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Comparing deliantra/server/common/object.C (file contents):
Revision 1.12 by elmex, Sun Sep 3 14:33:47 2006 UTC vs.
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC

1/* 1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.12 2006/09/03 14:33:47 elmex Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 41
53object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57short 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,
58 {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,
59 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
60short freearr_y[SIZEOFFREE]= 47};
61 {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,
62 -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
63int maxfree[SIZEOFFREE]= 50};
64 {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,
65 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};
66int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
67 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,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 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};
69 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}
70 135
71/* 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
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
73 key_value * wants_field; 140 key_value *wants_field;
74 141
75 /* 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
76 * 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
77 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
78 */ 145 */
79 146
80 /* For each field in wants, */ 147 /* For each field in wants, */
81 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 {
82 key_value * has_field; 150 key_value *has_field;
83 151
84 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
85 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)
86 156 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 157 /* No field with that name. */
89 return FALSE; 158 return FALSE;
90 }
91 159 }
160
92 /* Found the matching field. */ 161 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
94 /* 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. */
95 return FALSE; 165 return FALSE;
96 } 166 }
97 167
98 /* 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. */
99 }
100 169 }
170
101 /* 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. */
102 return TRUE; 172 return TRUE;
103} 173}
104 174
105/* 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
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
107 /* 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,
108 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
109 */ 181 */
110 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);
111} 183}
112 184
113/* 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
114 * they can be merged together. 186 * they can be merged together.
115 * 187 *
116 * 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
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
119 * 191 *
120 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
121 * 193 *
122 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
123 * check weight 195 * check weight
124 */ 196 */
125 197bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 198{
127
128 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
129 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;
130 206
131 if (ob1->speed != ob2->speed) return 0; 207 //TODO: this ain't working well, use nicer and correct overflow check
132 /* 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
133 * 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
134 * check? 210 * used to store nrof).
135 */ 211 */
136 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))
137 return 0; 261 return 0;
138 262
139 /* 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 */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 264 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 265 return 0;
145 266
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* 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
157 * if it is valid. 268 * if it is valid.
158 */ 269 */
159 } 270 }
160 271
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* 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,
210 * 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
211 * some items equipped, and we don't want those to merge. 274 * some items equipped, and we don't want those to merge.
212 */ 275 */
213 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. */
214 return 0; 299 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
230 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
231 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
232 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
233 return 1; 315 return 1;
316}
317
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
234} 322}
235 323
236/* 324/*
237 * sum_weight() is a recursive function which calculates the weight 325 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 326 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 327 * containers are carrying, and sums it up.
240 */ 328 */
241signed long sum_weight(object *op) { 329long
330sum_weight (object *op)
331{
242 signed long sum; 332 long sum;
243 object *inv; 333 object *inv;
334
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 335 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
336 {
245 if (inv->inv) 337 if (inv->inv)
246 sum_weight(inv); 338 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 339 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 340 }
341
249 if (op->type == CONTAINER && op->stats.Str) 342 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 343 sum = (sum * (100 - op->stats.Str)) / 100;
344
251 if(op->carrying != sum) 345 if (op->carrying != sum)
252 op->carrying = sum; 346 op->carrying = sum;
347
253 return sum; 348 return sum;
254} 349}
255 350
256/** 351/**
257 * Return the outermost environment object for a given object. 352 * Return the outermost environment object for a given object.
258 */ 353 */
259 354
355object *
260object *object_get_env_recursive (object *op) { 356object_get_env_recursive (object *op)
357{
261 while (op->env != NULL) 358 while (op->env != NULL)
262 op = op->env; 359 op = op->env;
263 return op; 360 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 361}
278 362
279/* 363/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 365 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 366 * The result of the dump is stored in the static global errmsg array.
283 */ 367 */
284 368char *
285void dump_object2(object *op) {
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 369dump_object (object *op)
332 if(op==NULL) { 370{
333 strcpy(errmsg,"[NULL pointer]"); 371 if (!op)
334 return; 372 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 373
340void dump_all_objects(void) { 374 object_freezer freezer;
341 object *op; 375 op->write (freezer);
342 for(op=objects;op!=NULL;op=op->next) { 376 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 377}
347 378
348/* 379/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 380 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 381 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 382 * If it's not a multi-object, it is returned.
352 */ 383 */
353 384
385object *
354object *get_nearest_part(object *op, const object *pl) { 386get_nearest_part (object *op, const object *pl)
387{
355 object *tmp,*closest; 388 object *tmp, *closest;
356 int last_dist,i; 389 int last_dist, i;
390
357 if(op->more==NULL) 391 if (op->more == NULL)
358 return op; 392 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 393 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 394 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 395 closest = tmp, last_dist = i;
362 return closest; 396 return closest;
363} 397}
364 398
365/* 399/*
366 * Returns the object which has the count-variable equal to the argument. 400 * Returns the object which has the count-variable equal to the argument.
367 */ 401 */
368 402object *
369object *find_object(tag_t i) { 403find_object (tag_t i)
370 object *op; 404{
371 for(op=objects;op!=NULL;op=op->next) 405 for_all_objects (op)
372 if(op->count==i) 406 if (op->count == i)
373 break;
374 return op; 407 return op;
408
409 return 0;
375} 410}
376 411
377/* 412/*
378 * Returns the first object which has a name equal to the argument. 413 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 414 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 415 * Enables features like "patch <name-of-other-player> food 999"
381 */ 416 */
382 417object *
383object *find_object_name(const char *str) { 418find_object_name (const char *str)
384 const char *name = shstr::find (str); 419{
420 shstr_cmp str_ (str);
385 object *op; 421 object *op;
386 for(op=objects;op!=NULL;op=op->next) 422
423 for_all_objects (op)
387 if(&op->name == name) 424 if (op->name == str_)
388 break; 425 break;
389 426
390 return op; 427 return op;
391} 428}
392 429
430void
393void free_all_object_data(void) { 431free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 432{
435 if (!op) return; 433 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 434}
443
444
445 435
446/* 436/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 437 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 438 * skill and experience objects.
449 */ 439 */
450void set_owner (object *op, object *owner) 440void
441object::set_owner (object *owner)
451{ 442{
452 if(owner==NULL||op==NULL) 443 if (!owner)
453 return; 444 return;
454 445
455 /* next line added to allow objects which own objects */ 446 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 447 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 448 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 449 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 450 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 451 * didn't match, this check is valid and I believe that cause is valid.
461 */ 452 */
462 while (owner->owner && owner!=owner->owner && 453 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 454 owner = owner->owner;
464 455
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 456 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 457}
518 458
519/* Zero the key_values on op, decrementing the shared-string 459/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 460 * refcounts and freeing the links.
521 */ 461 */
462static void
522static void free_key_values(object * op) 463free_key_values (object *op)
523{ 464{
524 for (key_value *i = op->key_values; i != 0; ) 465 for (key_value *i = op->key_values; i; )
525 { 466 {
526 key_value *next = i->next; 467 key_value *next = i->next;
527 delete i; 468 delete i;
469
528 i = next; 470 i = next;
529 } 471 }
530 472
531 op->key_values = 0; 473 op->key_values = 0;
532} 474}
533 475
534/* 476object &
535 * clear_object() frees everything allocated by an object, and also 477object::operator =(const object &src)
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{ 478{
541 op->clear (); 479 bool is_freed = flag [FLAG_FREED];
480 bool is_removed = flag [FLAG_REMOVED];
542 481
543 free_key_values (op); 482 *(object_copy *)this = src;
544 483
545 /* the memset will clear all these values for us, but we need 484 flag [FLAG_FREED] = is_freed;
546 * to reduce the refcount on them. 485 flag [FLAG_REMOVED] = is_removed;
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585}
586
587/*
588 * copy object first frees everything allocated by the second object,
589 * and then copies the contends of the first object into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595
596void copy_object(object *op2, object *op)
597{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
599
600 op->clear ();
601
602 free_key_values (op);
603
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op);
606
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
612 486
613 /* Copy over key_values, if any. */ 487 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 488 if (src.key_values)
489 {
615 key_value *tail = NULL; 490 key_value *tail = 0;
616 key_value *i;
617
618 op->key_values = NULL; 491 key_values = 0;
619 492
620 for (i = op2->key_values; i != NULL; i = i->next) 493 for (key_value *i = src.key_values; i; i = i->next)
621 { 494 {
622 key_value *new_link = new key_value; 495 key_value *new_link = new key_value;
623 496
624 new_link->next = NULL; 497 new_link->next = 0;
625 new_link->key = i->key; 498 new_link->key = i->key;
626 new_link->value = i->value; 499 new_link->value = i->value;
627 500
628 /* Try and be clever here, too. */ 501 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 502 if (!key_values)
630 { 503 {
631 op->key_values = new_link; 504 key_values = new_link;
632 tail = new_link; 505 tail = new_link;
633 } 506 }
634 else 507 else
635 { 508 {
636 tail->next = new_link; 509 tail->next = new_link;
637 tail = new_link; 510 tail = new_link;
638 } 511 }
639 } 512 }
640 } 513 }
641
642 update_ob_speed (op);
643} 514}
644 515
645/* 516/*
646 * expand_objects() allocates more objects for the list of unused objects. 517 * copy_to first frees everything allocated by the dst object,
647 * It is called from get_object() if the unused list is empty. 518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524void
525object::copy_to (object *dst)
526{
527 *dst = *this;
528
529 if (speed < 0)
530 dst->speed_left = speed_left - rndm ();
531
532 dst->set_speed (dst->speed);
533}
534
535void
536object::instantiate ()
537{
538 if (!uuid.seq) // HACK
539 uuid = gen_uuid ();
540
541 speed_left = -0.1f;
542 /* copy the body_info to the body_used - this is only really
543 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped.
