALSE;
80 } 159 }
81 160
82 /* Found the matching field. */ 161 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
84 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 165 return FALSE;
86 } 166 }
87 167
88 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 169 }
170
91 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 172 return TRUE;
93} 173}
94 174
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
97 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
99 */ 181 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 183}
102 184
103/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 186 * they can be merged together.
105 * 187 *
106 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
109 * 191 *
110 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
111 * 193 *
112 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
113 * check weight 195 * check weight
114 */ 196 */
115 197bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 198{
117
118 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
205 return 0;
120 206
121 if (ob1->speed != ob2->speed) return 0; 207 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 209 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 210 * used to store nrof).
125 */ 211 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0;
214
215 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning.
220 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name
230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id
241 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0;
253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 261 return 0;
128 262
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 263 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 264 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 265 return 0;
135 266
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 268 * if it is valid.
148 */ 269 */
149 } 270 }
150 271
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 272 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 273 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 274 * some items equipped, and we don't want those to merge.
202 */ 275 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277 return 0;
278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
286 switch (ob1->type)
287 {
288 case SCROLL:
289 if (ob1->level != ob2->level)
290 return 0;
291 break;
292 }
293
294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
296 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 /* One has fields, but the other one doesn't. */
204 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 }
205 303
206 switch (ob1->type) { 304 if (ob1->self || ob2->self)
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 } 305 {
212 if (ob1->key_values != NULL || ob2->key_values != NULL) { 306 ob1->optimise ();
213 /* At least one of these has key_values. */ 307 ob2->optimise ();
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 308
215 /* One has fields, but the other one doesn't. */ 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
216 return 0; 311 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) {
218 return 0;
219 }
220 } 312 }
221 313
222 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
223 return 1; 315 return 1;
224} 316}
225 317
226/* 318/*
227 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
230 */ 322 */
231signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
232 signed long sum; 326 long sum;
233 object *inv; 327 object *inv;
328
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 {
235 if (inv->inv) 331 if (inv->inv)
236 sum_weight(inv); 332 sum_weight (inv);
333
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 335 }
336
239 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
241 if(op->carrying != sum) 340 if (op->carrying != sum)
242 op->carrying = sum; 341 op->carrying = sum;
342
243 return sum; 343 return sum;
244} 344}
245 345
246/** 346/**
247 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
248 */ 348 */
249 349
350object *
250object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
251 while (op->env != NULL) 353 while (op->env != NULL)
252 op = op->env; 354 op = op->env;
253 return op; 355 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 356}
268 357
269/* 358/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 360 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
273 */ 362 */
274 363char *
275void dump_object2(object *op) {
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 364dump_object (object *op)
322 if(op==NULL) { 365{
323 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
324 return; 367 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 368
330void dump_all_objects(void) { 369 object_freezer freezer;
331 object *op; 370 op->write (freezer);
332 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 372}
337 373
338/* 374/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
342 */ 378 */
343 379
380object *
344object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
345 object *tmp,*closest; 383 object *tmp, *closest;
346 int last_dist,i; 384 int last_dist, i;
385
347 if(op->more==NULL) 386 if (op->more == NULL)
348 return op; 387 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
352 return closest; 391 return closest;
353} 392}
354 393
355/* 394/*
356 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
357 */ 396 */
358 397object *
359object *find_object(tag_t i) { 398find_object (tag_t i)
360 object *op; 399{
361 for(op=objects;op!=NULL;op=op->next) 400 for_all_objects (op)
362 if(op->count==i) 401 if (op->count == i)
363 break;
364 return op; 402 return op;
403
404 return 0;
365} 405}
366 406
367/* 407/*
368 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
371 */ 411 */
372 412object *
373object *find_object_name(const char *str) { 413find_object_name (const char *str)
374 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
375 object *op; 416 object *op;
376 for(op=objects;op!=NULL;op=op->next) 417
418 for_all_objects (op)
377 if(&op->name == name) 419 if (op->name == str_)
378 break; 420 break;
379 421
380 return op; 422 return op;
381} 423}
382 424
425void
383void free_all_object_data () 426free_all_object_data ()
384{ 427{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 429}
422 430
423/* 431/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 433 * skill and experience objects.
426 */ 434 */
427void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
428{ 437{
429 if(owner==NULL||op==NULL) 438 if (!owner)
430 return; 439 return;
431 440
432 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
438 */ 447 */
439 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
441 450
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 451 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452} 452}
453 453
454/* Set the owner to clone's current owner and set the skill and experience 454int
455 * objects to clone's objects (typically those objects that where the owner's 455object::slottype () const
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{ 456{
466 object *owner = get_owner (clone); 457 if (type == SKILL)
467 if (owner == NULL) { 458 {
468 /* players don't have owners - they own themselves. Update 459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
469 * as appropriate. 460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
470 */ 494 {
471 if (clone->type == PLAYER) owner=clone; 495 current_weapon = chosen_skill = 0;
472 else return; 496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
473 } 511 {
474 set_owner(op, owner); 512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
475 516
517 return true;
476} 518}
477 519
478/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 521 * refcounts and freeing the links.
480 */ 522 */
523static void
481static void free_key_values(object * op) 524free_key_values (object *op)
482{ 525{
483 for (key_value *i = op->key_values; i != 0; ) 526 for (key_value *i = op->key_values; i; )
484 { 527 {
485 key_value *next = i->next; 528 key_value *next = i->next;
486 delete i; 529 delete i;
530
487 i = next; 531 i = next;
488 } 532 }
489 533
490 op->key_values = 0; 534 op->key_values = 0;
491} 535}
492 536
493void object::clear () 537object &
538object::operator =(const object &src)
494{ 539{
495 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
496 542
497 free_key_values (this); 543 *(object_copy *)this = src;
498 544
499 name = 0; 545 flag [FLAG_FREED] = is_freed;
500 name_pl = 0; 546 flag [FLAG_REMOVED] = is_removed;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object
561 * will point at garbage.
562 */
563
564void copy_object (object *op2, object *op)
565{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568
569 op2->clone (op);
570
571 if (is_freed) SET_FLAG (op, FLAG_FREED);
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
573
574 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
576 547
577 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 549 if (src.key_values)
579 { 550 {
580 key_value *tail = NULL; 551 key_value *tail = 0;
581 key_value *i;
582
583 op->key_values = NULL; 552 key_values = 0;
584 553
585 for (i = op2->key_values; i != NULL; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
586 { 555 {
587 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
588 557
589 new_link->next = NULL; 558 new_link->next = 0;
590 new_link->key = i->key; 559 new_link->key = i->key;
591 new_link->value = i->value; 560 new_link->value = i->value;
592 561
593 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 563 if (!key_values)
595 { 564 {
596 op->key_values = new_link; 565 key_values = new_link;
597 tail = new_link; 566 tail = new_link;
598 } 567 }
599 else 568 else
600 { 569 {
601 tail->next = new_link; 570 tail->next = new_link;
602 tail = new_link; 571 tail = new_link;
603 } 572 }
604 } 573 }
605 } 574 }
606
607 update_ob_speed (op);
608} 575}
609 576
610/* 577/*
611 * get_object() grabs an object from the list of unused objects, makes 578 * copy_to first frees everything allocated by the dst object,
612 * sure it is initialised, and returns it. 579 * and then copies the contents of itself into the second
613 * If there are no free objects, expand_objects() is called to get more. 580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
614 */ 608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
615 611
616object *get_object () 612 attachable::instantiate ();
617{ 613}
618 object *op = new object;
619 614
620 op->count = ++ob_count; 615object *
621 616object::clone ()
622 op->active_next = 0; 617{
623 op->active_prev = 0; 618 object *neu = create ();
624 619 copy_to (neu);
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op; 620 return neu;
636} 621}
637 622
638/* 623/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
642 */ 627 */
643 628void
644void update_turn_face(object *op) { 629update_turn_face (object *op)
630{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
646 return; 632 return;
633
647 SET_ANIMATION(op, op->direction); 634 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
649} 636}
650 637
651/* 638/*
652 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
655 */ 642 */
656 643void
657void update_ob_speed(object *op) { 644object::set_speed (float speed)
658 extern int arch_init; 645{
659 646 if (flag [FLAG_FREED] && speed)
660 /* No reason putting the archetypes objects on the speed list, 647 {
661 * since they never really need to be updated.
662 */
663
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
666#ifdef MANY_CORES
667 abort();
668#else
669 op->speed = 0; 649 speed = 0;
670#endif
671 } 650 }
672 if (arch_init) {
673 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 651
680 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
681 * of the list. */ 653
682 op->active_next = active_objects; 654 if (has_active_speed ())
683 if (op->active_next!=NULL) 655 activate ();
684 op->active_next->active_prev = op;
685 active_objects = op;
686 }
687 else { 656 else
688 /* If not on the active list, nothing needs to be done */ 657 deactivate ();
689 if (!op->active_next && !op->active_prev && op!=active_objects)
690 return;
691
692 if (op->active_prev==NULL) {
693 active_objects = op->active_next;
694 if (op->active_next!=NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else {
698 op->active_prev->active_next = op->active_next;
699 if (op->active_next)
700 op->active_next->active_prev = op->active_prev;
701 }
702 op->active_next = NULL;
703 op->active_prev = NULL;
704 }
705} 658}
706 659
707/* This function removes object 'op' from the list of active
708 * objects.
