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Comparing deliantra/server/common/object.C (file contents):
Revision 1.22 by root, Sun Sep 10 00:51:23 2006 UTC vs.
Revision 1.183 by root, Mon Aug 20 19:13:10 2007 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: object.C,v 1.22 2006/09/10 00:51:23 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h> 33#include <sproto.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
46 44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 47};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 50};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
56int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
59 135
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
62 key_value * wants_field; 140 key_value *wants_field;
63 141
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
67 */ 145 */
68 146
69 /* For each field in wants, */ 147 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
71 key_value * has_field; 150 key_value *has_field;
72 151
73 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
75 156 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 157 /* No field with that name. */
78 return FALSE; 158 return FALSE;
79 } 159 }
80 160
81 /* Found the matching field. */ 161 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
83 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 165 return FALSE;
85 } 166 }
86 167
87 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 169 }
170
90 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 172 return TRUE;
92} 173}
93 174
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
96 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
98 */ 181 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 183}
101 184
102/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 186 * they can be merged together.
104 * 187 *
105 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
108 * 191 *
109 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
110 * 193 *
111 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
112 * check weight 195 * check weight
113 */ 196 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
117{ 198{
118 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
120 return 0; 205 return 0;
121 206
122 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 210 * used to store nrof).
128 */ 211 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 223
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 226
144 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
182 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
183 { 258 {
184 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* 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
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
195 } 270 }
203 278
204 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 284 return 0;
211 285
212 switch (ob1->type) 286 switch (ob1->type)
213 { 287 {
214 case SCROLL: 288 case SCROLL:
215 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
216 return 0; 290 return 0;
217 break; 291 break;
218 } 292 }
219 293
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 295 {
222 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
225 return 0; 299 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 301 return 0;
228 } 302 }
229 303
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
232 { 305 {
233 ob1->optimise (); 306 ob1->optimise ();
234 ob2->optimise (); 307 ob2->optimise ();
235 308
236 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
237 return 0; 310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
238 } 312 }
239 313
240 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
241 return 1; 315 return 1;
242} 316}
317
243/* 318/*
244 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
247 */ 322 */
248signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
249 signed long sum; 326 long sum;
250 object *inv; 327 object *inv;
328
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 {
252 if (inv->inv) 331 if (inv->inv)
253 sum_weight(inv); 332 sum_weight (inv);
333
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 335 }
336
256 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
258 if(op->carrying != sum) 340 if (op->carrying != sum)
259 op->carrying = sum; 341 op->carrying = sum;
342
260 return sum; 343 return sum;
261} 344}
262 345
263/** 346/**
264 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
265 */ 348 */
266 349
350object *
267object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
268 while (op->env != NULL) 353 while (op->env != NULL)
269 op = op->env; 354 op = op->env;
270 return op; 355 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 356}
285 357
286/* 358/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 360 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
290 */ 362 */
291 363char *
292void dump_object2(object *op) {
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 364dump_object (object *op)
339 if(op==NULL) { 365{
340 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
341 return; 367 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 368
347void dump_all_objects(void) { 369 object_freezer freezer;
348 object *op; 370 op->write (freezer);
349 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 372}
354 373
355/* 374/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
359 */ 378 */
360 379
380object *
361object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
362 object *tmp,*closest; 383 object *tmp, *closest;
363 int last_dist,i; 384 int last_dist, i;
385
364 if(op->more==NULL) 386 if (op->more == NULL)
365 return op; 387 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
369 return closest; 391 return closest;
370} 392}
371 393
372/* 394/*
373 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
374 */ 396 */
375 397object *
376object *find_object(tag_t i) { 398find_object (tag_t i)
377 object *op; 399{
378 for(op=objects;op!=NULL;op=op->next) 400 for_all_objects (op)
379 if(op->count==i) 401 if (op->count == i)
380 break;
381 return op; 402 return op;
403
404 return 0;
382} 405}
383 406
384/* 407/*
385 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
388 */ 411 */
389 412object *
390object *find_object_name(const char *str) { 413find_object_name (const char *str)
391 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
392 object *op; 416 object *op;
393 for(op=objects;op!=NULL;op=op->next) 417
418 for_all_objects (op)
394 if(&op->name == name) 419 if (op->name == str_)
395 break; 420 break;
396 421
397 return op; 422 return op;
398} 423}
399 424
425void
400void free_all_object_data () 426free_all_object_data ()
401{ 427{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 429}
439 430
440/* 431/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 433 * skill and experience objects.
443 */ 434 * ACTUALLY NO! investigate! TODO
444void set_owner (object *op, object *owner)
445{
446 if(owner==NULL||op==NULL)
447 return;
448
449 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid.