648 */ 547 */
548 memcpy (body_used, body_info, sizeof (body_used));
649 549
650void expand_objects(void) { 550 attachable::instantiate ();
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674} 551}
675 552
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 553object *
685 554object::clone ()
686 if(free_objects==NULL) 555{
687 expand_objects(); 556 object *neu = create ();
688 557 copy_to (neu);
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 558 return neu;
720} 559}
721 560
722/* 561/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 562 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 563 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 564 * be called to update the face variable, _and_ how it looks on the map.
726 */ 565 */
727 566void
728void update_turn_face(object *op) { 567update_turn_face (object *op)
568{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 569 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
730 return; 570 return;
571
731 SET_ANIMATION(op, op->direction); 572 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 573 update_object (op, UP_OBJ_FACE);
733} 574}
734 575
735/* 576/*
736 * Updates the speed of an object. If the speed changes from 0 to another 577 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 578 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 579 * This function needs to be called whenever the speed of an object changes.
739 */ 580 */
740 581void
741void update_ob_speed(object *op) { 582object::set_speed (float speed)
742 extern int arch_init; 583{
743 584 if (flag [FLAG_FREED] && speed)
744 /* No reason putting the archetypes objects on the speed list, 585 {
745 * since they never really need to be updated.
746 */
747
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 586 LOG (llevError, "Object %s is freed but has speed.\n", &name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0; 587 speed = 0;
754#endif
755 } 588 }
756 if (arch_init) {
757 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 589
764 /* process_events() expects us to insert the object at the beginning 590 this->speed = speed;
765 * of the list. */ 591
766 op->active_next = active_objects; 592 if (has_active_speed ())
767 if (op->active_next!=NULL) 593 activate ();
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else { 594 else
772 /* If not on the active list, nothing needs to be done */ 595 deactivate ();
773 if (!op->active_next && !op->active_prev && op!=active_objects)
774 return;
775
776 if (op->active_prev==NULL) {
777 active_objects = op->active_next;
778 if (op->active_next!=NULL)
779 op->active_next->active_prev = NULL;
780 }
781 else {
782 op->active_prev->active_next = op->active_next;
783 if (op->active_next)
784 op->active_next->active_prev = op->active_prev;
785 }
786 op->active_next = NULL;
787 op->active_prev = NULL;
788 }
789} 596}
790 597
791/* This function removes object 'op' from the list of active
792 * objects.
793 * This should only be used for style maps or other such
794 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object.
798 */
799void remove_from_active_list(object *op)
800{
801 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects)
803 return;
804
805 if (op->active_prev==NULL) {
806 active_objects = op->active_next;
807 if (op->active_next!=NULL)
808 op->active_next->active_prev = NULL;
809 }
810 else {
811 op->active_prev->active_next = op->active_next;
812 if (op->active_next)
813 op->active_next->active_prev = op->active_prev;
814 }
815 op->active_next = NULL;
816 op->active_prev = NULL;
817}
818
819/* 598/*
820 * update_object() updates the array which represents the map. 599 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 600 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 601 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 602 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 603 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of 604 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 605 * updating that window, though, since update_object() is called _often_)
827 * 606 *
828 * action is a hint of what the caller believes need to be done. 607 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 608 * current action are:
834 * UP_OBJ_INSERT: op was inserted 609 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 610 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 611 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 612 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 613 * UP_OBJ_FACE: only the objects face has changed.
839 */ 614 */
840 615void
841void update_object(object *op, int action) { 616update_object (object *op, int action)
842 int update_now=0, flags; 617{
843 MoveType move_on, move_off, move_block, move_slow;
844
845 if (op == NULL) { 618 if (op == NULL)
619 {
846 /* this should never happen */ 620 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 621 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 622 return;
849 }
850 623 }
851 if(op->env!=NULL) { 624
625 if (op->env)
626 {
852 /* Animation is currently handled by client, so nothing 627 /* Animation is currently handled by client, so nothing
853 * to do in this case. 628 * to do in this case.
854 */ 629 */
855 return; 630 return;
856 } 631 }
857 632
858 /* If the map is saving, don't do anything as everything is 633 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 634 * going to get freed anyways.
860 */ 635 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 636 if (!op->map || op->map->in_memory == MAP_SAVING)
862 637 return;
638
863 /* make sure the object is within map boundaries */ 639 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 640 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 641 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 642 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 643#ifdef MANY_CORES
868 abort(); 644 abort ();
869#endif 645#endif
870 return; 646 return;
871 }
872 647 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 648
649 mapspace &m = op->ms ();
650
651 if (!(m.flags_ & P_UPTODATE))
652 /* nop */;
880 if (action == UP_OBJ_INSERT) { 653 else if (action == UP_OBJ_INSERT)
654 {
655 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 656 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 657 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 658 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 659 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
660 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 661 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 662 || (m.move_on | op->move_on ) != m.move_on
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1; 663 || (m.move_off | op->move_off ) != m.move_off
664 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 665 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 666 * to have move_allow right now.
897 */ 667 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 668 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 669 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 670 m.flags_ = 0;
901 } 671 }
902 /* if the object is being removed, we can't make intelligent 672 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 673 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 674 * that is being removed.
905 */ 675 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 676 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 677 m.flags_ = 0;
908 } else if (action == UP_OBJ_FACE) { 678 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 679 /* Nothing to do for that case */ ;
910 }
911 else { 680 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 681 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 682
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 683 if (op->more)
921 update_object(op->more, action); 684 update_object (op->more, action);
922} 685}
923 686
687object::object ()
688{
689 SET_FLAG (this, FLAG_REMOVED);
924 690
925/* 691 expmul = 1.0;
926 * free_object() frees everything allocated by an object, removes 692 face = blank_face;
927 * it from the list of used objects, and puts it on the list of
928 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for
930 * this function to succeed.
931 *
932 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground.
934 */
935
936void free_object(object *ob) {
937 free_object2(ob, 0);
938} 693}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941 694
942 ob->clear (); 695object::~object ()
696{
697 unlink ();
943 698
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 699 free_key_values (this);
945 LOG(llevDebug,"Free object called with non removed object\n"); 700}
946 dump_object(ob); 701
947#ifdef MANY_CORES 702static int object_count;
948 abort(); 703
949#endif 704void object::link ()
950 } 705{
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 706 assert (!index);//D
952 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 707 uuid = gen_uuid ();
953 remove_friendly_object(ob); 708 count = ++object_count;
954 } 709
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 710 refcnt_inc ();
956 dump_object(ob); 711 objects.insert (this);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 712}
713
714void object::unlink ()
715{
716 if (!index)
958 return; 717 return;
718
719 objects.erase (this);
720 refcnt_dec ();
721}
722
723void
724object::activate ()
725{
726 /* If already on active list, don't do anything */
727 if (active)
728 return;
729
730 if (has_active_speed ())
731 actives.insert (this);
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active)
756 return;
757
758 actives.erase (this);
759}
760
761void
762object::deactivate_recursive ()
763{
764 for (object *op = inv; op; op = op->below)
765 op->deactivate_recursive ();
766
767 deactivate ();
768}
769
770void
771object::set_flag_inv (int flag, int value)
772{
773 for (object *op = inv; op; op = op->below)
959 } 774 {
960 if(ob->more!=NULL) { 775 op->flag [flag] = value;
961 free_object2(ob->more, free_inventory); 776 op->set_flag_inv (flag, value);
962 ob->more=NULL;
963 } 777 }
964 if (ob->inv) { 778}
779
780/*
781 * Remove and free all objects in the inventory of the given object.
782 * object.c ?
783 */
784void
785object::destroy_inv (bool drop_to_ground)
786{
787 // need to check first, because the checks below might segfault
788 // as we might be on an invalid mapspace and crossfire code
789 // is too buggy to ensure that the inventory is empty.
790 // corollary: if you create arrows etc. with stuff in tis inventory,
791 // cf will crash below with off-map x and y
792 if (!inv)
793 return;
794
965 /* Only if the space blocks everything do we not process - 795 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 796 * if some form of movement is allowed, let objects
967 * drop on that space. 797 * drop on that space.