709 * This should only be used for style maps or other such
710 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object.
714 */
715void remove_from_active_list(object *op)
716{
717 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects)
719 return;
720
721 if (op->active_prev==NULL) {
722 active_objects = op->active_next;
723 if (op->active_next!=NULL)
724 op->active_next->active_prev = NULL;
725 }
726 else {
727 op->active_prev->active_next = op->active_next;
728 if (op->active_next)
729 op->active_next->active_prev = op->active_prev;
730 }
731 op->active_next = NULL;
732 op->active_prev = NULL;
733}
734
735/* 660/*
736 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
737 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
738 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
739 * invisible object, etc...) 664 * invisible object, etc...)
740 * If the object being updated is beneath a player, the look-window 665 * If the object being updated is beneath a player, the look-window
741 * of that player is updated (this might be a suboptimal way of 666 * of that player is updated (this might be a suboptimal way of
742 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
743 * 668 *
744 * action is a hint of what the caller believes need to be done. 669 * action is a hint of what the caller believes need to be done.
745 * For example, if the only thing that has changed is the face (due to
746 * an animation), we don't need to call update_position until that actually
747 * comes into view of a player. OTOH, many other things, like addition/removal
748 * of walls or living creatures may need us to update the flags now.
749 * current action are: 670 * current action are:
750 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
751 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 674 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
755 */ 676 */
756 677void
757void update_object(object *op, int action) { 678update_object (object *op, int action)
758 int update_now=0, flags; 679{
759 MoveType move_on, move_off, move_block, move_slow;
760
761 if (op == NULL) { 680 if (op == NULL)
681 {
762 /* this should never happen */ 682 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 684 return;
765 }
766 685 }
767 if(op->env!=NULL) { 686
687 if (op->env)
688 {
768 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
769 * to do in this case. 690 * to do in this case.
770 */ 691 */
771 return; 692 return;
772 } 693 }
773 694
774 /* If the map is saving, don't do anything as everything is 695 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 696 * going to get freed anyways.
776 */ 697 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 698 if (!op->map || op->map->in_memory == MAP_SAVING)
778 699 return;
700
779 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 703 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 705#ifdef MANY_CORES
784 abort(); 706 abort ();
785#endif 707#endif
786 return; 708 return;
787 }
788 709 }
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
795 710
711 mapspace &m = op->ms ();
712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
796 if (action == UP_OBJ_INSERT) { 715 else if (action == UP_OBJ_INSERT)
716 {
717 // this is likely overkill, TODO: revisit (schmorp)
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
798 update_now=1;
799
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
801 update_now=1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
802 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
804 update_now=1; 724 || (m.move_on | op->move_on ) != m.move_on
805
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1;
808
809 if ((move_on | op->move_on) != move_on) update_now=1;
810 if ((move_off | op->move_off) != move_off) update_now=1; 725 || (m.move_off | op->move_off ) != m.move_off
726 || (m.move_slow | op->move_slow) != m.move_slow
811 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 728 * to have move_allow right now.
813 */ 729 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now=1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 732 m.flags_ = 0;
817 } 733 }
818 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 736 * that is being removed.
821 */ 737 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 739 m.flags_ = 0;
824 } else if (action == UP_OBJ_FACE) { 740 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 741 /* Nothing to do for that case */ ;
826 }
827 else { 742 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 744
831 if (update_now) {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y);
834 }
835
836 if(op->more!=NULL) 745 if (op->more)
837 update_object(op->more, action); 746 update_object (op->more, action);
838} 747}
839 748
749object::object ()
750{
751 SET_FLAG (this, FLAG_REMOVED);
840 752
841/* 753 expmul = 1.0;
842 * free_object() frees everything allocated by an object, removes 754 face = blank_face;
843 * it from the list of used objects, and puts it on the list of 755}
844 * free objects. The IS_FREED() flag is set in the object. 756
845 * The object must have been removed by remove_ob() first for 757object::~object ()
846 * this function to succeed. 758{
847 * 759 unlink ();
848 * If free_inventory is set, free inventory as well. Else drop items in 760
849 * inventory to the ground. 761 free_key_values (this);
850 */ 762}
763
764static int object_count;
765
766void object::link ()
767{
768 assert (!index);//D
769 uuid = gen_uuid ();
770 count = ++object_count;
771
772 refcnt_inc ();
773 objects.insert (this);
774}
775
776void object::unlink ()
777{
778 if (!index)
779 return;
780
781 objects.erase (this);
782 refcnt_dec ();
783}
851 784
852void 785void
853free_object (object * ob) 786object::activate ()
854{ 787{
855 free_object2 (ob, 0); 788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
856} 794}
857 795
858void 796void
859free_object2 (object * ob, int free_inventory) 797object::activate_recursive ()
860{ 798{
861 object *tmp, *op; 799 activate ();
862 800
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 801 for (object *op = inv; op; op = op->below)
864 { 802 op->activate_recursive ();
865 LOG (llevDebug, "Free object called with non removed object\n"); 803}
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871 804
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 805/* This function removes object 'op' from the list of active
873 { 806 * objects.
874 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 807 * This should only be used for style maps or other such
875 remove_friendly_object (ob); 808 * reference maps where you don't want an object that isn't
876 } 809 * in play chewing up cpu time getting processed.
877 810 * The reverse of this is to call update_ob_speed, which
878 if (QUERY_FLAG (ob, FLAG_FREED)) 811 * will do the right thing based on the speed of the object.
879 { 812 */
880 dump_object (ob); 813void
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
882 return; 818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
883 } 836 {
884 837 op->flag [flag] = value;
885 if (ob->more != NULL) 838 op->set_flag_inv (flag, value);
886 { 839 }
887 free_object2 (ob->more, free_inventory); 840}
888 ob->more = NULL;
889 }
890 841
842/*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
891 if (ob->inv) 854 if (!inv)
892 { 855 return;
856
893 /* Only if the space blocks everything do we not process - 857 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects 858 * if some form of movement is allowed, let objects
895 * drop on that space. 859 * drop on that space.
896 */ 860 */
897 if (free_inventory || ob->map == NULL 861 if (!drop_to_ground
862 || !map
898 || ob->map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 864 || map->nodrop
900 { 865 || ms ().move_block == MOVE_ALL)
901 op = ob->inv;
902
903 while (op != NULL)
904 { 866 {
905 tmp = op->below; 867 while (inv)
906 remove_ob (op); 868 {
907 free_object2 (op, free_inventory); 869 inv->destroy_inv (drop_to_ground);
908 op = tmp; 870 inv->destroy ();
909 } 871 }
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 op = ob->inv;
914
915 while (op != NULL)
916 {
917 tmp = op->below;
918 remove_ob (op);
919
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
923 free_object (op);
924 else
925 {
926 op->x = ob->x;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
929 }
930
931 op = tmp;
932 }
933 }
934 }
935
936 /* Remove object from the active list */
937 ob->speed = 0;
938 update_ob_speed (ob);
939
940 SET_FLAG (ob, FLAG_FREED);
941 ob->count = 0;
942
943 /* Remove this object from the list of used objects */
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 } 872 }
951 else 873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
890}
891
892object *object::create ()
893{
894 object *op = new object;
895 op->link ();
896 return op;
897}
898
899void
900object::do_destroy ()
901{
902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this);
909
910 if (!flag [FLAG_REMOVED])
911 remove ();
912
913 destroy_inv (true);
914
915 deactivate ();
916 unlink ();
917
918 flag [FLAG_FREED] = 1;
919
920 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
952 { 925 {
953 ob->prev->next = ob->next; 926 freed_map = new maptile;
954 927
955 if (ob->next != NULL) 928 freed_map->name = "/internal/freed_objects_map";
956 ob->next->prev = ob->prev; 929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
957 } 934 }
958 935
959 free_key_values (ob); 936 map = freed_map;
937 x = 1;
938 y = 1;
939 }
960 940
961 /* Now link it with the free_objects list: */ 941 if (more)
962 ob->prev = 0; 942 {
963 ob->next = 0; 943 more->destroy ();
944 more = 0;
945 }
964 946
965 delete ob; 947 head = 0;
948
949 // clear those pointers that likely might cause circular references
950 owner = 0;
951 enemy = 0;
952 attacked_by = 0;
953 current_weapon = 0;
954}
955
956void
957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
961
962 if (destroy_inventory)
963 destroy_inv (false);
964
965 attachable::destroy ();
966} 966}
967 967
968/* 968/*
969 * sub_weight() recursively (outwards) subtracts a number from the 969 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 970 * weight of an object (and what is carried by it's environment(s)).