455 */
456 while (owner->owner && owner!=owner->owner &&
457 owner->ownercount==owner->owner->count) owner=owner->owner;
458
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 * 435 */
476 * Use this function if player created an object (e.g. fire bullet, swarm 436void
477 * spell), and this object creates further objects whose kills should be 437object::set_owner (object *owner)
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{ 438{
483 object *owner = get_owner (clone); 439 // allow objects which own objects
484 if (owner == NULL) { 440 if (owner)
485 /* players don't have owners - they own themselves. Update 441 while (owner->owner)
486 * as appropriate. 442 owner = owner->owner;
443
444 this->owner = owner;
445}
446
447int
448object::slottype () const
449{
450 if (type == SKILL)
451 {
452 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
453 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
454 }
455 else
456 {
457 if (slot [body_combat].info) return slot_combat;
458 if (slot [body_range ].info) return slot_ranged;
459 }
460
461 return slot_none;
462}
463
464bool
465object::change_weapon (object *ob)
466{
467 if (current_weapon == ob)
468 return true;
469
470 if (chosen_skill)
471 chosen_skill->flag [FLAG_APPLIED] = false;
472
473 current_weapon = ob;
474 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
475
476 if (chosen_skill)
477 chosen_skill->flag [FLAG_APPLIED] = true;
478
479 update_stats ();
480
481 if (ob)
482 {
483 // now check wether any body locations became invalid, in which case
484 // we cannot apply the weapon at the moment.
485 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
486 if (slot[i].used < 0)
487 */ 487 {
488 if (clone->type == PLAYER) owner=clone; 488 current_weapon = chosen_skill = 0;
489 else return; 489 update_stats ();
490
491 new_draw_info_format (NDI_UNIQUE, 0, this,
492 "You try to balance all your items at once, "
493 "but the %s is just too much for your body. "
494 "[You need to unapply some items first.]", &ob->name);
495 return false;
496 }
497
498 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
499 }
500 else
501 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
502
503 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
490 } 504 {
491 set_owner(op, owner); 505 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
506 &name, ob->debug_desc ());
507 return false;
508 }
492 509
510 return true;
493} 511}
494 512
495/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 514 * refcounts and freeing the links.
497 */ 515 */
516static void
498static void free_key_values(object * op) 517free_key_values (object *op)
499{ 518{
500 for (key_value *i = op->key_values; i != 0; ) 519 for (key_value *i = op->key_values; i; )
501 { 520 {
502 key_value *next = i->next; 521 key_value *next = i->next;
503 delete i; 522 delete i;
523
504 i = next; 524 i = next;
505 } 525 }
506 526
507 op->key_values = 0; 527 op->key_values = 0;
508} 528}
509 529
510void object::clear () 530object &
531object::operator =(const object &src)
511{ 532{
512 attachable_base::clear (); 533 bool is_freed = flag [FLAG_FREED];
534 bool is_removed = flag [FLAG_REMOVED];
513 535
514 free_key_values (this); 536 *(object_copy *)this = src;
515 537
516 name = 0; 538 flag [FLAG_FREED] = is_freed;
517 name_pl = 0; 539 flag [FLAG_REMOVED] = is_removed;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object,
574 * and then copies the contends of the first object into the second
575 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object
578 * will point at garbage.
579 */
580
581void copy_object (object *op2, object *op)
582{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585
586 op2->clone (op);
587
588 if (is_freed) SET_FLAG (op, FLAG_FREED);
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
590
591 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
593 540
594 /* Copy over key_values, if any. */ 541 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 542 if (src.key_values)
596 { 543 {
597 key_value *tail = NULL; 544 key_value *tail = 0;
598 key_value *i;
599
600 op->key_values = NULL; 545 key_values = 0;
601 546
602 for (i = op2->key_values; i != NULL; i = i->next) 547 for (key_value *i = src.key_values; i; i = i->next)
603 { 548 {
604 key_value *new_link = new key_value; 549 key_value *new_link = new key_value;
605 550
606 new_link->next = NULL; 551 new_link->next = 0;
607 new_link->key = i->key; 552 new_link->key = i->key;
608 new_link->value = i->value; 553 new_link->value = i->value;
609 554
610 /* Try and be clever here, too. */ 555 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 556 if (!key_values)
612 { 557 {
613 op->key_values = new_link; 558 key_values = new_link;
614 tail = new_link; 559 tail = new_link;
615 } 560 }
616 else 561 else
617 { 562 {
618 tail->next = new_link; 563 tail->next = new_link;
619 tail = new_link; 564 tail = new_link;
620 } 565 }
621 } 566 }
622 } 567 }
568}
623 569
624 update_ob_speed (op); 570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
585
586 dst->set_speed (dst->speed);
587}
588
589void
590object::instantiate ()
591{
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
606}
607
608object *
609object::clone ()
610{
611 object *neu = create ();
612 copy_to (neu);
613 return neu;
625} 614}
626 615
627/* 616/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 617 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 618 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 619 * be called to update the face variable, _and_ how it looks on the map.
631 */ 620 */
632 621void
633void update_turn_face(object *op) { 622update_turn_face (object *op)
623{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 624 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 625 return;
626
636 SET_ANIMATION(op, op->direction); 627 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 628 update_object (op, UP_OBJ_FACE);
638} 629}
639 630
640/* 631/*
641 * Updates the speed of an object. If the speed changes from 0 to another 632 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 633 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 634 * This function needs to be called whenever the speed of an object changes.