968 */ 798 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 799 if (!drop_to_ground
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 800 || !map
971 { 801 || map->in_memory != MAP_IN_MEMORY
972 op=ob->inv; 802 || map->nodrop
973 while(op!=NULL) { 803 || ms ().move_block == MOVE_ALL)
974 tmp=op->below; 804 {
975 remove_ob(op); 805 while (inv)
976 free_object2(op, free_inventory);
977 op=tmp;
978 }
979 } 806 {
980 else { /* Put objects in inventory onto this space */ 807 inv->destroy_inv (drop_to_ground);
981 op=ob->inv; 808 inv->destroy ();
982 while(op!=NULL) {
983 tmp=op->below;
984 remove_ob(op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
987 free_object(op);
988 else {
989 op->x=ob->x;
990 op->y=ob->y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
992 }
993 op=tmp;
994 } 809 }
810 }
811 else
812 { /* Put objects in inventory onto this space */
813 while (inv)
995 } 814 {
996 } 815 object *op = inv;
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000 816
1001 SET_FLAG(ob, FLAG_FREED); 817 if (op->flag [FLAG_STARTEQUIP]
1002 ob->count = 0; 818 || op->flag [FLAG_NO_DROP]
1003 819 || op->type == RUNE
1004 /* Remove this object from the list of used objects */ 820 || op->type == TRAP
1005 if(ob->prev==NULL) { 821 || op->flag [FLAG_IS_A_TEMPLATE]
1006 objects=ob->next; 822 || op->flag [FLAG_DESTROY_ON_DEATH])
1007 if(objects!=NULL) 823 op->destroy ();
1008 objects->prev=NULL; 824 else
825 map->insert (op, x, y);
826 }
1009 } 827 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025
1026 free_key_values (ob);
1027
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037} 828}
1038 829
1039/* 830object *object::create ()
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042
1043int count_free ()
1044{ 831{
1045 int i=0;
1046 object *tmp=free_objects; 832 object *op = new object;
1047 while(tmp!=NULL) 833 op->link ();
1048 tmp=tmp->next, i++;
1049 return i; 834 return op;
1050} 835}
1051 836
1052/* 837void
1053 * count_used() returns the number of objects on the list of used objects. 838object::do_destroy ()
1054 */
1055
1056int count_used()
1057{ 839{
1058 int i=0; 840 attachable::do_destroy ();
1059 object *tmp=objects; 841
1060 while(tmp!=NULL) 842 if (flag [FLAG_IS_LINKED])
1061 tmp=tmp->next, i++; 843 remove_button_link (this);
844
845 if (flag [FLAG_FRIENDLY])
846 remove_friendly_object (this);
847
848 if (!flag [FLAG_REMOVED])
849 remove ();
850
851 destroy_inv (true);
852
853 deactivate ();
854 unlink ();
855
856 flag [FLAG_FREED] = 1;
857
858 // hack to ensure that freed objects still have a valid map
859 {
860 static maptile *freed_map; // freed objects are moved here to avoid crashes
861
862 if (!freed_map)
863 {
864 freed_map = new maptile;
865
866 freed_map->name = "/internal/freed_objects_map";
867 freed_map->width = 3;
868 freed_map->height = 3;
869
870 freed_map->alloc ();
871 freed_map->in_memory = MAP_IN_MEMORY;
872 }
873
874 map = freed_map;
875 x = 1;
876 y = 1;
877 }
878
879 head = 0;
880
881 if (more)
882 {
883 more->destroy ();
884 more = 0;
885 }
886
887 // clear those pointers that likely might have circular references to us
888 owner = 0;
889 enemy = 0;
890 attacked_by = 0;
891}
892
893void
894object::destroy (bool destroy_inventory)
895{
896 if (destroyed ())
1062 return i; 897 return;
1063}
1064 898
1065/* 899 if (destroy_inventory)
1066 * count_active() returns the number of objects on the list of active objects. 900 destroy_inv (false);
1067 */
1068 901
1069int count_active() 902 attachable::destroy ();
1070{
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076} 903}
1077 904
1078/* 905/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 906 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 907 * weight of an object (and what is carried by it's environment(s)).
1081 */ 908 */
1082 909void
1083void sub_weight (object *op, signed long weight) { 910sub_weight (object *op, signed long weight)
911{
1084 while (op != NULL) { 912 while (op != NULL)
913 {
1085 if (op->type == CONTAINER) { 914 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 915 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 916
1088 op->carrying-=weight; 917 op->carrying -= weight;
1089 op = op->env; 918 op = op->env;
1090 } 919 }
1091} 920}
1092 921
1093/* remove_ob(op): 922/* op->remove ():
1094 * This function removes the object op from the linked list of objects 923 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 924 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 925 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 926 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 927 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 928 */
1101 929void
1102void remove_ob(object *op) { 930object::do_remove ()
931{
1103 object *tmp,*last=NULL; 932 object *tmp, *last = 0;
1104 object *otmp; 933 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 934
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 935 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 936 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 937
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED); 938 SET_FLAG (this, FLAG_REMOVED);
939 INVOKE_OBJECT (REMOVE, this);
1131 940
941 if (more)
942 more->remove ();
943
1132 /* 944 /*
1133 * In this case, the object to be removed is in someones 945 * In this case, the object to be removed is in someones
1134 * inventory. 946 * inventory.
1135 */ 947 */
1136 if(op->env!=NULL) { 948 if (env)
949 {
1137 if(op->nrof) 950 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 951 sub_weight (env, weight * nrof);
1139 else 952 else
1140 sub_weight(op->env, op->weight+op->carrying); 953 sub_weight (env, weight + carrying);
1141 954
1142 /* NO_FIX_PLAYER is set when a great many changes are being 955 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 956 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 957 * to save cpu time.
1145 */ 958 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 959 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 960 otmp->update_stats ();
1148 fix_player(otmp);
1149 961
1150 if(op->above!=NULL) 962 if (above)
1151 op->above->below=op->below; 963 above->below = below;
1152 else 964 else
1153 op->env->inv=op->below; 965 env->inv = below;
1154 966
1155 if(op->below!=NULL) 967 if (below)
1156 op->below->above=op->above; 968 below->above = above;
1157 969
1158 /* we set up values so that it could be inserted into 970 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 971 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 972 * to the caller to decide what we want to do.
973 */
974 x = env->x, y = env->y;
975 map = env->map;
976 above = 0, below = 0;
977 env = 0;
978 }
979 else if (map)
980 {
981 if (type == PLAYER)
982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
988
989 --map->players;
990 map->touch ();
991 }
992
993 map->dirty = true;
994 mapspace &ms = this->ms ();
995
996 /* link the object above us */
997 if (above)
998 above->below = below;
999 else
1000 ms.top = below; /* we were top, set new top */
1001
1002 /* Relink the object below us, if there is one */
1003 if (below)
1004 below->above = above;
1005 else
1006 {
1007 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is
1009 * evident
1161 */ 1010 */
1162 op->x=op->env->x,op->y=op->env->y; 1011 if (GET_MAP_OB (map, x, y) != this)
1163 op->map=op->env->map; 1012 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 ());
1164 op->above=NULL,op->below=NULL; 1013
1165 op->env=NULL; 1014 ms.bot = above; /* goes on above it. */
1015 }
1016
1017 above = 0;
1018 below = 0;
1019
1020 if (map->in_memory == MAP_SAVING)
1166 return; 1021 return;
1167 }
1168 1022
1169 /* If we get here, we are removing it from a map */ 1023 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1024
1172 x = op->x; 1025 for (tmp = ms.bot; tmp; tmp = tmp->above)
1173 y = op->y;
1174 m = get_map_from_coord(op->map, &x, &y);
1175
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189
1190 /* Re did the following section of code - it looks like it had
1191 * lots of logic for things we no longer care about
1192 */
1193
1194 /* link the object above us */
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */
1208 if(GET_MAP_OB(m,x,y)!=op) {
1209 dump_object(op);
1210 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);
1211 dump_object(GET_MAP_OB(m,x,y));
1212 LOG(llevError,"%s\n",errmsg);
1213 } 1026 {
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 /* No point updating the players look faces if he is the object 1027 /* No point updating the players look faces if he is the object
1226 * being removed. 1028 * being removed.
1227 */ 1029 */
1228 1030
1229 if(tmp->type==PLAYER && tmp!=op) { 1031 if (tmp->type == PLAYER && tmp != this)
1032 {
1230 /* If a container that the player is currently using somehow gets 1033 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1034 * removed (most likely destroyed), update the player view
1232 * appropriately. 1035 * appropriately.
1233 */ 1036 */
1234 if (tmp->container==op) { 1037 if (tmp->container == this)
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1038 {
1039 flag [FLAG_APPLIED] = 0;
1236 tmp->container=NULL; 1040 tmp->container = 0;
1041 }
1042
1043 if (tmp->contr->ns)
1044 tmp->contr->ns->floorbox_update ();
1237 } 1045 }
1238 tmp->contr->socket.update_look=1; 1046
1239 }
1240 /* See if player moving off should effect something */ 1047 /* See if object moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1048 if (check_walk_off
1049 && ((move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1050 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 1051 {
1244 move_apply(tmp, op, NULL); 1052 move_apply (tmp, this, 0);
1053
1245 if (was_destroyed (op, tag)) { 1054 if (destroyed ())
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1055 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1056 }
1249 }
1250 1057
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1058 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252 1059 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1253 if(tmp->above == tmp) 1060 if (tmp->above == tmp)
1254 tmp->above = NULL; 1061 tmp->above = 0;
1062
1255 last=tmp; 1063 last = tmp;
1256 } 1064 }
1065
1257 /* last == NULL of there are no objects on this space */ 1066 /* last == NULL if there are no objects on this space */
1258 if (last==NULL) { 1067 //TODO: this makes little sense, why only update the topmost object?
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1068 if (!last)
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1069 map->at (x, y).flags_ = 0;
1261 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways.
1263 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y);
1266 }
1267 else 1070 else
1268 update_object(last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1269 1072
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1074 update_all_los (map, x, y);
1272 1075 }
1273} 1076}
1274 1077
1275/* 1078/*
1276 * merge_ob(op,top): 1079 * merge_ob(op,top):
1277 * 1080 *
1278 * This function goes through all objects below and including top, and 1081 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1082 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1083 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1084 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1085 */
1283 1086object *
1284object *merge_ob(object *op, object *top) { 1087merge_ob (object *op, object *top)
1088{
1285 if(!op->nrof) 1089 if (!op->nrof)
1286 return 0; 1090 return 0;
1287 if(top==NULL) 1091
1092 if (top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1093 for (top = op; top && top->above; top = top->above)
1094 ;
1095
1289 for(;top!=NULL;top=top->below) { 1096 for (; top; top = top->below)
1097 {
1290 if(top==op) 1098 if (top == op)
1291 continue; 1099 continue;
1292 if (CAN_MERGE(op,top)) 1100
1293 { 1101 if (object::can_merge (op, top))
1102 {
1294 top->nrof+=op->nrof; 1103 top->nrof += op->nrof;
1104
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1106 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1107 op->destroy ();
1298 free_object(op);
1299 return top; 1108 return top;
1300 } 1109 }
1301 } 1110 }
1111
1302 return NULL; 1112 return 0;
1303} 1113}
1304 1114
1115void
1116object::expand_tail ()
1117{
1118 if (more)
1119 return;
1120
1121 object *prev = this;
1122
1123 for (archetype *at = arch->more; at; at = at->more)
1124 {
1125 object *op = arch_to_object (at);
1126
1127 op->name = name;
1128 op->name_pl = name_pl;
1129 op->title = title;
1130
1131 op->head = this;
1132 prev->more = op;
1133
1134 prev = op;
1135 }
1136}
1137
1305/* 1138/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1139 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1307 * job preparing multi-part monsters 1140 * job preparing multi-part monsters.