971 */ 971 */
972 972void
973void sub_weight (object *op, signed long weight) { 973sub_weight (object *op, signed long weight)
974{
974 while (op != NULL) { 975 while (op != NULL)
976 {
975 if (op->type == CONTAINER) { 977 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 978 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 979
978 op->carrying-=weight; 980 op->carrying -= weight;
979 op = op->env; 981 op = op->env;
980 } 982 }
981} 983}
982 984
983/* remove_ob(op): 985/* op->remove ():
984 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
988 * the previous environment. 990 * the previous environment.
989 * Beware: This function is called from the editor as well!
990 */ 991 */
991 992void
992void remove_ob(object *op) { 993object::do_remove ()
994{
993 object *tmp,*last=NULL; 995 object *tmp, *last = 0;
994 object *otmp; 996 object *otmp;
995 tag_t tag;
996 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 997
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 998 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 999 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 1000
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this);
1021 1003
1004 if (more)
1005 more->remove ();
1006
1022 /* 1007 /*
1023 * In this case, the object to be removed is in someones 1008 * In this case, the object to be removed is in someones
1024 * inventory. 1009 * inventory.
1025 */ 1010 */
1026 if(op->env!=NULL) { 1011 if (env)
1012 {
1027 if(op->nrof) 1013 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 1014 sub_weight (env, weight * nrof);
1029 else 1015 else
1030 sub_weight(op->env, op->weight+op->carrying); 1016 sub_weight (env, weight + carrying);
1031 1017
1032 /* NO_FIX_PLAYER is set when a great many changes are being 1018 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 1019 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 1020 * to save cpu time.
1035 */ 1021 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1023 otmp->update_stats ();
1038 fix_player(otmp);
1039 1024
1040 if(op->above!=NULL) 1025 if (above)
1041 op->above->below=op->below; 1026 above->below = below;
1042 else 1027 else
1043 op->env->inv=op->below; 1028 env->inv = below;
1044 1029
1045 if(op->below!=NULL) 1030 if (below)
1046 op->below->above=op->above; 1031 below->above = above;
1047 1032
1048 /* we set up values so that it could be inserted into 1033 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 1034 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 1035 * to the caller to decide what we want to do.
1036 */
1037 x = env->x, y = env->y;
1038 map = env->map;
1039 above = 0, below = 0;
1040 env = 0;
1041 }
1042 else if (map)
1043 {
1044 if (type == PLAYER)
1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1054 }
1055
1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
1058
1059 /* link the object above us */
1060 if (above)
1061 above->below = below;
1062 else
1063 ms.top = below; /* we were top, set new top */
1064
1065 /* Relink the object below us, if there is one */
1066 if (below)
1067 below->above = above;
1068 else
1069 {
1070 /* Nothing below, which means we need to relink map object for this space
1071 * use translated coordinates in case some oddness with map tiling is
1072 * evident
1051 */ 1073 */
1052 op->x=op->env->x,op->y=op->env->y; 1074 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 1075 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 ());
1054 op->above=NULL,op->below=NULL; 1076
1055 op->env=NULL; 1077 ms.bot = above; /* goes on above it. */
1078 }
1079
1080 above = 0;
1081 below = 0;
1082
1083 if (map->in_memory == MAP_SAVING)
1056 return; 1084 return;
1057 }
1058 1085
1059 /* If we get here, we are removing it from a map */ 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1060 if (op->map == NULL) return;
1061 1087
1062 x = op->x; 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1063 y = op->y; 1089 {
1064 m = get_map_from_coord(op->map, &x, &y); 1090 /* No point updating the players look faces if he is the object
1065 1091 * being removed.
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */ 1092 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079 1093
1080 /* Re did the following section of code - it looks like it had 1094 if (tmp->type == PLAYER && tmp != this)
1081 * lots of logic for things we no longer care about 1095 {
1082 */ 1096 /* If a container that the player is currently using somehow gets
1083 1097 * removed (most likely destroyed), update the player view
1084 /* link the object above us */ 1098 * appropriately.
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */ 1099 */
1098 if(GET_MAP_OB(m,x,y)!=op) { 1100 if (tmp->container == this)
1099 dump_object(op); 1101 {
1100 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); 1102 flag [FLAG_APPLIED] = 0;
1101 dump_object(GET_MAP_OB(m,x,y)); 1103 tmp->container = 0;
1102 LOG(llevError,"%s\n",errmsg); 1104 }
1105
1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1108 }
1109
1110 /* See if object moving off should effect something */
1111 if (check_walk_off
1112 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1114 {
1115 move_apply (tmp, this, 0);
1116
1117 if (destroyed ())
1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1119 }
1120
1121 last = tmp;
1103 } 1122 }
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108 1123
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1115 /* No point updating the players look faces if he is the object
1116 * being removed.
1117 */
1118
1119 if(tmp->type==PLAYER && tmp!=op) {
1120 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view
1122 * appropriately.
1123 */
1124 if (tmp->container==op) {
1125 CLEAR_FLAG(op, FLAG_APPLIED);
1126 tmp->container=NULL;
1127 }
1128 tmp->contr->socket.update_look=1;
1129 }
1130 /* See if player moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1133
1134 move_apply(tmp, op, NULL);
1135 if (was_destroyed (op, tag)) {
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 }
1139 }
1140
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142
1143 if(tmp->above == tmp)
1144 tmp->above = NULL;
1145 last=tmp;
1146 }
1147 /* last == NULL of there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1148 if (last==NULL) { 1125 //TODO: this makes little sense, why only update the topmost object?
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1126 if (!last)
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1127 map->at (x, y).flags_ = 0;
1151 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways.
1153 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y);
1156 }
1157 else 1128 else
1158 update_object(last, UP_OBJ_REMOVE); 1129 update_object (last, UP_OBJ_REMOVE);
1159 1130
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1131 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1132 update_all_los (map, x, y);
1162 1133 }
1163} 1134}
1164 1135
1165/* 1136/*
1166 * merge_ob(op,top): 1137 * merge_ob(op,top):
1167 * 1138 *
1168 * This function goes through all objects below and including top, and 1139 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1140 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1141 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1142 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1143 */
1173 1144object *
1174object *merge_ob(object *op, object *top) { 1145merge_ob (object *op, object *top)
1146{
1175 if(!op->nrof) 1147 if (!op->nrof)
1176 return 0; 1148 return 0;
1177 if(top==NULL) 1149
1150 if (top)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1151 for (top = op; top && top->above; top = top->above)
1152 ;
1153
1179 for(;top!=NULL;top=top->below) { 1154 for (; top; top = top->below)
1155 {
1180 if(top==op) 1156 if (top == op)
1181 continue; 1157 continue;
1182 if (CAN_MERGE(op,top)) 1158
1183 { 1159 if (object::can_merge (op, top))
1160 {
1184 top->nrof+=op->nrof; 1161 top->nrof += op->nrof;
1162
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1163/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1164 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1165 op->destroy ();
1188 free_object(op);
1189 return top; 1166 return top;
1190 } 1167 }
1191 } 1168 }
1169
1192 return NULL; 1170 return 0;
1193} 1171}
1194 1172
1173void
1174object::expand_tail ()
1175{
1176 if (more)
1177 return;
1178
1179 object *prev = this;
1180
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 {
1183 object *op = arch_to_object (at);
1184
1185 op->name = name;
1186 op->name_pl = name_pl;
1187 op->title = title;
1188
1189 op->head = this;
1190 prev->more = op;
1191
1192 prev = op;
1193 }
1194}
1195
1195/* 1196/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1197 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1197 * job preparing multi-part monsters 1198 * job preparing multi-part monsters.
1198 */ 1199 */
1200object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1200 object* tmp; 1202{
1201 if (op->head) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1202 op=op->head; 1204 {
1203 for (tmp=op;tmp;tmp=tmp->more){
1204 tmp->x=x+tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1205 tmp->y=y+tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1206 } 1207 }
1208
1207 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1208} 1210}
1209 1211
1210/* 1212/*
1211 * insert_ob_in_map (op, map, originator, flag): 1213 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1214 * This function inserts the object in the two-way linked list
1225 * Return value: 1227 * Return value:
1226 * new object if 'op' was merged with other object 1228 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1229 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1230 * just 'op' otherwise
1229 */ 1231 */
1230 1232object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1234{
1235 assert (!op->flag [FLAG_FREED]);
1236
1233 object *tmp, *top, *floor=NULL; 1237 object *top, *floor = NULL;
1234 sint16 x,y;
1235 1238
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1239 op->remove ();
1237 LOG (llevError, "Trying to insert freed object!\n"); 1240
1238 return NULL; 1241#if 0
1239 } 1242 if (!m->active != !op->active)
1240 if(m==NULL) { 1243 if (m->active)
1241 dump_object(op); 1244 op->activate_recursive ();
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1245 else
1243 return op; 1246 op->deactivate_recursive ();
1244 } 1247#endif
1248
1245 if(out_of_map(m,op->x,op->y)) { 1249 if (out_of_map (m, op->x, op->y))
1246 dump_object(op); 1250 {
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1248#ifdef MANY_CORES 1252#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object 1253 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting 1254 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted. 1255 * improperly inserted.