644 */ 635 */
645 636void
646void update_ob_speed(object *op) { 637object::set_speed (float speed)
647 extern int arch_init; 638{
648 639 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 640 {
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 641 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 642 speed = 0;
659#endif
660 } 643 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 644
669 /* process_events() expects us to insert the object at the beginning 645 this->speed = speed;
670 * of the list. */ 646
671 op->active_next = active_objects; 647 if (has_active_speed ())
672 if (op->active_next!=NULL) 648 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 649 else
677 /* If not on the active list, nothing needs to be done */ 650 deactivate ();
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694} 651}
695 652
696/* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704void remove_from_active_list(object *op)
705{
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 653/*
725 * update_object() updates the array which represents the map. 654 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 655 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 656 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 657 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 658 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 659 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 660 * updating that window, though, since update_object() is called _often_)
732 * 661 *
733 * action is a hint of what the caller believes need to be done. 662 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 663 * current action are:
739 * UP_OBJ_INSERT: op was inserted 664 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 665 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 666 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 667 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 668 * UP_OBJ_FACE: only the objects face has changed.
744 */ 669 */
745 670void
746void update_object(object *op, int action) { 671update_object (object *op, int action)
747 int update_now=0, flags; 672{
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL) { 673 if (op == NULL)
674 {
751 /* this should never happen */ 675 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 676 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 677 return;
754 }
755 678 }
756 if(op->env!=NULL) { 679
680 if (op->env)
681 {
757 /* Animation is currently handled by client, so nothing 682 /* Animation is currently handled by client, so nothing
758 * to do in this case. 683 * to do in this case.
759 */ 684 */
760 return; 685 return;
761 } 686 }
762 687
763 /* If the map is saving, don't do anything as everything is 688 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 689 * going to get freed anyways.
765 */ 690 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 691 if (!op->map || op->map->in_memory == MAP_SAVING)
767 692 return;
693
768 /* make sure the object is within map boundaries */ 694 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 695 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 696 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 697 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 698#ifdef MANY_CORES
773 abort(); 699 abort ();
774#endif 700#endif
775 return; 701 return;
776 }
777 702 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 703
704 mapspace &m = op->ms ();
705
706 if (!(m.flags_ & P_UPTODATE))
707 /* nop */;
785 if (action == UP_OBJ_INSERT) { 708 else if (action == UP_OBJ_INSERT)
709 {
710 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 711 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 712 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 713 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 714 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
715 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 716 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 717 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 718 || (m.move_off | op->move_off ) != m.move_off
804 719 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 720 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 721 * to have move_allow right now.
807 */ 722 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 723 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 724 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 725 m.flags_ = 0;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 726 }
814 /* if the object is being removed, we can't make intelligent 727 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 728 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 729 * that is being removed.
817 */ 730 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 731 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 732 m.flags_ = 0;
820 } else if (action == UP_OBJ_FACE) { 733 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 734 /* Nothing to do for that case */ ;
822 }
823 else { 735 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 736 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 737
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 738 if (op->more)
833 update_object(op->more, action); 739 update_object (op->more, action);
834}
835
836static std::vector<object *> mortals;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844} 740}
845 741
846object::object () 742object::object ()
847{ 743{
848 SET_FLAG (this, FLAG_REMOVED); 744 SET_FLAG (this, FLAG_REMOVED);
849 745
850 expmul = 1.0; 746 expmul = 1.0;
851 face = blank_face; 747 face = blank_face;
852 attacked_by_count = -1;
853} 748}
854 749
855object::~object () 750object::~object ()
856{ 751{
752 unlink ();
753
857 free_key_values (this); 754 free_key_values (this);
858} 755}
859 756
757static int object_count;
758
759void object::link ()
760{
761 assert (!index);//D
762 uuid = gen_uuid ();
763 count = ++object_count;
764
765 refcnt_inc ();
766 objects.insert (this);
767}
768
769void object::unlink ()
770{
771 if (!index)
772 return;
773
774 objects.erase (this);
775 refcnt_dec ();
776}
777
860void 778void
861object::link () 779object::activate ()
862{ 780{
863 count = ++ob_count; 781 /* If already on active list, don't do anything */
782 if (active)
783 return;
864 784
865 prev = 0; 785 if (has_active_speed ())
866 next = objects; 786 actives.insert (this);
867
868 if (objects)
869 objects->prev = this;
870
871 objects = this;
872} 787}
873 788
874void 789void
875object::unlink () 790object::activate_recursive ()
876{ 791{
877 count = 0; 792 activate ();
878 793
879 /* Remove this object from the list of used objects */ 794 for (object *op = inv; op; op = op->below)
880 if (prev) prev->next = next; 795 op->activate_recursive ();
881 if (next) next->prev = prev; 796}
882 if (this == objects) objects = next; 797
883} 798/* This function removes object 'op' from the list of active
799 * objects.
800 * This should only be used for style maps or other such
801 * reference maps where you don't want an object that isn't
802 * in play chewing up cpu time getting processed.