1308 */ 1141 */
1142object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310 object* tmp; 1144{
1311 if (op->head) 1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1312 op=op->head; 1146 {
1313 for (tmp=op;tmp;tmp=tmp->more){
1314 tmp->x=x+tmp->arch->clone.x; 1147 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1148 tmp->y = y + tmp->arch->clone.y;
1316 } 1149 }
1150
1317 return insert_ob_in_map (op, m, originator, flag); 1151 return insert_ob_in_map (op, m, originator, flag);
1318} 1152}
1319 1153
1320/* 1154/*
1321 * insert_ob_in_map (op, map, originator, flag): 1155 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1156 * This function inserts the object in the two-way linked list
1335 * Return value: 1169 * Return value:
1336 * new object if 'op' was merged with other object 1170 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1171 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1172 * just 'op' otherwise
1339 */ 1173 */
1340 1174object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1176{
1177 assert (!op->flag [FLAG_FREED]);
1178
1343 object *tmp, *top, *floor=NULL; 1179 object *tmp, *top, *floor = NULL;
1344 sint16 x,y;
1345 1180
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1181 op->remove ();
1347 LOG (llevError, "Trying to insert freed object!\n"); 1182
1348 return NULL; 1183#if 0
1349 } 1184 if (!m->active != !op->active)
1350 if(m==NULL) { 1185 if (m->active)
1351 dump_object(op); 1186 op->activate_recursive ();
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1187 else
1353 return op; 1188 op->deactivate_recursive ();
1354 } 1189#endif
1190
1355 if(out_of_map(m,op->x,op->y)) { 1191 if (out_of_map (m, op->x, op->y))
1356 dump_object(op); 1192 {
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1358#ifdef MANY_CORES 1194#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted. 1197 * improperly inserted.
1362 */ 1198 */
1363 abort(); 1199 abort ();
1364#endif 1200#endif
1365 return op; 1201 return op;
1366 } 1202 }
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1368 dump_object(op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */
1374 1203
1375 object *more = op->more; 1204 if (object *more = op->more)
1376 1205 {
1377 /* We really need the caller to normalize coordinates - if 1206 if (!insert_ob_in_map (more, m, originator, flag))
1378 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it.
1381 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1383 more->map = get_map_from_coord(m, &more->x, &more->y);
1384 } else if (!more->map) {
1385 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent.
1387 */
1388 more->map = m;
1389 } 1207 {
1390
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1392 if ( ! op->head) 1208 if (!op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1210
1394 return NULL; 1211 return 0;
1395 } 1212 }
1396 } 1213 }
1214
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1215 CLEAR_FLAG (op, FLAG_REMOVED);
1398 1216
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1217 /* Ideally, the caller figures this out. However, it complicates a lot
1400 * of areas of callers (eg, anything that uses find_free_spot would now 1218 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work 1219 * need extra work
1402 */ 1220 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1221 if (!xy_normalise (m, op->x, op->y))
1404 x = op->x; 1222 return 0;
1405 y = op->y;
1406 1223
1224 op->map = m;
1225 mapspace &ms = op->ms ();
1226
1407 /* this has to be done after we translate the coordinates. 1227 /* this has to be done after we translate the coordinates.
1408 */ 1228 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1229 if (op->nrof && !(flag & INS_NO_MERGE))
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1230 for (tmp = ms.bot; tmp; tmp = tmp->above)
1411 if (CAN_MERGE(op,tmp)) { 1231 if (object::can_merge (op, tmp))
1232 {
1412 op->nrof+=tmp->nrof; 1233 op->nrof += tmp->nrof;
1413 remove_ob(tmp); 1234 tmp->destroy ();
1414 free_object(tmp); 1235 }
1236
1237 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1238 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1239
1240 if (!QUERY_FLAG (op, FLAG_ALIVE))
1241 CLEAR_FLAG (op, FLAG_NO_STEAL);
1242
1243 if (flag & INS_BELOW_ORIGINATOR)
1244 {
1245 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1246 {
1247 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1248 abort ();
1249 }
1250
1251 op->above = originator;
1252 op->below = originator->below;
1253
1254 if (op->below)
1255 op->below->above = op;
1256 else
1257 ms.bot = op;
1258
1259 /* since *below* originator, no need to update top */
1260 originator->below = op;
1261 }
1262 else
1263 {
1264 top = ms.bot;
1265
1266 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && top)
1268 {
1269 object *last = 0;
1270
1271 /*
1272 * If there are multiple objects on this space, we do some trickier handling.
1273 * We've already dealt with merging if appropriate.
1274 * Generally, we want to put the new object on top. But if
1275 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1276 * floor, we want to insert above that and no further.
1277 * Also, if there are spell objects on this space, we stop processing
1278 * once we get to them. This reduces the need to traverse over all of
1279 * them when adding another one - this saves quite a bit of cpu time
1280 * when lots of spells are cast in one area. Currently, it is presumed
1281 * that flying non pickable objects are spell objects.
1282 */
1283 for (top = ms.bot; top; top = top->above)
1284 {
1285 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1286 floor = top;
1287
1288 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1289 {
1290 /* We insert above top, so we want this object below this */
1291 top = top->below;
1292 break;
1293 }
1294
1295 last = top;
1415 } 1296 }
1416 }
1417 1297
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1298 /* Don't want top to be NULL, so set it to the last valid object */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1299 top = last;
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422 1300
1423 if (flag & INS_BELOW_ORIGINATOR) { 1301 /* We let update_position deal with figuring out what the space
1424 if (originator->map != op->map || originator->x != op->x || 1302 * looks like instead of lots of conditions here.
1425 originator->y != op->y) { 1303 * makes things faster, and effectively the same result.
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1427 abort();
1428 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else {
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /* 1304 */
1440 * If there are multiple objects on this space, we do some trickier handling. 1305
1441 * We've already dealt with merging if appropriate. 1306 /* Have object 'fall below' other objects that block view.
1442 * Generally, we want to put the new object on top. But if 1307 * Unless those objects are exits.
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1308 * If INS_ON_TOP is used, don't do this processing
1444 * floor, we want to insert above that and no further. 1309 * Need to find the object that in fact blocks view, otherwise
1445 * Also, if there are spell objects on this space, we stop processing 1310 * stacking is a bit odd.
1446 * once we get to them. This reduces the need to traverse over all of 1311 */
1447 * them when adding another one - this saves quite a bit of cpu time 1312 if (!(flag & INS_ON_TOP)
1448 * when lots of spells are cast in one area. Currently, it is presumed 1313 && ms.flags () & P_BLOCKSVIEW
1449 * that flying non pickable objects are spell objects. 1314 && (op->face && !faces [op->face].visibility))
1315 {
1316 for (last = top; last != floor; last = last->below)
1317 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1318 break;
1319
1320 /* Check to see if we found the object that blocks view,
1321 * and make sure we have a below pointer for it so that
1322 * we can get inserted below this one, which requires we
1323 * set top to the object below us.
1450 */ 1324 */
1451 1325 if (last && last->below && last != floor)
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above; 1326 top = last->below;
1465 } 1327 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */ 1328 } /* If objects on this space */
1329
1493 if (flag & INS_MAP_LOAD) 1330 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y); 1331 top = ms.top;
1332
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1333 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor;
1496 1335
1497 /* Top is the object that our object (op) is going to get inserted above. 1336 /* Top is the object that our object (op) is going to get inserted above.
1498 */ 1337 */
1499 1338
1500 /* First object on this space */ 1339 /* First object on this space */
1501 if (!top) { 1340 if (!top)
1502 op->above = GET_MAP_OB(op->map, op->x, op->y); 1341 {
1342 op->above = ms.bot;
1343
1344 if (op->above)
1503 if (op->above) op->above->below = op; 1345 op->above->below = op;
1346
1504 op->below = NULL; 1347 op->below = 0;
1505 SET_MAP_OB(op->map, op->x, op->y, op); 1348 ms.bot = op;
1349 }
1350 else
1506 } else { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1507 op->above = top->above; 1352 op->above = top->above;
1353
1354 if (op->above)
1508 if (op->above) op->above->below = op; 1355 op->above->below = op;
1356
1509 op->below = top; 1357 op->below = top;
1510 top->above = op; 1358 top->above = op;
1511 } 1359 }
1360
1512 if (op->above==NULL) 1361 if (!op->above)
1513 SET_MAP_TOP(op->map,op->x, op->y, op); 1362 ms.top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1515 1364
1516 if(op->type==PLAYER) 1365 if (op->type == PLAYER)
1366 {
1517 op->contr->do_los=1; 1367 op->contr->do_los = 1;
1368 ++op->map->players;
1369 op->map->touch ();
1370 }
1518 1371
1372 op->map->dirty = true;
1373
1519 /* If we have a floor, we know the player, if any, will be above 1374 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1375 * it, so save a few ticks and start from there.
1521 */ 1376 */
1522 if (!(flag & INS_MAP_LOAD)) 1377 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1378 if (object *pl = ms.player ())
1524 if (tmp->type == PLAYER) 1379 if (pl->contr->ns)
1525 tmp->contr->socket.update_look=1; 1380 pl->contr->ns->floorbox_update ();
1526 }
1527 1381
1528 /* If this object glows, it may affect lighting conditions that are 1382 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1383 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1384 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1385 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1386 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1387 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1388 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1389 * of effect may be sufficient.