1252 */ 1256 */
1253 abort(); 1257 abort ();
1254#endif 1258#endif
1255 return op; 1259 return op;
1256 } 1260 }
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1261
1258 dump_object(op); 1262 if (object *more = op->more)
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1263 if (!insert_ob_in_map (more, m, originator, flag))
1260 return op; 1264 return 0;
1261 }
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */
1264 1265
1265 object *more = op->more; 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1266 1267
1267 /* We really need the caller to normalize coordinates - if 1268 /* Ideally, the caller figures this out. However, it complicates a lot
1268 * we set the map, that doesn't work if the location is within 1269 * of areas of callers (eg, anything that uses find_free_spot would now
1269 * a map and this is straddling an edge. So only if coordinate 1270 * need extra work
1270 * is clear wrong do we normalize it. 1271 */
1272 if (!xy_normalise (m, op->x, op->y))
1273 return 0;
1274
1275 op->map = m;
1276 mapspace &ms = op->ms ();
1277
1278 /* this has to be done after we translate the coordinates.
1279 */
1280 if (op->nrof && !(flag & INS_NO_MERGE))
1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1282 if (object::can_merge (op, tmp))
1271 */ 1283 {
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1284 op->nrof += tmp->nrof;
1273 more->map = get_map_from_coord(m, &more->x, &more->y); 1285 tmp->destroy ();
1274 } else if (!more->map) {
1275 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent.
1277 */
1278 more->map = m;
1279 } 1286 }
1280 1287
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1288 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1282 if ( ! op->head) 1289 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1290
1284 return NULL; 1291 if (!QUERY_FLAG (op, FLAG_ALIVE))
1292 CLEAR_FLAG (op, FLAG_NO_STEAL);
1293
1294 if (flag & INS_BELOW_ORIGINATOR)
1295 {
1296 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1297 {
1298 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1299 abort ();
1285 } 1300 }
1301
1302 op->above = originator;
1303 op->below = originator->below;
1304
1305 if (op->below)
1306 op->below->above = op;
1307 else
1308 ms.bot = op;
1309
1310 /* since *below* originator, no need to update top */
1311 originator->below = op;
1312 }
1313 else
1286 } 1314 {
1287 CLEAR_FLAG(op,FLAG_REMOVED); 1315 top = ms.bot;
1288 1316
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* If there are other objects, then */
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1318 if ((!(flag & INS_MAP_LOAD)) && top)
1291 * need extra work 1319 {
1292 */ 1320 object *last = 0;
1293 op->map=get_map_from_coord(m, &op->x, &op->y);
1294 x = op->x;
1295 y = op->y;
1296 1321
1297 /* this has to be done after we translate the coordinates. 1322 /*
1298 */ 1323 * If there are multiple objects on this space, we do some trickier handling.
1299 if(op->nrof && !(flag & INS_NO_MERGE)) { 1324 * We've already dealt with merging if appropriate.
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1325 * Generally, we want to put the new object on top. But if
1301 if (CAN_MERGE(op,tmp)) { 1326 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1302 op->nrof+=tmp->nrof; 1327 * floor, we want to insert above that and no further.
1303 remove_ob(tmp); 1328 * Also, if there are spell objects on this space, we stop processing
1304 free_object(tmp); 1329 * once we get to them. This reduces the need to traverse over all of
1330 * them when adding another one - this saves quite a bit of cpu time
1331 * when lots of spells are cast in one area. Currently, it is presumed
1332 * that flying non pickable objects are spell objects.
1333 */
1334 for (top = ms.bot; top; top = top->above)
1335 {
1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1337 floor = top;
1338
1339 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1340 {
1341 /* We insert above top, so we want this object below this */
1342 top = top->below;
1343 break;
1344 }
1345
1346 last = top;
1305 } 1347 }
1306 }
1307 1348
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1349 /* Don't want top to be NULL, so set it to the last valid object */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1350 top = last;
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312 1351
1313 if (flag & INS_BELOW_ORIGINATOR) { 1352 /* We let update_position deal with figuring out what the space
1314 if (originator->map != op->map || originator->x != op->x || 1353 * looks like instead of lots of conditions here.
1315 originator->y != op->y) { 1354 * makes things faster, and effectively the same result.
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1355 */
1317 abort(); 1356
1357 /* Have object 'fall below' other objects that block view.
1358 * Unless those objects are exits.
1359 * If INS_ON_TOP is used, don't do this processing
1360 * Need to find the object that in fact blocks view, otherwise
1361 * stacking is a bit odd.
1362 */
1363 if (!(flag & INS_ON_TOP)
1364 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility))
1366 {
1367 for (last = top; last != floor; last = last->below)
1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1369 break;
1370
1371 /* Check to see if we found the object that blocks view,
1372 * and make sure we have a below pointer for it so that
1373 * we can get inserted below this one, which requires we
1374 * set top to the object below us.
1375 */
1376 if (last && last->below && last != floor)
1377 top = last->below;
1378 }
1379 } /* If objects on this space */
1380 if (flag & INS_MAP_LOAD)
1381 top = ms.top;
1382
1383 if (flag & INS_ABOVE_FLOOR_ONLY)
1384 top = floor;
1385
1386 /* Top is the object that our object (op) is going to get inserted above.
1387 */
1388
1389 /* First object on this space */
1390 if (!top)
1391 {
1392 op->above = ms.bot;
1393
1394 if (op->above)
1395 op->above->below = op;
1396
1397 op->below = 0;
1398 ms.bot = op;
1318 } 1399 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else { 1400 else
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /*
1330 * If there are multiple objects on this space, we do some trickier handling.
1331 * We've already dealt with merging if appropriate.
1332 * Generally, we want to put the new object on top. But if
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * floor, we want to insert above that and no further.
1335 * Also, if there are spell objects on this space, we stop processing
1336 * once we get to them. This reduces the need to traverse over all of
1337 * them when adding another one - this saves quite a bit of cpu time
1338 * when lots of spells are cast in one area. Currently, it is presumed
1339 * that flying non pickable objects are spell objects.
1340 */
1341
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above;
1355 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */
1383 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y);
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */
1389
1390 /* First object on this space */
1391 if (!top) {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y);
1393 if (op->above) op->above->below = op;
1394 op->below = NULL;
1395 SET_MAP_OB(op->map, op->x, op->y, op);
1396 } else { /* get inserted into the stack above top */ 1401 { /* get inserted into the stack above top */
1397 op->above = top->above; 1402 op->above = top->above;
1403
1404 if (op->above)
1398 if (op->above) op->above->below = op; 1405 op->above->below = op;
1406
1399 op->below = top; 1407 op->below = top;
1400 top->above = op; 1408 top->above = op;
1401 } 1409 }
1410
1402 if (op->above==NULL) 1411 if (!op->above)
1403 SET_MAP_TOP(op->map,op->x, op->y, op); 1412 ms.top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */ 1413 } /* else not INS_BELOW_ORIGINATOR */
1405 1414
1406 if(op->type==PLAYER) 1415 if (op->type == PLAYER)
1416 {
1407 op->contr->do_los=1; 1417 op->contr->do_los = 1;
1418 ++op->map->players;
1419 op->map->touch ();
1420 }
1408 1421
1422 op->map->dirty = true;
1423
1409 /* If we have a floor, we know the player, if any, will be above 1424 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there. 1425 * it, so save a few ticks and start from there.
1411 */ 1426 */
1412 if (!(flag & INS_MAP_LOAD)) 1427 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1428 if (object *pl = ms.player ())
1414 if (tmp->type == PLAYER) 1429 if (pl->contr->ns)
1415 tmp->contr->socket.update_look=1; 1430 pl->contr->ns->floorbox_update ();
1416 }
1417 1431
1418 /* If this object glows, it may affect lighting conditions that are 1432 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really 1433 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players 1434 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well 1435 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1425 * of effect may be sufficient. 1439 * of effect may be sufficient.
1426 */ 1440 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1441 if (op->map->darkness && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y); 1442 update_all_los (op->map, op->x, op->y);
1429 1443
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1444 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT); 1445 update_object (op, UP_OBJ_INSERT);
1433 1446
1447 INVOKE_OBJECT (INSERT, op);
1434 1448
1435 /* Don't know if moving this to the end will break anything. However, 1449 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this. 1450 * we want to have floorbox_update called before calling this.
1437 * 1451 *
1438 * check_move_on() must be after this because code called from 1452 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like 1453 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by 1454 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object(). 1455 * update_object().