803 * The reverse of this is to call update_ob_speed, which
804 * will do the right thing based on the speed of the object.
805 */
806void
807object::deactivate ()
808{
809 /* If not on the active list, nothing needs to be done */
810 if (!active)
811 return;
812
813 actives.erase (this);
814}
815
816void
817object::deactivate_recursive ()
818{
819 for (object *op = inv; op; op = op->below)
820 op->deactivate_recursive ();
821
822 deactivate ();
823}
824
825void
826object::set_flag_inv (int flag, int value)
827{
828 for (object *op = inv; op; op = op->below)
829 {
830 op->flag [flag] = value;
831 op->set_flag_inv (flag, value);
832 }
833}
834
835/*
836 * Remove and free all objects in the inventory of the given object.
837 * object.c ?
838 */
839void
840object::destroy_inv (bool drop_to_ground)
841{
842 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory,
846 // cf will crash below with off-map x and y
847 if (!inv)
848 return;
849
850 /* Only if the space blocks everything do we not process -
851 * if some form of movement is allowed, let objects
852 * drop on that space.
853 */
854 if (!drop_to_ground
855 || !map
856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
858 || ms ().move_block == MOVE_ALL)
859 {
860 while (inv)
861 {
862 inv->destroy_inv (drop_to_ground);
863 inv->destroy ();
864 }
865 }
866 else
867 { /* Put objects in inventory onto this space */
868 while (inv)
869 {
870 object *op = inv;
871
872 if (op->flag [FLAG_STARTEQUIP]
873 || op->flag [FLAG_NO_DROP]
874 || op->type == RUNE
875 || op->type == TRAP
876 || op->flag [FLAG_IS_A_TEMPLATE]
877 || op->flag [FLAG_DESTROY_ON_DEATH])
878 op->destroy ();
879 else
880 map->insert (op, x, y);
881 }
882 }
883}
884 884
885object *object::create () 885object *object::create ()
886{ 886{
887 object *op = new object; 887 object *op = new object;
888 op->link (); 888 op->link ();
889 return op; 889 return op;
890} 890}
891 891
892/*
893 * free_object() frees everything allocated by an object, removes
894 * it from the list of used objects, and puts it on the list of
895 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for
897 * this function to succeed.
898 *
899 * If free_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground.
901 */
902void 892void
903object::free (bool free_inventory) 893object::do_destroy ()
904{ 894{
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 895 attachable::do_destroy ();
906 {
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 896
914 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 897 if (flag [FLAG_IS_LINKED])
915 { 898 remove_button_link (this);
916 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 899
900 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 901 remove_friendly_object (this);
918 }
919 902
920 if (QUERY_FLAG (this, FLAG_FREED)) 903 if (!flag [FLAG_REMOVED])
904 remove ();
905
906 destroy_inv (true);
907
908 deactivate ();
909 unlink ();
910
911 flag [FLAG_FREED] = 1;
912
913 // hack to ensure that freed objects still have a valid map
914 {
915 static maptile *freed_map; // freed objects are moved here to avoid crashes
916
917 if (!freed_map)
921 { 918 {
922 dump_object (this); 919 freed_map = new maptile;
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 920
924 return; 921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
925 } 927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
926 933
927 if (more) 934 if (more)
928 { 935 {
929 more->free (free_inventory); 936 more->destroy ();
930 more = 0; 937 more = 0;
931 } 938 }
932 939
933 if (inv)
934 {
935 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects
937 * drop on that space.
938 */
939 if (free_inventory || !map
940 || map->in_memory != MAP_IN_MEMORY
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory);
950 op = tmp;
951 }
952 }
953 else
954 { /* Put objects in inventory onto this space */
955 object *op = inv;
956
957 while (op)
958 {
959 object *tmp = op->below;
960 remove_ob (op);
961
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
965 free_object (op);
966 else
967 {
968 op->x = x;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 }
972
973 op = tmp;
974 }
975 }
976 }
977
978 /* Remove object from the active list */
979 speed = 0; 940 head = 0;
980 update_ob_speed (this);
981 941
982 unlink (); 942 // clear those pointers that likely might cause circular references
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
946 current_weapon = 0;
947}
983 948
984 SET_FLAG (this, FLAG_FREED); 949void
950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
953 return;
985 954
986 mortals.push_back (this); 955 if (destroy_inventory)
956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963
964 attachable::destroy ();
987} 965}
988 966
989/* 967/*
990 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
992 */ 970 */
993 971void
994void sub_weight (object *op, signed long weight) { 972sub_weight (object *op, signed long weight)
973{
995 while (op != NULL) { 974 while (op != NULL)
975 {
996 if (op->type == CONTAINER) { 976 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 978
999 op->carrying-=weight; 979 op->carrying -= weight;
1000 op = op->env; 980 op = op->env;
1001 } 981 }
1002} 982}
1003 983
1004/* remove_ob(op): 984/* op->remove ():
1005 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 989 * the previous environment.
1010 * Beware: This function is called from the editor as well!