1536 */ 1390 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1391 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y); 1392 update_all_los (op->map, op->x, op->y);
1539 1393
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1394 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1395 update_object (op, UP_OBJ_INSERT);
1543 1396
1397 INVOKE_OBJECT (INSERT, op);
1544 1398
1545 /* Don't know if moving this to the end will break anything. However, 1399 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this. 1400 * we want to have floorbox_update called before calling this.
1547 * 1401 *
1548 * check_move_on() must be after this because code called from 1402 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1403 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1404 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1405 * update_object().
1552 */ 1406 */
1553 1407
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1408 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1409 if (!(flag & INS_NO_WALK_ON) && !op->head)
1410 {
1557 if (check_move_on(op, originator)) 1411 if (check_move_on (op, originator))
1558 return NULL; 1412 return 0;
1559 1413
1560 /* If we are a multi part object, lets work our way through the check 1414 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1415 * walk on's.
1562 */ 1416 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1417 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1418 if (check_move_on (tmp, originator))
1565 return NULL; 1419 return 0;
1566 } 1420 }
1421
1567 return op; 1422 return op;
1568} 1423}
1569 1424
1570/* this function inserts an object in the map, but if it 1425/* this function inserts an object in the map, but if it
1571 * finds an object of its own type, it'll remove that one first. 1426 * finds an object of its own type, it'll remove that one first.
1572 * op is the object to insert it under: supplies x and the map. 1427 * op is the object to insert it under: supplies x and the map.
1573 */ 1428 */
1429void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1430replace_insert_ob_in_map (const char *arch_string, object *op)
1575 object *tmp; 1431{
1576 object *tmp1; 1432 object *tmp, *tmp1;
1577 1433
1578 /* first search for itself and remove any old instances */ 1434 /* first search for itself and remove any old instances */
1579 1435
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1438 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1439
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1440 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1441
1589 1442 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1443 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1444 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1445}
1446
1447object *
1448object::insert_at (object *where, object *originator, int flags)
1449{
1450 return where->map->insert (this, where->x, where->y, originator, flags);
1451}
1593 1452
1594/* 1453/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1454 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1596 * is returned contains nr objects, and the remaining parts contains 1455 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1456 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1457 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1458 * global static errmsg array.
1600 */ 1459 */
1601 1460object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1461get_split_ob (object *orig_ob, uint32 nr)
1462{
1603 object *newob; 1463 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1464 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1465
1606 if(orig_ob->nrof<nr) { 1466 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1467 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1468 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1469 return NULL;
1610 } 1470 }
1471
1611 newob = object_create_clone(orig_ob); 1472 newob = object_create_clone (orig_ob);
1473
1612 if((orig_ob->nrof-=nr)<1) { 1474 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1475 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1476 else if (!is_removed)
1477 {
1618 if(orig_ob->env!=NULL) 1478 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1479 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1480 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1481 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1482 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1622 LOG(llevDebug,
1623 "Error, Tried to split object whose map is not in memory.\n"); 1483 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1484 return NULL;
1625 } 1485 }
1626 } 1486 }
1487
1627 newob->nrof=nr; 1488 newob->nrof = nr;
1628 1489
1629 return newob; 1490 return newob;
1630} 1491}
1631 1492
1632/* 1493/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1494 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1495 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1496 * is subsequently removed and freed.
1636 * 1497 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1498 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1499 */
1639 1500object *
1640object *decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1641{ 1502{
1642 object *tmp; 1503 object *tmp;
1643 player *pl;
1644 1504
1645 if (i == 0) /* objects with op->nrof require this check */ 1505 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1506 return op;
1647 1507
1648 if (i > op->nrof) 1508 if (i > op->nrof)
1649 i = op->nrof; 1509 i = op->nrof;
1650 1510
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1512 op->nrof -= i;
1513 else if (op->env)
1514 {
1515 /* is this object in the players inventory, or sub container
1516 * therein?
1517 */
1518 tmp = op->in_player ();
1519 /* nope. Is this a container the player has opened?
1520 * If so, set tmp to that player.
1521 * IMO, searching through all the players will mostly
1522 * likely be quicker than following op->env to the map,
1523 * and then searching the map for a player.
1524 */
1525 if (!tmp)
1526 for_all_players (pl)
1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1530 break;
1531 }
1532
1533 if (i < op->nrof)
1534 {
1535 sub_weight (op->env, op->weight * i);
1536 op->nrof -= i;
1537 if (tmp)
1538 esrv_send_item (tmp, op);
1539 }
1540 else
1541 {
1542 op->remove ();
1543 op->nrof = 0;
1544 if (tmp)
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1652 { 1547 }
1548 else
1549 {
1550 object *above = op->above;
1551
1552 if (i < op->nrof)
1653 op->nrof -= i; 1553 op->nrof -= i;
1654 } 1554 else
1655 else if (op->env != NULL)
1656 {
1657 /* is this object in the players inventory, or sub container
1658 * therein?
1659 */
1660 tmp = is_player_inv (op->env);
1661 /* nope. Is this a container the player has opened?
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 } 1555 {
1673
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op); 1556 op->remove ();
1682 op->nrof = 0; 1557 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 } 1558 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691 1559
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */ 1560 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1561 for (tmp = above; tmp; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1562 if (tmp->type == PLAYER)
1563 {
1701 if (op->nrof) 1564 if (op->nrof)
1702 esrv_send_item(tmp, op); 1565 esrv_send_item (tmp, op);
1703 else 1566 else
1704 esrv_del_item(tmp->contr, op->count); 1567 esrv_del_item (tmp->contr, op->count);
1705 } 1568 }
1706 } 1569 }
1707 1570
1708 if (op->nrof) { 1571 if (op->nrof)
1709 return op; 1572 return op;
1710 } else { 1573 else
1711 free_object (op); 1574 {
1575 op->destroy ();
1712 return NULL; 1576 return 0;
1713 } 1577 }
1714} 1578}
1715 1579
1716/* 1580/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1719 */ 1583 */
1720 1584void
1721void add_weight (object *op, signed long weight) { 1585add_weight (object *op, signed long weight)
1586{
1722 while (op!=NULL) { 1587 while (op != NULL)
1588 {
1723 if (op->type == CONTAINER) { 1589 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1590 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1591
1726 op->carrying+=weight; 1592 op->carrying += weight;
1727 op=op->env; 1593 op = op->env;
1728 } 1594 }
1729} 1595}
1730 1596
1597object *
1598insert_ob_in_ob (object *op, object *where)
1599{
1600 if (!where)
1601 {
1602 char *dump = dump_object (op);
1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1604 free (dump);
1605 return op;
1606 }
1607
1608 if (where->head)
1609 {
1610 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1611 where = where->head;
1612 }
1613
1614 return where->insert (op);
1615}
1616
1731/* 1617/*
1732 * insert_ob_in_ob(op,environment): 1618 * env->insert (op)
1733 * This function inserts the object op in the linked list 1619 * This function inserts the object op in the linked list
1734 * inside the object environment. 1620 * inside the object environment.
1735 * 1621 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1743 */ 1624 */
1744 1625object *
1745object *insert_ob_in_ob(object *op,object *where) { 1626object::insert (object *op)
1627{
1746 object *tmp, *otmp; 1628 object *tmp, *otmp;
1747 1629
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1630 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1631 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1632
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1633 if (op->more)
1634 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1635 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1636 return op;
1767 } 1637 }
1638
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1639 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1640 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1641 if (op->nrof)
1642 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1643 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1644 if (object::can_merge (tmp, op))
1645 {
1773 /* return the original object and remove inserted object 1646 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1647 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1648 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1649 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1650 * tmp->nrof, we need to increase the weight.
1778 */ 1651 */
1779 add_weight (where, op->weight*op->nrof); 1652 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1653 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1654 op->destroy (); /* free the inserted object */
1782 op = tmp; 1655 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1656 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1658 break;
1786 } 1659 }
1787 1660
1788 /* I assume combined objects have no inventory 1661 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1662 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1663 * (if it was possible to merge). calling remove_ob will subtract
1791 * the weight, so we need to add it in again, since we actually do 1664 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1665 * the linking below
1793 */ 1666 */
1794 add_weight (where, op->weight*op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1668 }
1795 } else 1669 else
1796 add_weight (where, (op->weight+op->carrying)); 1670 add_weight (this, (op->weight + op->carrying));
1797 1671
1798 otmp=is_player_inv(where); 1672 otmp = this->in_player ();
1799 if (otmp&&otmp->contr!=NULL) { 1673 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1674 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1675 otmp->update_stats ();
1802 }
1803 1676
1804 op->map=NULL; 1677 op->map = 0;
1805 op->env=where; 1678 op->env = this;
1806 op->above=NULL; 1679 op->above = 0;
1807 op->below=NULL; 1680 op->below = 0;
1808 op->x=0,op->y=0; 1681 op->x = 0, op->y = 0;
1809 1682
1810 /* reset the light list and los of the players on the map */ 1683 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1684 if ((op->glow_radius != 0) && map)
1812 { 1685 {
1813#ifdef DEBUG_LIGHTS 1686#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1687 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1688#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1689 if (map->darkness)
1690 update_all_los (map, x, y);
1818 } 1691 }
1819 1692
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1693 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1694 * It sure simplifies this function...
1822 */ 1695 */
1823 if (where->inv==NULL) 1696 if (!inv)
1824 where->inv=op; 1697 inv = op;
1825 else { 1698 else
1699 {
1826 op->below = where->inv; 1700 op->below = inv;
1827 op->below->above = op; 1701 op->below->above = op;
1828 where->inv = op; 1702 inv = op;
1829 } 1703 }
1704
1705 INVOKE_OBJECT (INSERT, this);
1706
1830 return op; 1707 return op;
1831} 1708}
1832 1709
1833/* 1710/*
1834 * Checks if any objects has a move_type that matches objects 1711 * Checks if any objects has a move_type that matches objects
1848 * 1725 *
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1726 * MSW 2001-07-08: Check all objects on space, not just those below
1850 * object being inserted. insert_ob_in_map may not put new objects 1727 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1728 * on top.