1442 */ 1456 */
1443 1457
1444 /* if this is not the head or flag has been passed, don't check walk on status */ 1458 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1459 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1460 {
1447 if (check_move_on(op, originator)) 1461 if (check_move_on (op, originator))
1448 return NULL; 1462 return 0;
1449 1463
1450 /* If we are a multi part object, lets work our way through the check 1464 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1465 * walk on's.
1452 */ 1466 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1467 for (object *tmp = op->more; tmp; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1468 if (check_move_on (tmp, originator))
1455 return NULL; 1469 return 0;
1456 } 1470 }
1471
1457 return op; 1472 return op;
1458} 1473}
1459 1474
1460/* this function inserts an object in the map, but if it 1475/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1476 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1477 * op is the object to insert it under: supplies x and the map.
1463 */ 1478 */
1479void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1480replace_insert_ob_in_map (const char *arch_string, object *op)
1465 object *tmp; 1481{
1466 object *tmp1; 1482 object *tmp, *tmp1;
1467 1483
1468 /* first search for itself and remove any old instances */ 1484 /* first search for itself and remove any old instances */
1469 1485
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1486 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1487 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1488 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1489
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1490 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1491
1479 1492 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1493 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1494 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1495}
1496
1497object *
1498object::insert_at (object *where, object *originator, int flags)
1499{
1500 return where->map->insert (this, where->x, where->y, originator, flags);
1501}
1483 1502
1484/* 1503/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1505 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1506 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1507 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1508 * global static errmsg array.
1490 */ 1509 */
1491 1510object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1511get_split_ob (object *orig_ob, uint32 nr)
1512{
1493 object *newob; 1513 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1514 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1515
1496 if(orig_ob->nrof<nr) { 1516 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1517 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1518 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1519 return NULL;
1500 } 1520 }
1521
1501 newob = object_create_clone(orig_ob); 1522 newob = object_create_clone (orig_ob);
1523
1502 if((orig_ob->nrof-=nr)<1) { 1524 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1525 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1526 else if (!is_removed)
1527 {
1508 if(orig_ob->env!=NULL) 1528 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1529 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1530 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1531 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1532 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n"); 1533 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1534 return NULL;
1515 } 1535 }
1516 } 1536 }
1537
1517 newob->nrof=nr; 1538 newob->nrof = nr;
1518 1539
1519 return newob; 1540 return newob;
1520} 1541}
1521 1542
1522/* 1543/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1544 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1545 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1546 * is subsequently removed and freed.
1526 * 1547 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1548 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1549 */
1529 1550object *
1530object *decrease_ob_nr (object *op, uint32 i) 1551decrease_ob_nr (object *op, uint32 i)
1531{ 1552{
1532 object *tmp; 1553 object *tmp;
1533 player *pl;
1534 1554
1535 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1556 return op;
1537 1557
1538 if (i > op->nrof) 1558 if (i > op->nrof)
1539 i = op->nrof; 1559 i = op->nrof;
1540 1560
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
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_all_players (pl)
1577 if (pl->ob->container == op->env)
1578 {
1579 tmp = pl->ob;
1580 break;
1581 }
1582
1583 if (i < op->nrof)
1584 {
1585 sub_weight (op->env, op->weight * i);
1586 op->nrof -= i;
1587 if (tmp)
1588 esrv_send_item (tmp, op);
1589 }
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 if (tmp)
1595 esrv_del_item (tmp->contr, op->count);
1596 }
1542 { 1597 }
1598 else
1599 {
1600 object *above = op->above;
1601
1602 if (i < op->nrof)
1543 op->nrof -= i; 1603 op->nrof -= i;
1544 } 1604 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */ 1605 {
1550 tmp = is_player_inv (op->env); 1606 op->remove ();
1551 /* nope. Is this a container the player has opened? 1607 op->nrof = 0;
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1608 }
1563 1609
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op);
1572 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1610 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1611 for (tmp = above; tmp; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1612 if (tmp->type == PLAYER)
1613 {
1591 if (op->nrof) 1614 if (op->nrof)
1592 esrv_send_item(tmp, op); 1615 esrv_send_item (tmp, op);
1593 else 1616 else
1594 esrv_del_item(tmp->contr, op->count); 1617 esrv_del_item (tmp->contr, op->count);
1595 } 1618 }
1596 } 1619 }
1597 1620
1598 if (op->nrof) { 1621 if (op->nrof)
1599 return op; 1622 return op;
1600 } else { 1623 else
1601 free_object (op); 1624 {
1625 op->destroy ();
1602 return NULL; 1626 return 0;
1603 } 1627 }
1604} 1628}
1605 1629
1606/* 1630/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1631 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1632 * and also updates how much the environment(s) is/are carrying.
1609 */ 1633 */
1610 1634void
1611void add_weight (object *op, signed long weight) { 1635add_weight (object *op, signed long weight)
1636{
1612 while (op!=NULL) { 1637 while (op != NULL)
1638 {
1613 if (op->type == CONTAINER) { 1639 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1640 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1641
1616 op->carrying+=weight; 1642 op->carrying += weight;
1617 op=op->env; 1643 op = op->env;
1618 } 1644 }
1619} 1645}
1620 1646
1647object *
1648insert_ob_in_ob (object *op, object *where)
1649{
1650 if (!where)
1651 {
1652 char *dump = dump_object (op);
1653 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1654 free (dump);
1655 return op;
1656 }
1657
1658 if (where->head_ () != where)
1659 {
1660 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1661 where = where->head;
1662 }
1663
1664 return where->insert (op);
1665}
1666
1621/* 1667/*
1622 * insert_ob_in_ob(op,environment): 1668 * env->insert (op)
1623 * This function inserts the object op in the linked list 1669 * This function inserts the object op in the linked list
1624 * inside the object environment. 1670 * inside the object environment.
1625 * 1671 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * The function returns now pointer to inserted item, and return value can 1672 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1673 * be != op, if items are merged. -Tero
1633 */ 1674 */
1634 1675object *
1635object *insert_ob_in_ob(object *op,object *where) { 1676object::insert (object *op)
1677{
1636 object *tmp, *otmp; 1678 object *tmp, *otmp;
1637 1679
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1680 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1681 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1682
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) { 1683 if (op->more)
1684 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1685 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1686 return op;
1657 } 1687 }
1688
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1689 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1690 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1691 if (op->nrof)
1692 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1693 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1694 if (object::can_merge (tmp, op))
1695 {
1663 /* return the original object and remove inserted object 1696 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1697 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1698 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1699 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1700 * tmp->nrof, we need to increase the weight.
1668 */ 1701 */
1669 add_weight (where, op->weight*op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1703 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1704 op->destroy (); /* free the inserted object */
1672 op = tmp; 1705 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1706 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1707 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1708 break;
1676 } 1709 }
1677 1710
1678 /* I assume combined objects have no inventory 1711 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1712 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1713 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do 1714 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1715 * the linking below
1683 */ 1716 */
1684 add_weight (where, op->weight*op->nrof); 1717 add_weight (this, op->weight * op->nrof);
1718 }
1685 } else 1719 else
1686 add_weight (where, (op->weight+op->carrying)); 1720 add_weight (this, (op->weight + op->carrying));
1687 1721
1688 otmp=is_player_inv(where); 1722 otmp = this->in_player ();
1689 if (otmp&&otmp->contr!=NULL) { 1723 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1724 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1725 otmp->update_stats ();
1692 }
1693 1726
1694 op->map=NULL; 1727 op->map = 0;
1695 op->env=where; 1728 op->env = this;
1696 op->above=NULL; 1729 op->above = 0;
1697 op->below=NULL; 1730 op->below = 0;
1698 op->x=0,op->y=0; 1731 op->x = 0, op->y = 0;
1699 1732
1700 /* reset the light list and los of the players on the map */ 1733 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1734 if ((op->glow_radius != 0) && map)
1702 { 1735 {
1703#ifdef DEBUG_LIGHTS 1736#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1737 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1738#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1739 if (map->darkness)
1740 update_all_los (map, x, y);
1708 } 1741 }
1709 1742
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1743 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1744 * It sure simplifies this function...
1712 */ 1745 */
1713 if (where->inv==NULL) 1746 if (!inv)
1714 where->inv=op; 1747 inv = op;
1715 else { 1748 else
1749 {
1716 op->below = where->inv; 1750 op->below = inv;
1717 op->below->above = op; 1751 op->below->above = op;
1718 where->inv = op; 1752 inv = op;
1719 } 1753 }
1754
1755 INVOKE_OBJECT (INSERT, this);
1756
1720 return op; 1757 return op;
1721} 1758}
1722 1759
1723/* 1760/*
1724 * Checks if any objects has a move_type that matches objects 1761 * Checks if any objects has a move_type that matches objects
1738 * 1775 *
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1776 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1777 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1778 * on top.