1011 */ 990 */
1012 991void
1013void remove_ob(object *op) { 992object::do_remove ()
993{
1014 object *tmp,*last=NULL; 994 object *tmp, *last = 0;
1015 object *otmp; 995 object *otmp;
1016 tag_t tag;
1017 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 996
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 dump_object(op); 998 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 999
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1042 1002
1003 if (more)
1004 more->remove ();
1005
1043 /* 1006 /*
1044 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1045 * inventory. 1008 * inventory.
1046 */ 1009 */
1047 if(op->env!=NULL) { 1010 if (env)
1011 {
1048 if(op->nrof) 1012 if (nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1013 sub_weight (env, weight * nrof);
1050 else 1014 else
1051 sub_weight(op->env, op->weight+op->carrying); 1015 sub_weight (env, weight + carrying);
1052 1016
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1019 * to save cpu time.
1056 */ 1020 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1022 otmp->update_stats ();
1059 fix_player(otmp);
1060 1023
1061 if(op->above!=NULL) 1024 if (above)
1062 op->above->below=op->below; 1025 above->below = below;
1063 else 1026 else
1064 op->env->inv=op->below; 1027 env->inv = below;
1065 1028
1066 if(op->below!=NULL) 1029 if (below)
1067 op->below->above=op->above; 1030 below->above = above;
1068 1031
1069 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1035 */
1036 x = env->x, y = env->y;
1037 map = env->map;
1038 above = 0, below = 0;
1039 env = 0;
1040 }
1041 else if (map)
1042 {
1043 if (type == PLAYER)
1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1057
1058 /* link the object above us */
1059 if (above)
1060 above->below = below;
1061 else
1062 ms.top = below; /* we were top, set new top */
1063
1064 /* Relink the object below us, if there is one */
1065 if (below)
1066 below->above = above;
1067 else
1068 {
1069 /* Nothing below, which means we need to relink map object for this space
1070 * use translated coordinates in case some oddness with map tiling is
1071 * evident
1072 */ 1072 */
1073 op->x=op->env->x,op->y=op->env->y; 1073 if (GET_MAP_OB (map, x, y) != this)
1074 op->map=op->env->map; 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1075 op->above=NULL,op->below=NULL; 1075
1076 op->env=NULL; 1076 ms.bot = above; /* goes on above it. */
1077 }
1078
1079 above = 0;
1080 below = 0;
1081
1082 if (map->in_memory == MAP_SAVING)
1077 return; 1083 return;
1078 }
1079 1084
1080 /* If we get here, we are removing it from a map */ 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1081 if (op->map == NULL) return;
1082 1086
1083 x = op->x; 1087 if (object *pl = ms.player ())
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 } 1088 {
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1089 if (pl->container == this)
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1136 /* No point updating the players look faces if he is the object
1137 * being removed.
1138 */
1139
1140 if(tmp->type==PLAYER && tmp!=op) {
1141 /* If a container that the player is currently using somehow gets 1090 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1091 * removed (most likely destroyed), update the player view
1143 * appropriately. 1092 * appropriately.
1144 */ 1093 */
1145 if (tmp->container==op) { 1094 pl->close_container ();
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1095
1147 tmp->container=NULL; 1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1100 {
1101 /* No point updating the players look faces if he is the object
1102 * being removed.
1103 */
1104
1105 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1109 {
1110 move_apply (tmp, this, 0);
1111
1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1148 } 1114 }
1149 tmp->contr->socket.update_look=1; 1115
1116 last = tmp;
1150 } 1117 }
1151 /* See if player moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1154 1118
1155 move_apply(tmp, op, NULL);
1156 if (was_destroyed (op, tag)) {
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 }
1160 }
1161
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163
1164 if(tmp->above == tmp)
1165 tmp->above = NULL;
1166 last=tmp;
1167 }
1168 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1169 if (last==NULL) { 1120 //TODO: this makes little sense, why only update the topmost object?