1852 */ 1729 */
1853 1730int
1854int check_move_on (object *op, object *originator) 1731check_move_on (object *op, object *originator)
1855{ 1732{
1856 object *tmp; 1733 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1734 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1735 int x = op->x, y = op->y;
1736
1860 MoveType move_on, move_slow, move_block; 1737 MoveType move_on, move_slow, move_block;
1861 1738
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1739 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1740 return 0;
1864 1741
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1742 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1868 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1743 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1869 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1744 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1745
1871 /* if nothing on this space will slow op down or be applied, 1746 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1747 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1748 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1749 * as walking.
1875 */ 1750 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1751 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1752 return 0;
1878 1753
1879 /* This is basically inverse logic of that below - basically, 1754 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1755 * if the object can avoid the move on or slow move, they do so,
1881 * but can't do it if the alternate movement they are using is 1756 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1757 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1758 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1759 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1760 return 0;
1886 1761
1887 /* The objects have to be checked from top to bottom. 1762 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1763 * Hence, we first go to the top:
1889 */ 1764 */
1890 1765
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1892 tmp->above!=NULL; tmp=tmp->above) { 1767 {
1893 /* Trim the search when we find the first other spell effect 1768 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1769 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1770 * we don't need to check all of them.
1896 */ 1771 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1772 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1773 break;
1774 }
1775
1776 for (; tmp; tmp = tmp->below)
1898 } 1777 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1778 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1779 continue; /* Can't apply yourself */
1901 1780
1902 /* Check to see if one of the movement types should be slowed down. 1781 /* Check to see if one of the movement types should be slowed down.
1903 * Second check makes sure that the movement types not being slowed 1782 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1783 * (~slow_move) is not blocked on this space - just because the
1905 * space doesn't slow down swimming (for example), if you can't actually 1784 * space doesn't slow down swimming (for example), if you can't actually
1906 * swim on that space, can't use it to avoid the penalty. 1785 * swim on that space, can't use it to avoid the penalty.
1907 */ 1786 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1787 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1788 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1789 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1791 {
1912 1792
1913 float diff; 1793 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1794 diff = tmp->move_slow_penalty * fabs (op->speed);
1795
1916 if (op->type == PLAYER) { 1796 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1918 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1799 diff /= 4.0;
1920 } 1800
1921 }
1922 op->speed_left -= diff; 1801 op->speed_left -= diff;
1923 } 1802 }
1924 } 1803 }
1925 1804
1926 /* Basically same logic as above, except now for actual apply. */ 1805 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1806 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1807 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1808 {
1931 move_apply(tmp, op, originator); 1809 move_apply (tmp, op, originator);
1810
1932 if (was_destroyed (op, tag)) 1811 if (op->destroyed ())
1933 return 1; 1812 return 1;
1934 1813
1935 /* what the person/creature stepped onto has moved the object 1814 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1815 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1816 * have a feeling strange problems would result.
1938 */ 1817 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1818 if (op->map != m || op->x != x || op->y != y)
1819 return 0;
1940 } 1820 }
1941 } 1821 }
1822
1942 return 0; 1823 return 0;
1943} 1824}
1944 1825
1945/* 1826/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1827 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1828 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1949 */ 1830 */
1950 1831object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1832present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1833{
1953 if(m==NULL || out_of_map(m,x,y)) { 1834 if (!m || out_of_map (m, x, y))
1835 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1836 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1837 return NULL;
1956 } 1838 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1958 if(tmp->arch == at) 1841 if (tmp->arch == at)
1959 return tmp; 1842 return tmp;
1843
1960 return NULL; 1844 return NULL;
1961} 1845}
1962 1846
1963/* 1847/*
1964 * present(type, map, x, y) searches for any objects with 1848 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1849 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
1967 */ 1851 */
1968 1852object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1853present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1854{
1971 if(out_of_map(m,x,y)) { 1855 if (out_of_map (m, x, y))
1856 {
1972 LOG(llevError,"Present called outside map.\n"); 1857 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1858 return NULL;
1974 } 1859 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1860
1861 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if(tmp->type==type) 1862 if (tmp->type == type)
1977 return tmp; 1863 return tmp;
1864
1978 return NULL; 1865 return NULL;
1979} 1866}
1980 1867
1981/* 1868/*
1982 * present_in_ob(type, object) searches for any objects with 1869 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1870 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1871 * The first matching object is returned, or NULL if none.
1985 */ 1872 */
1986 1873object *
1987object *present_in_ob(unsigned char type, const object *op) { 1874present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1875{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1876 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1877 if (tmp->type == type)
1991 return tmp; 1878 return tmp;
1879
1992 return NULL; 1880 return NULL;
1993} 1881}
1994 1882
1995/* 1883/*
1996 * present_in_ob (type, str, object) searches for any objects with 1884 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1892 * str is the string to match against. Note that we match against
2005 * the object name, not the archetype name. this is so that the 1893 * the object name, not the archetype name. this is so that the
2006 * spell code can use one object type (force), but change it's name 1894 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1895 * to be unique.
2008 */ 1896 */
2009 1897object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1898present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1899{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1901 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1902 return tmp;
2016 } 1903
2017 return NULL; 1904 return 0;
2018} 1905}
2019 1906
2020/* 1907/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1908 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1909 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1910 * The first matching object is returned, or NULL if none.
2024 */ 1911 */
2025 1912object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1913present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1914{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1915 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 1916 if (tmp->arch == at)
2030 return tmp; 1917 return tmp;
1918
2031 return NULL; 1919 return NULL;
2032} 1920}
2033 1921
2034/* 1922/*
2035 * activate recursively a flag on an object inventory 1923 * activate recursively a flag on an object inventory
2036 */ 1924 */
1925void
2037void flag_inv(object*op, int flag){ 1926flag_inv (object *op, int flag)
2038 object *tmp; 1927{
2039 if(op->inv) 1928 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1929 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1930 {
2041 SET_FLAG(tmp, flag); 1931 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 1932 flag_inv (tmp, flag);
2043 } 1933 }
1934}
1935
2044}/* 1936/*
2045 * desactivate recursively a flag on an object inventory 1937 * deactivate recursively a flag on an object inventory
2046 */ 1938 */
1939void
2047void unflag_inv(object*op, int flag){ 1940unflag_inv (object *op, int flag)
2048 object *tmp; 1941{
2049 if(op->inv) 1942 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1944 {
2051 CLEAR_FLAG(tmp, flag); 1945 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 1946 unflag_inv (tmp, flag);
2053 } 1947 }
2054} 1948}
2055 1949
2056/* 1950/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 1952 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 1953 * If checksums are used, a player will get set_cheat called for
2060 * him/her-self and all object carried by a call to this function. 1954 * him/her-self and all object carried by a call to this function.
2061 */ 1955 */
2062 1956void
2063void set_cheat(object *op) { 1957set_cheat (object *op)
1958{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 1959 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 1960 flag_inv (op, FLAG_WAS_WIZ);
2066} 1961}
2067 1962
2068/* 1963/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1964 * find_free_spot(object, map, x, y, start, stop) will search for
2070 * a spot at the given map and coordinates which will be able to contain 1965 * a spot at the given map and coordinates which will be able to contain
2084 * because arch_blocked (now ob_blocked) needs to know the movement type 1979 * because arch_blocked (now ob_blocked) needs to know the movement type
2085 * to know if the space in question will block the object. We can't use 1980 * to know if the space in question will block the object. We can't use
2086 * the archetype because that isn't correct if the monster has been 1981 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 1982 * customized, changed states, etc.
2088 */ 1983 */
2089 1984int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1986{
2091 int i,index=0, flag; 1987 int index = 0, flag;
2092 static int altern[SIZEOFFREE]; 1988 int altern[SIZEOFFREE];
2093 1989
2094 for(i=start;i<stop;i++) { 1990 for (int i = start; i < stop; i++)
1991 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1992 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 1993 if (!flag)
2097 altern[index++]=i; 1994 altern [index++] = i;
2098 1995
2099 /* Basically, if we find a wall on a space, we cut down the search size. 1996 /* Basically, if we find a wall on a space, we cut down the search size.
2100 * In this way, we won't return spaces that are on another side of a wall. 1997 * In this way, we won't return spaces that are on another side of a wall.
2101 * This mostly work, but it cuts down the search size in all directions - 1998 * This mostly work, but it cuts down the search size in all directions -
2102 * if the space being examined only has a wall to the north and empty 1999 * if the space being examined only has a wall to the north and empty
2103 * spaces in all the other directions, this will reduce the search space 2000 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2001 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2002 * won't look 2 spaces south of the target space.
2106 */ 2003 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2004 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2005 stop = maxfree[i];
2109 } 2006 }
2110 if(!index) return -1;
2111 return altern[RANDOM()%index];
2112}
2113 2007
2008 if (!index)
2009 return -1;
2010
2011 return altern [rndm (index)];
2012}
2013
2114/* 2014/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2015 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2016 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2017 * But it will return the first available spot, not a random choice.
2118 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2018 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2019 */
2120 2020int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2021find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2022{
2123 for(i=0;i<SIZEOFFREE;i++) { 2023 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2024 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2025 return i;
2126 } 2026
2127 return -1; 2027 return -1;
2128} 2028}
2129 2029
2130/* 2030/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2031 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2032 * arr[begin..end-1].