1742 */ 1779 */
1743 1780int
1744int check_move_on (object *op, object *originator) 1781check_move_on (object *op, object *originator)
1745{ 1782{
1746 object *tmp; 1783 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1784 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1785 int x = op->x, y = op->y;
1786
1750 MoveType move_on, move_slow, move_block; 1787 MoveType move_on, move_slow, move_block;
1751 1788
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1789 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1790 return 0;
1754 1791
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1792 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1793 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1794 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1795
1761 /* if nothing on this space will slow op down or be applied, 1796 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1797 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1798 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1799 * as walking.
1765 */ 1800 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1801 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1802 return 0;
1768 1803
1769 /* This is basically inverse logic of that below - basically, 1804 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1805 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1806 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1807 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1808 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1810 return 0;
1776 1811
1777 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1779 */ 1814 */
1780 1815
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1816 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1817 {
1783 /* Trim the search when we find the first other spell effect 1818 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1819 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1820 * we don't need to check all of them.
1786 */ 1821 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1822 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1823 break;
1824 }
1825
1826 for (; tmp; tmp = tmp->below)
1788 } 1827 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1828 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1829 continue; /* Can't apply yourself */
1791 1830
1792 /* Check to see if one of the movement types should be slowed down. 1831 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1832 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1833 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1834 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1835 * swim on that space, can't use it to avoid the penalty.
1797 */ 1836 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1837 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1838 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1839 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1840 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1841 {
1802 1842
1803 float diff; 1843 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1844 diff = tmp->move_slow_penalty * fabs (op->speed);
1845
1806 if (op->type == PLAYER) { 1846 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1847 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1848 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1849 diff /= 4.0;
1810 } 1850
1811 }
1812 op->speed_left -= diff; 1851 op->speed_left -= diff;
1813 } 1852 }
1814 } 1853 }
1815 1854
1816 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1858 {
1821 move_apply(tmp, op, originator); 1859 move_apply (tmp, op, originator);
1860
1822 if (was_destroyed (op, tag)) 1861 if (op->destroyed ())
1823 return 1; 1862 return 1;
1824 1863
1825 /* what the person/creature stepped onto has moved the object 1864 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1865 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1866 * have a feeling strange problems would result.
1828 */ 1867 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1868 if (op->map != m || op->x != x || op->y != y)
1869 return 0;
1830 } 1870 }
1831 } 1871 }
1872
1832 return 0; 1873 return 0;
1833} 1874}
1834 1875
1835/* 1876/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1877 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1878 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1839 */ 1880 */
1840 1881object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1882present_arch (const archetype *at, maptile *m, int x, int y)
1842 object *tmp; 1883{
1843 if(m==NULL || out_of_map(m,x,y)) { 1884 if (!m || out_of_map (m, x, y))
1885 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1886 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1887 return NULL;
1846 } 1888 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1889
1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1848 if(tmp->arch == at) 1891 if (tmp->arch == at)
1849 return tmp; 1892 return tmp;
1893
1850 return NULL; 1894 return NULL;
1851} 1895}
1852 1896
1853/* 1897/*
1854 * present(type, map, x, y) searches for any objects with 1898 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1899 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1900 * The first matching object is returned, or NULL if none.
1857 */ 1901 */
1858 1902object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1903present (unsigned char type, maptile *m, int x, int y)
1860 object *tmp; 1904{
1861 if(out_of_map(m,x,y)) { 1905 if (out_of_map (m, x, y))
1906 {
1862 LOG(llevError,"Present called outside map.\n"); 1907 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1908 return NULL;
1864 } 1909 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1910
1911 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1866 if(tmp->type==type) 1912 if (tmp->type == type)
1867 return tmp; 1913 return tmp;
1914
1868 return NULL; 1915 return NULL;
1869} 1916}
1870 1917
1871/* 1918/*
1872 * present_in_ob(type, object) searches for any objects with 1919 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1920 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1921 * The first matching object is returned, or NULL if none.
1875 */ 1922 */
1876 1923object *
1877object *present_in_ob(unsigned char type, const object *op) { 1924present_in_ob (unsigned char type, const object *op)
1878 object *tmp; 1925{
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1927 if (tmp->type == type)
1881 return tmp; 1928 return tmp;
1929
1882 return NULL; 1930 return NULL;
1883} 1931}
1884 1932
1885/* 1933/*
1886 * present_in_ob (type, str, object) searches for any objects with 1934 * present_in_ob (type, str, object) searches for any objects with
1894 * str is the string to match against. Note that we match against 1942 * str is the string to match against. Note that we match against
1895 * the object name, not the archetype name. this is so that the 1943 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 1944 * spell code can use one object type (force), but change it's name
1897 * to be unique. 1945 * to be unique.
1898 */ 1946 */
1899 1947object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 1948present_in_ob_by_name (int type, const char *str, const object *op)
1901 object *tmp; 1949{
1902
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1951 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 1952 return tmp;
1906 } 1953
1907 return NULL; 1954 return 0;
1908} 1955}
1909 1956
1910/* 1957/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 1958 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 1959 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 1960 * The first matching object is returned, or NULL if none.
1914 */ 1961 */
1915 1962object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 1963present_arch_in_ob (const archetype *at, const object *op)
1917 object *tmp; 1964{
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 1966 if (tmp->arch == at)
1920 return tmp; 1967 return tmp;
1968
1921 return NULL; 1969 return NULL;
1922} 1970}
1923 1971
1924/* 1972/*
1925 * activate recursively a flag on an object inventory 1973 * activate recursively a flag on an object inventory
1926 */ 1974 */
1975void
1927void flag_inv(object*op, int flag){ 1976flag_inv (object *op, int flag)
1928 object *tmp; 1977{
1929 if(op->inv) 1978 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1979 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1980 {
1931 SET_FLAG(tmp, flag); 1981 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 1982 flag_inv (tmp, flag);
1933 } 1983 }
1984}
1985
1934}/* 1986/*
1935 * desactivate recursively a flag on an object inventory 1987 * deactivate recursively a flag on an object inventory
1936 */ 1988 */
1989void
1937void unflag_inv(object*op, int flag){ 1990unflag_inv (object *op, int flag)
1938 object *tmp; 1991{
1939 if(op->inv) 1992 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1993 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1994 {
1941 CLEAR_FLAG(tmp, flag); 1995 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 1996 unflag_inv (tmp, flag);
1943 } 1997 }
1944}
1945
1946/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function.
1951 */
1952
1953void set_cheat(object *op) {
1954 SET_FLAG(op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ);
1956} 1998}
1957 1999
1958/* 2000/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 2001 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 2002 * a spot at the given map and coordinates which will be able to contain
1974 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1975 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 2019 * customized, changed states, etc.
1978 */ 2020 */
1979 2021int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2023{
1981 int i,index=0, flag; 2024 int index = 0, flag;
1982 static int altern[SIZEOFFREE]; 2025 int altern[SIZEOFFREE];
1983 2026
1984 for(i=start;i<stop;i++) { 2027 for (int i = start; i < stop; i++)
2028 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2029 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 2030 if (!flag)
1987 altern[index++]=i; 2031 altern [index++] = i;
1988 2032
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2033 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 2034 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 2035 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 2036 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 2037 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2038 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2039 * won't look 2 spaces south of the target space.
1996 */ 2040 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2041 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2042 stop = maxfree[i];
1999 } 2043 }
2000 if(!index) return -1;
2001 return altern[RANDOM()%index];
2002}
2003 2044
2045 if (!index)
2046 return -1;
2047
2048 return altern [rndm (index)];
2049}
2050
2004/* 2051/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2052 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2053 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2054 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2055 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2056 */
2010 2057int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2058find_first_free_spot (const object *ob, maptile *m, int x, int y)
2012 int i; 2059{
2013 for(i=0;i<SIZEOFFREE;i++) { 2060 for (int i = 0; i < SIZEOFFREE; i++)
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2061 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2062 return i;
2016 } 2063
2017 return -1; 2064 return -1;
2018} 2065}
2019 2066
2020/* 2067/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2068 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2069 * arr[begin..end-1].
2070 * now uses a fisher-yates shuffle, old permute was broken
2023 */ 2071 */
2072static void
2024static void permute(int *arr, int begin, int end) 2073permute (int *arr, int begin, int end)
2025{ 2074{
2026 int i, j, tmp, len; 2075 arr += begin;
2076 end -= begin;
2027 2077
2028 len = end-begin; 2078 while (--end)
2029 for(i = begin; i < end; i++) 2079 swap (arr [end], arr [rndm (end + 1)]);
2030 {
2031 j = begin+RANDOM()%len;
2032
2033 tmp = arr[i];
2034 arr[i] = arr[j];
2035 arr[j] = tmp;
2036 }
2037} 2080}
2038 2081
2039/* new function to make monster searching more efficient, and effective! 2082/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2083 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2084 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2085 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2086 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2087 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2088 */
2089void
2046void get_search_arr(int *search_arr) 2090get_search_arr (int *search_arr)
2047{ 2091{
2048 int i; 2092 int i;
2049 2093
2050 for(i = 0; i < SIZEOFFREE; i++) 2094 for (i = 0; i < SIZEOFFREE; i++)
2051 {
2052 search_arr[i] = i; 2095 search_arr[i] = i;
2053 }
2054 2096
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2097 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2098 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2099 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2100}
2059 2101
2060/* 2102/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2103 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2104 * given map at the given coordinates for live objects.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude 2109 * Perhaps incorrectly, but I'm making the assumption that exclude
2068 * is actually want is going to try and move there. We need this info 2110 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2111 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2112 * there is capable of.