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 if (!last)
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1122 map->at (x, y).flags_ = 0;
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y);
1177 }
1178 else 1123 else
1179 update_object(last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1180 1125
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1183 1128 }
1184} 1129}
1185 1130
1186/* 1131/*
1187 * merge_ob(op,top): 1132 * merge_ob(op,top):
1188 * 1133 *
1189 * This function goes through all objects below and including top, and 1134 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1135 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1136 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1137 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1138 */
1194 1139object *
1195object *merge_ob(object *op, object *top) { 1140merge_ob (object *op, object *top)
1141{
1196 if(!op->nrof) 1142 if (!op->nrof)
1197 return 0; 1143 return 0;
1198 if(top==NULL) 1144
1145 if (top)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1148
1200 for(;top!=NULL;top=top->below) { 1149 for (; top; top = top->below)
1150 {
1201 if(top==op) 1151 if (top == op)
1202 continue; 1152 continue;
1203 if (CAN_MERGE(op,top)) 1153
1204 { 1154 if (object::can_merge (op, top))
1155 {
1205 top->nrof+=op->nrof; 1156 top->nrof += op->nrof;
1157
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1160 op->destroy ();
1209 free_object(op);
1210 return top; 1161 return top;
1211 } 1162 }
1212 } 1163 }
1164
1213 return NULL; 1165 return 0;
1214} 1166}
1215 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1216/* 1191/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1218 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1219 */ 1194 */
1195object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221 object* tmp; 1197{
1222 if (op->head) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 op=op->head; 1199 {
1224 for (tmp=op;tmp;tmp=tmp->more){
1225 tmp->x=x+tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1226 tmp->y=y+tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1227 } 1202 }
1203
1228 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1229} 1205}
1230 1206
1231/* 1207/*
1232 * insert_ob_in_map (op, map, originator, flag): 1208 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1209 * This function inserts the object in the two-way linked list
1246 * Return value: 1222 * Return value:
1247 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1225 * just 'op' otherwise
1250 */ 1226 */
1251 1227object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1254 object *tmp, *top, *floor=NULL; 1232 object *top, *floor = NULL;
1255 sint16 x,y;
1256 1233
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1234 op->remove ();
1258 LOG (llevError, "Trying to insert freed object!\n"); 1235
1259 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) { 1236 if (out_of_map (m, op->x, op->y))
1267 dump_object(op); 1237 {
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1238 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1269#ifdef MANY_CORES 1239#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object 1240 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting 1241 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted. 1242 * improperly inserted.
1273 */ 1243 */
1274 abort(); 1244 abort ();
1275#endif 1245#endif
1276 return op; 1246 return op;
1277 } 1247 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1248
1279 dump_object(op); 1249 if (object *more = op->more)
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1250 if (!insert_ob_in_map (more, m, originator, flag))
1281 return op; 1251 return 0;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1252
1286 object *more = op->more; 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1287 1254
1288 /* We really need the caller to normalize coordinates - if 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1289 * we set the map, that doesn't work if the location is within 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1290 * a map and this is straddling an edge. So only if coordinate 1257 * need extra work
1291 * is clear wrong do we normalize it. 1258 */
1259 if (!xy_normalise (m, op->x, op->y))
1260 return 0;
1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1264
1265 /* this has to be done after we translate the coordinates.
1266 */
1267 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp))
1292 */ 1270 {
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1271 op->nrof += tmp->nrof;
1294 more->map = get_map_from_coord(m, &more->x, &more->y); 1272 tmp->destroy ();
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 } 1273 }
1301 1274
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1303 if ( ! op->head) 1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1277
1305 return NULL; 1278 if (!QUERY_FLAG (op, FLAG_ALIVE))
1279 CLEAR_FLAG (op, FLAG_NO_STEAL);
1280
1281 if (flag & INS_BELOW_ORIGINATOR)
1282 {
1283 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1284 {
1285 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286 abort ();
1306 } 1287 }
1288
1289 op->above = originator;
1290 op->below = originator->below;
1291
1292 if (op->below)
1293 op->below->above = op;
1294 else
1295 ms.bot = op;
1296
1297 /* since *below* originator, no need to update top */
1298 originator->below = op;
1299 }
1300 else
1307 } 1301 {
1308 CLEAR_FLAG(op,FLAG_REMOVED); 1302 top = ms.bot;
1309 1303
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1304 /* If there are other objects, then */
1311 * of areas of callers (eg, anything that uses find_free_spot would now 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1312 * need extra work 1306 {
1313 */ 1307 object *last = 0;
1314 op->map=get_map_from_coord(m, &op->x, &op->y);
1315 x = op->x;
1316 y = op->y;
1317 1308
1318 /* this has to be done after we translate the coordinates. 1309 /*
1319 */ 1310 * If there are multiple objects on this space, we do some trickier handling.
1320 if(op->nrof && !(flag & INS_NO_MERGE)) { 1311 * We've already dealt with merging if appropriate.
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1312 * Generally, we want to put the new object on top. But if
1322 if (CAN_MERGE(op,tmp)) { 1313 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1323 op->nrof+=tmp->nrof; 1314 * floor, we want to insert above that and no further.
1324 remove_ob(tmp); 1315 * Also, if there are spell objects on this space, we stop processing
1325 free_object(tmp); 1316 * once we get to them. This reduces the need to traverse over all of
1317 * them when adding another one - this saves quite a bit of cpu time
1318 * when lots of spells are cast in one area. Currently, it is presumed
1319 * that flying non pickable objects are spell objects.
1320 */
1321 for (top = ms.bot; top; top = top->above)
1322 {
1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1324 floor = top;
1325
1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1327 {
1328 /* We insert above top, so we want this object below this */
1329 top = top->below;
1330 break;
1331 }
1332
1333 last = top;
1326 } 1334 }
1327 }
1328 1335
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1337 top = last;
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333 1338
1334 if (flag & INS_BELOW_ORIGINATOR) { 1339 /* We let update_position deal with figuring out what the space
1335 if (originator->map != op->map || originator->x != op->x || 1340 * looks like instead of lots of conditions here.
1336 originator->y != op->y) { 1341 * makes things faster, and effectively the same result.