2033 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2034 */
2035static void
2134static void permute(int *arr, int begin, int end) 2036permute (int *arr, int begin, int end)
2135{ 2037{
2136 int i, j, tmp, len; 2038 arr += begin;
2039 end -= begin;
2137 2040
2138 len = end-begin; 2041 while (--end)
2139 for(i = begin; i < end; i++) 2042 swap (arr [end], arr [rndm (end + 1)]);
2140 {
2141 j = begin+RANDOM()%len;
2142
2143 tmp = arr[i];
2144 arr[i] = arr[j];
2145 arr[j] = tmp;
2146 }
2147} 2043}
2148 2044
2149/* new function to make monster searching more efficient, and effective! 2045/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2046 * This basically returns a randomized array (in the passed pointer) of
2151 * the spaces to find monsters. In this way, it won't always look for 2047 * the spaces to find monsters. In this way, it won't always look for
2152 * monsters to the north first. However, the size of the array passed 2048 * monsters to the north first. However, the size of the array passed
2153 * covers all the spaces, so within that size, all the spaces within 2049 * covers all the spaces, so within that size, all the spaces within
2154 * the 3x3 area will be searched, just not in a predictable order. 2050 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2051 */
2052void
2156void get_search_arr(int *search_arr) 2053get_search_arr (int *search_arr)
2157{ 2054{
2158 int i; 2055 int i;
2159 2056
2160 for(i = 0; i < SIZEOFFREE; i++) 2057 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2058 search_arr[i] = i;
2163 }
2164 2059
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2060 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2061 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2062 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2063}
2169 2064
2170/* 2065/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2066 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2067 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2072 * Perhaps incorrectly, but I'm making the assumption that exclude
2178 * is actually want is going to try and move there. We need this info 2073 * is actually want is going to try and move there. We need this info
2179 * because we have to know what movement the thing looking to move 2074 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2075 * there is capable of.
2181 */ 2076 */
2182 2077int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2078find_dir (maptile *m, int x, int y, object *exclude)
2079{
2184 int i,max=SIZEOFFREE, mflags; 2080 int i, max = SIZEOFFREE, mflags;
2081
2185 sint16 nx, ny; 2082 sint16 nx, ny;
2186 object *tmp; 2083 object *tmp;
2187 mapstruct *mp; 2084 maptile *mp;
2085
2188 MoveType blocked, move_type; 2086 MoveType blocked, move_type;
2189 2087
2190 if (exclude && exclude->head) { 2088 if (exclude && exclude->head)
2089 {
2191 exclude = exclude->head; 2090 exclude = exclude->head;
2192 move_type = exclude->move_type; 2091 move_type = exclude->move_type;
2193 } else { 2092 }
2093 else
2094 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2095 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2096 move_type = MOVE_ALL;
2097 }
2098
2099 for (i = 1; i < max; i++)
2196 } 2100 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2101 mp = m;
2200 nx = x + freearr_x[i]; 2102 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2103 ny = y + freearr_y[i];
2202 2104
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2105 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2106
2204 if (mflags & P_OUT_OF_MAP) { 2107 if (mflags & P_OUT_OF_MAP)
2108 max = maxfree[i];
2109 else
2110 {
2111 mapspace &ms = mp->at (nx, ny);
2112
2113 blocked = ms.move_block;
2114
2115 if ((move_type & blocked) == move_type)
2205 max = maxfree[i]; 2116 max = maxfree[i];
2206 } else {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208
2209 if ((move_type & blocked) == move_type) {
2210 max=maxfree[i];
2211 } else if (mflags & P_IS_ALIVE) { 2117 else if (mflags & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2118 {
2119 for (tmp = ms.bot; tmp; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2120 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2121 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2215 break; 2122 break;
2216 } 2123
2217 }
2218 if(tmp) { 2124 if (tmp)
2219 return freedir[i]; 2125 return freedir[i];
2220 }
2221 } 2126 }
2222 } 2127 }
2223 } 2128 }
2129
2224 return 0; 2130 return 0;
2225} 2131}
2226 2132
2227/* 2133/*
2228 * distance(object 1, object 2) will return the square of the 2134 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2135 * distance between the two given objects.
2230 */ 2136 */
2231 2137int
2232int distance(const object *ob1, const object *ob2) { 2138distance (const object *ob1, const object *ob2)
2233 int i; 2139{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2140 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2236 return i;
2237} 2141}
2238 2142
2239/* 2143/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2144 * find_dir_2(delta-x,delta-y) will return a direction in which
2241 * an object which has subtracted the x and y coordinates of another 2145 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2146 * object, needs to travel toward it.
2243 */ 2147 */
2244 2148int
2245int find_dir_2(int x, int y) { 2149find_dir_2 (int x, int y)
2150{
2246 int q; 2151 int q;
2247 2152
2248 if(y) 2153 if (y)
2249 q=x*100/y; 2154 q = x * 100 / y;
2250 else if (x) 2155 else if (x)
2251 q= -300*x; 2156 q = -300 * x;
2252 else 2157 else
2253 return 0; 2158 return 0;
2254 2159
2255 if(y>0) { 2160 if (y > 0)
2161 {
2256 if(q < -242) 2162 if (q < -242)
2257 return 3 ; 2163 return 3;
2258 if (q < -41) 2164 if (q < -41)
2259 return 2 ; 2165 return 2;
2260 if (q < 41) 2166 if (q < 41)
2261 return 1 ; 2167 return 1;
2262 if (q < 242) 2168 if (q < 242)
2263 return 8 ; 2169 return 8;
2264 return 7 ; 2170 return 7;
2265 } 2171 }
2266 2172
2267 if (q < -242) 2173 if (q < -242)
2268 return 7 ; 2174 return 7;
2269 if (q < -41) 2175 if (q < -41)
2270 return 6 ; 2176 return 6;
2271 if (q < 41) 2177 if (q < 41)
2272 return 5 ; 2178 return 5;
2273 if (q < 242) 2179 if (q < 242)
2274 return 4 ; 2180 return 4;
2275 2181
2276 return 3 ; 2182 return 3;
2277}
2278
2279/*
2280 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction).
2283 */
2284
2285int absdir(int d) {
2286 while(d<1) d+=8;
2287 while(d>8) d-=8;
2288 return d;
2289} 2183}
2290 2184
2291/* 2185/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2188 */
2295 2189int
2296int dirdiff(int dir1, int dir2) { 2190dirdiff (int dir1, int dir2)
2191{
2297 int d; 2192 int d;
2193
2298 d = abs(dir1 - dir2); 2194 d = abs (dir1 - dir2);
2299 if(d>4) 2195 if (d > 4)
2300 d = 8 - d; 2196 d = 8 - d;
2197
2301 return d; 2198 return d;
2302} 2199}
2303 2200
2304/* peterm: 2201/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2202 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2308 * This basically means that if direction is 15, then it could either go 2205 * This basically means that if direction is 15, then it could either go
2309 * direction 4, 14, or 16 to get back to where we are. 2206 * direction 4, 14, or 16 to get back to where we are.
2310 * Moved from spell_util.c to object.c with the other related direction 2207 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2208 * functions.
2312 */ 2209 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2210int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2211 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2212 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2213 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2214 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2215 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2216 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2217 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2218 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2219 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2220 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2221 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2222 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2223 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2224 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2225 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2226 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2227 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2228 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2229 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2230 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2231 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2232 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2233 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2234 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2235 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2236 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2237 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2238 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2239 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2240 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2241 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2242 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2243 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2244 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2245 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2246 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2247 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2248 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2249 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2250 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2251 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2252 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2253 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2254 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2255 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2256 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2257 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2258 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2259 {24, 9, -1}
2260}; /* 48 */
2364 2261
2365/* Recursive routine to step back and see if we can 2262/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2263 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2264 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2265 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2266 * Modified to be map tile aware -.MSW
2370 */ 2267 */
2371 2268int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2269can_see_monsterP (maptile *m, int x, int y, int dir)
2270{
2374 sint16 dx, dy; 2271 sint16 dx, dy;
2375 int mflags; 2272 int mflags;
2376 2273
2274 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2275 return 0; /* exit condition: invalid direction */
2378 2276
2379 dx = x + freearr_x[dir]; 2277 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2278 dy = y + freearr_y[dir];
2381 2279
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2280 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2281
2384 /* This functional arguably was incorrect before - it was 2282 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2283 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2284 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2285 * literal on if we can see it. To know if we can actually
2388 * move to the monster, we'd need the monster passed in or 2286 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2287 * at least its move type.
2390 */ 2288 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2289 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2290 return 0;
2392 2291
2393 /* yes, can see. */ 2292 /* yes, can see. */
2394 if(dir < 9) return 1; 2293 if (dir < 9)
2294 return 1;
2295
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2296 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2297 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2299}
2399 2300
2400
2401
2402/* 2301/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2302 * can_pick(picker, item): finds out if an object is possible to be
2404 * picked up by the picker. Returnes 1 if it can be 2303 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2304 * picked up, otherwise 0.
2406 * 2305 *
2408 * core dumps if they do. 2307 * core dumps if they do.