2071 */ 2113 */
2072 2114int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2115find_dir (maptile *m, int x, int y, object *exclude)
2116{
2074 int i,max=SIZEOFFREE, mflags; 2117 int i, max = SIZEOFFREE, mflags;
2118
2075 sint16 nx, ny; 2119 sint16 nx, ny;
2076 object *tmp; 2120 object *tmp;
2077 mapstruct *mp; 2121 maptile *mp;
2122
2078 MoveType blocked, move_type; 2123 MoveType blocked, move_type;
2079 2124
2080 if (exclude && exclude->head) { 2125 if (exclude && exclude->head_ () != exclude)
2126 {
2081 exclude = exclude->head; 2127 exclude = exclude->head;
2082 move_type = exclude->move_type; 2128 move_type = exclude->move_type;
2083 } else { 2129 }
2130 else
2131 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2132 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2133 move_type = MOVE_ALL;
2134 }
2135
2136 for (i = 1; i < max; i++)
2086 } 2137 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2138 mp = m;
2090 nx = x + freearr_x[i]; 2139 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2140 ny = y + freearr_y[i];
2092 2141
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2142 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2143
2094 if (mflags & P_OUT_OF_MAP) { 2144 if (mflags & P_OUT_OF_MAP)
2145 max = maxfree[i];
2146 else
2147 {
2148 mapspace &ms = mp->at (nx, ny);
2149
2150 blocked = ms.move_block;
2151
2152 if ((move_type & blocked) == move_type)
2095 max = maxfree[i]; 2153 max = maxfree[i];
2096 } else {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2098
2099 if ((move_type & blocked) == move_type) {
2100 max=maxfree[i];
2101 } else if (mflags & P_IS_ALIVE) { 2154 else if (mflags & P_IS_ALIVE)
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2155 {
2156 for (tmp = ms.bot; tmp; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2105 break; 2159 break;
2106 } 2160
2107 }
2108 if(tmp) { 2161 if (tmp)
2109 return freedir[i]; 2162 return freedir[i];
2110 }
2111 } 2163 }
2112 } 2164 }
2113 } 2165 }
2166
2114 return 0; 2167 return 0;
2115} 2168}
2116 2169
2117/* 2170/*
2118 * distance(object 1, object 2) will return the square of the 2171 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2172 * distance between the two given objects.
2120 */ 2173 */
2121 2174int
2122int distance(const object *ob1, const object *ob2) { 2175distance (const object *ob1, const object *ob2)
2123 int i; 2176{
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2177 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2126 return i;
2127} 2178}
2128 2179
2129/* 2180/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2181 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2182 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2183 * object, needs to travel toward it.
2133 */ 2184 */
2134 2185int
2135int find_dir_2(int x, int y) { 2186find_dir_2 (int x, int y)
2187{
2136 int q; 2188 int q;
2137 2189
2138 if(y) 2190 if (y)
2139 q=x*100/y; 2191 q = x * 100 / y;
2140 else if (x) 2192 else if (x)
2141 q= -300*x; 2193 q = -300 * x;
2142 else 2194 else
2143 return 0; 2195 return 0;
2144 2196
2145 if(y>0) { 2197 if (y > 0)
2198 {
2146 if(q < -242) 2199 if (q < -242)
2147 return 3 ; 2200 return 3;
2148 if (q < -41) 2201 if (q < -41)
2149 return 2 ; 2202 return 2;
2150 if (q < 41) 2203 if (q < 41)
2151 return 1 ; 2204 return 1;
2152 if (q < 242) 2205 if (q < 242)
2153 return 8 ; 2206 return 8;
2154 return 7 ; 2207 return 7;
2155 } 2208 }
2156 2209
2157 if (q < -242) 2210 if (q < -242)
2158 return 7 ; 2211 return 7;
2159 if (q < -41) 2212 if (q < -41)
2160 return 6 ; 2213 return 6;
2161 if (q < 41) 2214 if (q < 41)
2162 return 5 ; 2215 return 5;
2163 if (q < 242) 2216 if (q < 242)
2164 return 4 ; 2217 return 4;
2165 2218
2166 return 3 ; 2219 return 3;
2167}
2168
2169/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int absdir(int d) {
2176 while(d<1) d+=8;
2177 while(d>8) d-=8;
2178 return d;
2179} 2220}
2180 2221
2181/* 2222/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2224 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2225 */
2185 2226int
2186int dirdiff(int dir1, int dir2) { 2227dirdiff (int dir1, int dir2)
2228{
2187 int d; 2229 int d;
2230
2188 d = abs(dir1 - dir2); 2231 d = abs (dir1 - dir2);
2189 if(d>4) 2232 if (d > 4)
2190 d = 8 - d; 2233 d = 8 - d;
2234
2191 return d; 2235 return d;
2192} 2236}
2193 2237
2194/* peterm: 2238/* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2239 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2198 * This basically means that if direction is 15, then it could either go 2242 * This basically means that if direction is 15, then it could either go
2199 * direction 4, 14, or 16 to get back to where we are. 2243 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2244 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2245 * functions.
2202 */ 2246 */
2203
2204int reduction_dir[SIZEOFFREE][3] = { 2247int reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2248 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2249 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2250 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2251 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2252 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2253 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2254 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2255 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2256 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2257 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2258 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2259 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2260 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2261 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2262 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2263 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2264 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2265 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2266 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2267 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2268 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2269 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2270 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2271 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2272 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2273 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2274 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2275 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2276 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2277 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2278 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2279 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2280 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2281 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2282 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2283 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2284 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2285 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2286 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2287 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2288 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2289 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2290 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2291 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2292 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2293 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2294 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2295 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2296 {24, 9, -1}
2297}; /* 48 */
2254 2298
2255/* Recursive routine to step back and see if we can 2299/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2300 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2301 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2302 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2303 * Modified to be map tile aware -.MSW
2260 */ 2304 */
2261 2305int
2262
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2306can_see_monsterP (maptile *m, int x, int y, int dir)
2307{
2264 sint16 dx, dy; 2308 sint16 dx, dy;
2265 int mflags; 2309 int mflags;
2266 2310
2311 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2312 return 0; /* exit condition: invalid direction */
2268 2313
2269 dx = x + freearr_x[dir]; 2314 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2315 dy = y + freearr_y[dir];
2271 2316
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2317 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2318
2274 /* This functional arguably was incorrect before - it was 2319 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2320 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2321 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2322 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2323 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2324 * at least its move type.
2280 */ 2325 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2326 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2327 return 0;
2282 2328
2283 /* yes, can see. */ 2329 /* yes, can see. */
2284 if(dir < 9) return 1; 2330 if (dir < 9)
2331 return 1;
2332
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2333 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2334 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288} 2336}
2289 2337
2290
2291
2292/* 2338/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2339 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2340 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2341 * picked up, otherwise 0.
2296 * 2342 *
2298 * core dumps if they do. 2344 * core dumps if they do.
2299 * 2345 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2346 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2347 */
2302 2348
2349int
2303int can_pick(const object *who, const object *item) { 2350can_pick (const object *who, const object *item)
2351{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2354 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2355}
2309
2310 2356
2311/* 2357/*
2312 * create clone from object to another 2358 * create clone from object to another
2313 */ 2359 */
2360object *
2314object *object_create_clone (object *asrc) { 2361object_create_clone (object *asrc)
2362{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2316 2364
2317 if(!asrc) return NULL; 2365 if (!asrc)
2318 src = asrc; 2366 return 0;
2319 if(src->head) 2367
2320 src = src->head; 2368 src = asrc->head_ ();
2321 2369
2322 prev = NULL; 2370 prev = 0;
2323 for(part = src; part; part = part->more) { 2371 for (object *part = src; part; part = part->more)
2324 tmp = get_object(); 2372 {
2325 copy_object(part,tmp); 2373 tmp = part->clone ();
2326 tmp->x -= src->x; 2374 tmp->x -= src->x;
2327 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2328 if(!part->head) { 2377 if (!part->head)
2378 {
2329 dst = tmp; 2379 dst = tmp;
2330 tmp->head = NULL;
2331 } else {
2332 tmp->head = dst; 2380 tmp->head = 0;
2333 } 2381 }
2382 else
2383 tmp->head = dst;
2384
2334 tmp->more = NULL; 2385 tmp->more = 0;
2386
2335 if(prev) 2387 if (prev)
2336 prev->more = tmp; 2388 prev->more = tmp;
2389
2337 prev = tmp; 2390 prev = tmp;
2338 } 2391 }
2339 /*** copy inventory ***/ 2392
2340 for(item = src->inv; item; item = item->below) { 2393 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2395
2344 return dst; 2396 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353}
2354
2355/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */
2361
2362object* load_object_str(const char *obstr)
2363{
2364 object *op;
2365 char filename[MAX_BUF];
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2367
2368 FILE *tempfile=fopen(filename,"w");
2369 if (tempfile == NULL)
2370 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n");
2372 return NULL;
2373 };
2374 fprintf(tempfile,obstr);
2375 fclose(tempfile);
2376
2377 op=get_object();
2378
2379 object_thawer thawer (filename);
2380
2381 if (thawer)
2382 load_object(thawer,op,0);
2383
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED);
2386
2387 return op;
2388} 2397}
2389 2398
2390/* This returns the first object in who's inventory that 2399/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2400 * has the same type and subtype match.