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1342 */
1338 abort(); 1343
1344 /* Have object 'fall below' other objects that block view.
1345 * Unless those objects are exits.
1346 * If INS_ON_TOP is used, don't do this processing
1347 * Need to find the object that in fact blocks view, otherwise
1348 * stacking is a bit odd.
1349 */
1350 if (!(flag & INS_ON_TOP)
1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1353 {
1354 for (last = top; last != floor; last = last->below)
1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1356 break;
1357
1358 /* Check to see if we found the object that blocks view,
1359 * and make sure we have a below pointer for it so that
1360 * we can get inserted below this one, which requires we
1361 * set top to the object below us.
1362 */
1363 if (last && last->below && last != floor)
1364 top = last->below;
1365 }
1366 } /* If objects on this space */
1367 if (flag & INS_MAP_LOAD)
1368 top = ms.top;
1369
1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor;
1372
1373 /* Top is the object that our object (op) is going to get inserted above.
1374 */
1375
1376 /* First object on this space */
1377 if (!top)
1378 {
1379 op->above = ms.bot;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = 0;
1385 ms.bot = op;
1339 } 1386 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else { 1387 else
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1418 op->above = top->above; 1389 op->above = top->above;
1390
1391 if (op->above)
1419 if (op->above) op->above->below = op; 1392 op->above->below = op;
1393
1420 op->below = top; 1394 op->below = top;
1421 top->above = op; 1395 top->above = op;
1422 } 1396 }
1397
1423 if (op->above==NULL) 1398 if (!op->above)
1424 SET_MAP_TOP(op->map,op->x, op->y, op); 1399 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1426 1401
1427 if(op->type==PLAYER) 1402 if (op->type == PLAYER)
1403 {
1428 op->contr->do_los=1; 1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1429 1408
1430 /* If we have a floor, we know the player, if any, will be above 1409 op->map->dirty = true;
1431 * it, so save a few ticks and start from there. 1410
1432 */
1433 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1412 if (object *pl = ms.player ())
1435 if (tmp->type == PLAYER) 1413 pl->contr->ns->floorbox_update ();
1436 tmp->contr->socket.update_look=1;
1437 }
1438 1414
1439 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way - 1419 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1446 * of effect may be sufficient. 1422 * of effect may be sufficient.
1447 */ 1423 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1450 1426
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1454 1429
1430 INVOKE_OBJECT (INSERT, op);
1455 1431
1456 /* Don't know if moving this to the end will break anything. However, 1432 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this. 1433 * we want to have floorbox_update called before calling this.
1458 * 1434 *
1459 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like 1436 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object(). 1438 * update_object().
1463 */ 1439 */
1464 1440
1465 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1443 {
1468 if (check_move_on(op, originator)) 1444 if (check_move_on (op, originator))
1469 return NULL; 1445 return 0;
1470 1446
1471 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1448 * walk on's.
1473 */ 1449 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1476 return NULL; 1452 return 0;
1477 } 1453 }
1454
1478 return op; 1455 return op;
1479} 1456}
1480 1457
1481/* this function inserts an object in the map, but if it 1458/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1459 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1460 * op is the object to insert it under: supplies x and the map.
1484 */ 1461 */
1462void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1463replace_insert_ob_in_map (const char *arch_string, object *op)
1486 object *tmp; 1464{
1487 object *tmp1; 1465 object *tmp, *tmp1;
1488 1466
1489 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1490 1468
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1471 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1472
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1474
1500 1475 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1476 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 return where->map->insert (this, where->x, where->y, originator, flags);
1484}
1504 1485
1505/* 1486/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1487 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains 1488 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1489 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1490 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1491 * global static errmsg array.
1511 */ 1492 */
1512 1493object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1494get_split_ob (object *orig_ob, uint32 nr)
1495{
1514 object *newob; 1496 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1497 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1498
1517 if(orig_ob->nrof<nr) { 1499 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1500 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1501 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1502 return NULL;
1521 } 1503 }
1504
1522 newob = object_create_clone(orig_ob); 1505 newob = object_create_clone (orig_ob);
1506
1523 if((orig_ob->nrof-=nr)<1) { 1507 if ((orig_ob->nrof -= nr) < 1)
1524 if ( ! is_removed) 1508 orig_ob->destroy (1);
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) { 1509 else if (!is_removed)
1510 {
1529 if(orig_ob->env!=NULL) 1511 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1512 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1513 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1514 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1515 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n"); 1516 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1517 return NULL;
1536 } 1518 }
1537 } 1519 }
1520
1538 newob->nrof=nr; 1521 newob->nrof = nr;
1539 1522
1540 return newob; 1523 return newob;
1541} 1524}
1542 1525
1543/* 1526/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1527 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1528 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1529 * is subsequently removed and freed.