2409 * 2308 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2309 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2310 */
2412 2311
2312int
2413int can_pick(const object *who, const object *item) { 2313can_pick (const object *who, const object *item)
2314{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2317 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2417 (who->type==PLAYER||item->weight<who->weight/3));
2418} 2318}
2419
2420 2319
2421/* 2320/*
2422 * create clone from object to another 2321 * create clone from object to another
2423 */ 2322 */
2323object *
2424object *object_create_clone (object *asrc) { 2324object_create_clone (object *asrc)
2325{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2326 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2327
2427 if(!asrc) return NULL; 2328 if (!asrc)
2329 return 0;
2330
2428 src = asrc; 2331 src = asrc;
2429 if(src->head) 2332 if (src->head)
2430 src = src->head; 2333 src = src->head;
2431 2334
2432 prev = NULL; 2335 prev = 0;
2433 for(part = src; part; part = part->more) { 2336 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2337 {
2435 copy_object(part,tmp); 2338 tmp = part->clone ();
2436 tmp->x -= src->x; 2339 tmp->x -= src->x;
2437 tmp->y -= src->y; 2340 tmp->y -= src->y;
2341
2438 if(!part->head) { 2342 if (!part->head)
2343 {
2439 dst = tmp; 2344 dst = tmp;
2440 tmp->head = NULL; 2345 tmp->head = 0;
2346 }
2441 } else { 2347 else
2442 tmp->head = dst; 2348 tmp->head = dst;
2443 } 2349
2444 tmp->more = NULL; 2350 tmp->more = 0;
2351
2445 if(prev) 2352 if (prev)
2446 prev->more = tmp; 2353 prev->more = tmp;
2354
2447 prev = tmp; 2355 prev = tmp;
2448 } 2356 }
2449 /*** copy inventory ***/ 2357
2450 for(item = src->inv; item; item = item->below) { 2358 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2359 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2360
2454 return dst; 2361 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463}
2464
2465/* GROS - Creates an object using a string representing its content. */
2466/* Basically, we save the content of the string to a temp file, then call */
2467/* load_object on it. I admit it is a highly inefficient way to make things, */
2468/* but it was simple to make and allows reusing the load_object function. */
2469/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */
2471
2472object* load_object_str(const char *obstr)
2473{
2474 object *op;
2475 char filename[MAX_BUF];
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2477
2478 FILE *tempfile=fopen(filename,"w");
2479 if (tempfile == NULL)
2480 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n");
2482 return NULL;
2483 };
2484 fprintf(tempfile,obstr);
2485 fclose(tempfile);
2486
2487 op=get_object();
2488
2489 object_thawer thawer (filename);
2490 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0);
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED);
2494
2495 return op;
2496} 2362}
2497 2363
2498/* This returns the first object in who's inventory that 2364/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2365 * has the same type and subtype match.
2500 * returns NULL if no match. 2366 * returns NULL if no match.
2501 */ 2367 */
2368object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2369find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2370{
2504 object *tmp;
2505
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2371 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2372 if (tmp->type == type && tmp->subtype == subtype)
2373 return tmp;
2508 2374
2509 return NULL; 2375 return 0;
2510} 2376}
2511 2377
2512/* If ob has a field named key, return the link from the list, 2378/* If ob has a field named key, return the link from the list,
2513 * otherwise return NULL. 2379 * otherwise return NULL.
2514 * 2380 *
2515 * key must be a passed in shared string - otherwise, this won't 2381 * key must be a passed in shared string - otherwise, this won't
2516 * do the desired thing. 2382 * do the desired thing.
2517 */ 2383 */
2384key_value *
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2385get_ob_key_link (const object *ob, const char *key)
2519 key_value * link; 2386{
2520
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2387 for (key_value *link = ob->key_values; link; link = link->next)
2522 if (link->key == key) { 2388 if (link->key == key)
2523 return link; 2389 return link;
2524 } 2390
2525 } 2391 return 0;
2526 2392}
2527 return NULL;
2528}
2529 2393
2530/* 2394/*
2531 * Returns the value of op has an extra_field for key, or NULL. 2395 * Returns the value of op has an extra_field for key, or NULL.
2532 * 2396 *
2533 * The argument doesn't need to be a shared string. 2397 * The argument doesn't need to be a shared string.
2534 * 2398 *
2535 * The returned string is shared. 2399 * The returned string is shared.
2536 */ 2400 */
2401const char *
2537const char * get_ob_key_value(const object * op, const char * const key) { 2402get_ob_key_value (const object *op, const char *const key)
2403{
2538 key_value * link; 2404 key_value *link;
2539 const char * canonical_key; 2405 shstr_cmp canonical_key (key);
2406
2407 if (!canonical_key)
2540 2408 {
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object 2409 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find. 2410 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field. 2411 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field. 2412 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2413 */
2549 return NULL; 2414 return 0;
2550 } 2415 }
2551 2416
2552 /* This is copied from get_ob_key_link() above - 2417 /* This is copied from get_ob_key_link() above -
2553 * only 4 lines, and saves the function call overhead. 2418 * only 4 lines, and saves the function call overhead.
2554 */ 2419 */
2555 for (link = op->key_values; link != NULL; link = link->next) { 2420 for (link = op->key_values; link; link = link->next)
2556 if (link->key == canonical_key) { 2421 if (link->key == canonical_key)
2557 return link->value; 2422 return link->value;
2558 }
2559 }
2560 return NULL;
2561}
2562 2423
2424 return 0;
2425}
2563 2426
2564/* 2427/*
2565 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2566 * 2429 *
2567 * canonical_key is a shared string (value doesn't have to be). 2430 * canonical_key is a shared string (value doesn't have to be).
2569 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2432 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570 * keys. 2433 * keys.
2571 * 2434 *
2572 * Returns TRUE on success. 2435 * Returns TRUE on success.
2573 */ 2436 */
2437int
2574int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2438set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2439{
2575 key_value * field = NULL, *last=NULL; 2440 key_value *field = NULL, *last = NULL;
2576 2441
2577 for (field=op->key_values; field != NULL; field=field->next) { 2442 for (field = op->key_values; field != NULL; field = field->next)
2443 {
2578 if (field->key != canonical_key) { 2444 if (field->key != canonical_key)
2445 {
2579 last = field; 2446 last = field;
2580 continue; 2447 continue;
2581 } 2448 }
2582 2449
2583 if (value) 2450 if (value)
2584 field->value = value; 2451 field->value = value;
2585 else { 2452 else
2453 {
2586 /* Basically, if the archetype has this key set, 2454 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save 2455 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load, 2456 * it, we save the empty value so that when we load,
2589 * we get this value back again. 2457 * we get this value back again.
2590 */ 2458 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2459 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0; 2460 field->value = 0;
2461 else
2462 {
2463 if (last)
2464 last->next = field->next;
2593 else 2465 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next; 2466 op->key_values = field->next;
2597 2467
2598 delete field; 2468 delete field;
2599 } 2469 }
2600 } 2470 }
2601 return TRUE; 2471 return TRUE;
2602 } 2472 }
2603 /* IF we get here, key doesn't exist */ 2473 /* IF we get here, key doesn't exist */
2604 2474
2605 /* No field, we'll have to add it. */ 2475 /* No field, we'll have to add it. */
2606 2476
2607 if (!add_key) { 2477 if (!add_key)
2608 return FALSE; 2478 return FALSE;
2609 } 2479
2610 /* There isn't any good reason to store a null 2480 /* There isn't any good reason to store a null
2611 * value in the key/value list. If the archetype has 2481 * value in the key/value list. If the archetype has
2612 * this key, then we should also have it, so shouldn't 2482 * this key, then we should also have it, so shouldn't
2613 * be here. If user wants to store empty strings, 2483 * be here. If user wants to store empty strings,
2614 * should pass in "" 2484 * should pass in ""
2615 */ 2485 */
2616 if (value == NULL) return TRUE; 2486 if (value == NULL)
2617
2618 field = new key_value;
2619
2620 field->key = canonical_key;
2621 field->value = value;
2622 /* Usual prepend-addition. */
2623 field->next = op->key_values;
2624 op->key_values = field;
2625
2626 return TRUE; 2487 return TRUE;
2488
2489 field = new key_value;
2490
2491 field->key = canonical_key;
2492 field->value = value;
2493 /* Usual prepend-addition. */
2494 field->next = op->key_values;
2495 op->key_values = field;
2496
2497 return TRUE;
2627} 2498}
2628 2499
2629/* 2500/*
2630 * Updates the key in op to value. 2501 * Updates the key in op to value.
2631 * 2502 *
2633 * and not add new ones. 2504 * and not add new ones.
2634 * In general, should be little reason FALSE is ever passed in for add_key 2505 * In general, should be little reason FALSE is ever passed in for add_key
2635 * 2506 *
2636 * Returns TRUE on success. 2507 * Returns TRUE on success.
2637 */ 2508 */
2509int
2638int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2510set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2639{ 2511{
2640 shstr key_ (key); 2512 shstr key_ (key);
2513
2641 return set_ob_key_value_s (op, key_, value, add_key); 2514 return set_ob_key_value_s (op, key_, value, add_key);
2642} 2515}
2516
2517object::depth_iterator::depth_iterator (object *container)
2518: iterator_base (container)
2519{
2520 while (item->inv)
2521 item = item->inv;
2522}
2523
2524void
2525object::depth_iterator::next ()
2526{
2527 if (item->below)
2528 {
2529 item = item->below;
2530
2531 while (item->inv)
2532 item = item->inv;
2533 }
2534 else
2535 item = item->env;
2536}
2537
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2567// return a suitable string describing an object in enough detail to find it
2568const char *
2569object::debug_desc (char *info) const
2570{
2571 char flagdesc[512];
2572 char info2[256 * 4];
2573 char *p = info;
2574
2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2576 count, uuid.seq,
2577 &name,
2578 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2581
2582 if (env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584
2585 if (map)
2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2587
2588 return info;
2589}
2590
2591const char *
2592object::debug_desc () const
2593{
2594 static char info[256 * 4];
2595 return debug_desc (info);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mat = name_to_material (materialname))
2616 return mat;
2617
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown);
2622}
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 if (object *old_container = container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0;
2644
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 }
2648
2649 if (new_container)
2650 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2652 return;
2653
2654 // TODO: this does not seem to serve any purpose anymore?
2655#if 0
2656 // insert the "Close Container" object.
2657 if (archetype *closer = new_container->other_arch)
2658 {
2659 object *closer = arch_to_object (new_container->other_arch);
2660 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661 new_container->insert (closer);
2662 }
2663#endif
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666
2667 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container;
2669
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 }
2673}
2674
2675

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