2392 * returns NULL if no match. 2401 * returns NULL if no match.
2393 */ 2402 */
2403object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2404find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2405{
2396 object *tmp;
2397
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2406 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2407 if (tmp->type == type && tmp->subtype == subtype)
2408 return tmp;
2400 2409
2401 return NULL; 2410 return 0;
2402} 2411}
2403 2412
2404/* If ob has a field named key, return the link from the list, 2413/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2414 * otherwise return NULL.
2406 * 2415 *
2407 * key must be a passed in shared string - otherwise, this won't 2416 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2417 * do the desired thing.
2409 */ 2418 */
2419key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2420get_ob_key_link (const object *ob, const char *key)
2411 key_value * link; 2421{
2412
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2422 for (key_value *link = ob->key_values; link; link = link->next)
2414 if (link->key == key) { 2423 if (link->key == key)
2415 return link; 2424 return link;
2416 } 2425
2417 } 2426 return 0;
2418 2427}
2419 return NULL;
2420}
2421 2428
2422/* 2429/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2430 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2431 *
2425 * The argument doesn't need to be a shared string. 2432 * The argument doesn't need to be a shared string.
2426 * 2433 *
2427 * The returned string is shared. 2434 * The returned string is shared.
2428 */ 2435 */
2436const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2437get_ob_key_value (const object *op, const char *const key)
2438{
2430 key_value * link; 2439 key_value *link;
2431 const char * canonical_key; 2440 shstr_cmp canonical_key (key);
2441
2442 if (!canonical_key)
2432 2443 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2444 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2445 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2446 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2447 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2448 */
2441 return NULL; 2449 return 0;
2442 } 2450 }
2443 2451
2444 /* This is copied from get_ob_key_link() above - 2452 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2453 * only 4 lines, and saves the function call overhead.
2446 */ 2454 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2455 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2456 if (link->key == canonical_key)
2449 return link->value; 2457 return link->value;
2450 }
2451 }
2452 return NULL;
2453}
2454 2458
2459 return 0;
2460}
2455 2461
2456/* 2462/*
2457 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2458 * 2464 *
2459 * canonical_key is a shared string (value doesn't have to be). 2465 * canonical_key is a shared string (value doesn't have to be).
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2467 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2468 * keys.
2463 * 2469 *
2464 * Returns TRUE on success. 2470 * Returns TRUE on success.
2465 */ 2471 */
2472int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2474{
2467 key_value * field = NULL, *last=NULL; 2475 key_value *field = NULL, *last = NULL;
2468 2476
2469 for (field=op->key_values; field != NULL; field=field->next) { 2477 for (field = op->key_values; field != NULL; field = field->next)
2478 {
2470 if (field->key != canonical_key) { 2479 if (field->key != canonical_key)
2480 {
2471 last = field; 2481 last = field;
2472 continue; 2482 continue;
2473 } 2483 }
2474 2484
2475 if (value) 2485 if (value)
2476 field->value = value; 2486 field->value = value;
2477 else { 2487 else
2488 {
2478 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2492 * we get this value back again.
2482 */ 2493 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2484 field->value = 0; 2495 field->value = 0;
2496 else
2497 {
2498 if (last)
2499 last->next = field->next;
2485 else 2500 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2501 op->key_values = field->next;
2489 2502
2490 delete field; 2503 delete field;
2491 } 2504 }
2492 } 2505 }
2493 return TRUE; 2506 return TRUE;
2494 } 2507 }
2495 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2496 2509
2497 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2498 2511
2499 if (!add_key) { 2512 if (!add_key)
2500 return FALSE; 2513 return FALSE;
2501 } 2514
2502 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2506 * should pass in "" 2519 * should pass in ""
2507 */ 2520 */
2508 if (value == NULL) return TRUE; 2521 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2522 return TRUE;
2523
2524 field = new key_value;
2525
2526 field->key = canonical_key;
2527 field->value = value;
2528 /* Usual prepend-addition. */
2529 field->next = op->key_values;
2530 op->key_values = field;
2531
2532 return TRUE;
2519} 2533}
2520 2534
2521/* 2535/*
2522 * Updates the key in op to value. 2536 * Updates the key in op to value.
2523 * 2537 *
2525 * and not add new ones. 2539 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2540 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2541 *
2528 * Returns TRUE on success. 2542 * Returns TRUE on success.
2529 */ 2543 */
2544int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2545set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2546{
2532 shstr key_ (key); 2547 shstr key_ (key);
2548
2533 return set_ob_key_value_s (op, key_, value, add_key); 2549 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2550}
2551
2552object::depth_iterator::depth_iterator (object *container)
2553: iterator_base (container)
2554{
2555 while (item->inv)
2556 item = item->inv;
2557}
2558
2559void
2560object::depth_iterator::next ()
2561{
2562 if (item->below)
2563 {
2564 item = item->below;
2565
2566 while (item->inv)
2567 item = item->inv;
2568 }
2569 else
2570 item = item->env;
2571}
2572
2573const char *
2574object::flag_desc (char *desc, int len) const
2575{
2576 char *p = desc;
2577 bool first = true;
2578
2579 *p = 0;
2580
2581 for (int i = 0; i < NUM_FLAGS; i++)
2582 {
2583 if (len <= 10) // magic constant!
2584 {
2585 snprintf (p, len, ",...");
2586 break;
2587 }
2588
2589 if (flag [i])
2590 {
2591 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2592 len -= cnt;
2593 p += cnt;
2594 first = false;
2595 }
2596 }
2597
2598 return desc;
2599}
2600
2601// return a suitable string describing an object in enough detail to find it
2602const char *
2603object::debug_desc (char *info) const
2604{
2605 char flagdesc[512];
2606 char info2[256 * 4];
2607 char *p = info;
2608
2609 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2610 count, uuid.seq,
2611 &name,
2612 title ? "\",title:\"" : "",
2613 title ? (const char *)title : "",
2614 flag_desc (flagdesc, 512), type);
2615
2616 if (env)
2617 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2618
2619 if (map)
2620 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2621
2622 return info;
2623}
2624
2625const char *
2626object::debug_desc () const
2627{
2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2631 return debug_desc (info [++info_idx % 3]);
2632}
2633
2634struct region *
2635object::region () const
2636{
2637 return map ? map->region (x, y)
2638 : region::default_region ();
2639}
2640
2641const materialtype_t *
2642object::dominant_material () const
2643{
2644 if (materialtype_t *mt = name_to_material (materialname))
2645 return mt;
2646
2647 return name_to_material (shstr_unknown);
2648}
2649
2650void
2651object::open_container (object *new_container)
2652{
2653 if (container == new_container)
2654 return;
2655
2656 if (object *old_container = container)
2657 {
2658 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2659 return;
2660
2661#if 0
2662 // remove the "Close old_container" object.
2663 if (object *closer = old_container->inv)
2664 if (closer->type == CLOSE_CON)
2665 closer->destroy ();
2666#endif
2667
2668 old_container->flag [FLAG_APPLIED] = 0;
2669 container = 0;
2670
2671 esrv_update_item (UPD_FLAGS, this, old_container);
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 }
2674
2675 if (new_container)
2676 {
2677 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2678 return;
2679
2680 // TODO: this does not seem to serve any purpose anymore?
2681#if 0
2682 // insert the "Close Container" object.
2683 if (archetype *closer = new_container->other_arch)
2684 {
2685 object *closer = arch_to_object (new_container->other_arch);
2686 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2687 new_container->insert (closer);
2688 }
2689#endif
2690
2691 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2692
2693 new_container->flag [FLAG_APPLIED] = 1;
2694 container = new_container;
2695
2696 esrv_update_item (UPD_FLAGS, this, new_container);
2697 esrv_send_inventory (this, new_container);
2698 }
2699}
2700
2701object *
2702object::force_find (const shstr name)
2703{
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2710
2711 return 0;
2712}
2713
2714void
2715object::force_add (const shstr name, int duration)
2716{
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731}
2732
2733void
2734object::play_sound (faceidx sound) const
2735{
2736 if (map)
2737 map->play_sound (sound, x, y);
2738}

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