1547 * 1530 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1531 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1532 */
1550 1533object *
1551object *decrease_ob_nr (object *op, uint32 i) 1534decrease_ob_nr (object *op, uint32 i)
1552{ 1535{
1553 object *tmp; 1536 object *tmp;
1554 player *pl;
1555 1537
1556 if (i == 0) /* objects with op->nrof require this check */ 1538 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1539 return op;
1558 1540
1559 if (i > op->nrof) 1541 if (i > op->nrof)
1560 i = op->nrof; 1542 i = op->nrof;
1561 1543
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1544 if (QUERY_FLAG (op, FLAG_REMOVED))
1545 op->nrof -= i;
1546 else if (op->env)
1547 {
1548 /* is this object in the players inventory, or sub container
1549 * therein?
1550 */
1551 tmp = op->in_player ();
1552 /* nope. Is this a container the player has opened?
1553 * If so, set tmp to that player.
1554 * IMO, searching through all the players will mostly
1555 * likely be quicker than following op->env to the map,
1556 * and then searching the map for a player.
1557 */
1558 if (!tmp)
1559 for_all_players (pl)
1560 if (pl->ob->container == op->env)
1561 {
1562 tmp = pl->ob;
1563 break;
1564 }
1565
1566 if (i < op->nrof)
1567 {
1568 sub_weight (op->env, op->weight * i);
1569 op->nrof -= i;
1570 if (tmp)
1571 esrv_send_item (tmp, op);
1572 }
1573 else
1574 {
1575 op->remove ();
1576 op->nrof = 0;
1577 if (tmp)
1578 esrv_del_item (tmp->contr, op->count);
1579 }
1563 { 1580 }
1581 else
1582 {
1583 object *above = op->above;
1584
1585 if (i < op->nrof)
1564 op->nrof -= i; 1586 op->nrof -= i;
1565 } 1587 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */ 1588 {
1571 tmp = is_player_inv (op->env); 1589 op->remove ();
1572 /* nope. Is this a container the player has opened? 1590 op->nrof = 0;
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1591 }
1584 1592
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op);
1593 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1593 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1594 for (tmp = above; tmp; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1595 if (tmp->type == PLAYER)
1596 {
1612 if (op->nrof) 1597 if (op->nrof)
1613 esrv_send_item(tmp, op); 1598 esrv_send_item (tmp, op);
1614 else 1599 else
1615 esrv_del_item(tmp->contr, op->count); 1600 esrv_del_item (tmp->contr, op->count);
1616 } 1601 }
1617 } 1602 }
1618 1603
1619 if (op->nrof) { 1604 if (op->nrof)
1620 return op; 1605 return op;
1621 } else { 1606 else
1622 free_object (op); 1607 {
1608 op->destroy ();
1623 return NULL; 1609 return 0;
1624 } 1610 }
1625} 1611}
1626 1612
1627/* 1613/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1614 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1615 * and also updates how much the environment(s) is/are carrying.
1630 */ 1616 */
1631 1617void
1632void add_weight (object *op, signed long weight) { 1618add_weight (object *op, signed long weight)
1619{
1633 while (op!=NULL) { 1620 while (op != NULL)
1621 {
1634 if (op->type == CONTAINER) { 1622 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1623 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1624
1637 op->carrying+=weight; 1625 op->carrying += weight;
1638 op=op->env; 1626 op = op->env;
1639 } 1627 }
1640} 1628}
1641 1629
1630object *
1631insert_ob_in_ob (object *op, object *where)
1632{
1633 if (!where)
1634 {
1635 char *dump = dump_object (op);
1636 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1637 free (dump);
1638 return op;
1639 }
1640
1641 if (where->head_ () != where)
1642 {
1643 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1644 where = where->head;
1645 }
1646
1647 return where->insert (op);
1648}
1649
1642/* 1650/*
1643 * insert_ob_in_ob(op,environment): 1651 * env->insert (op)
1644 * This function inserts the object op in the linked list 1652 * This function inserts the object op in the linked list
1645 * inside the object environment. 1653 * inside the object environment.
1646 * 1654 *
1647 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1648 * the inventory at the last position or next to other objects of the same
1649 * type.
1650 * Frank: Now sorted by type, archetype and magic!
1651 *
1652 * The function returns now pointer to inserted item, and return value can 1655 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1656 * be != op, if items are merged. -Tero
1654 */ 1657 */
1655 1658object *
1656object *insert_ob_in_ob(object *op,object *where) { 1659object::insert (object *op)
1657 object *tmp, *otmp; 1660{
1658
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1662 op->remove ();
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1663
1662 return op;
1663 }
1664 if(where==NULL) {
1665 dump_object(op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1667 return op;
1668 }
1669 if (where->head) {
1670 LOG(llevDebug,
1671 "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674 if (op->more) { 1664 if (op->more)
1665 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1666 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1667 return op;
1678 } 1668 }
1669
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1681 if(op->nrof) { 1673 if (op->nrof)
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1674 {
1683 if ( CAN_MERGE(tmp,op) ) { 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1676 if (object::can_merge (tmp, op))
1677 {
1684 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1679 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1681 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1682 * tmp->nrof, we need to increase the weight.
1689 */ 1683 */
1690 add_weight (where, op->weight*op->nrof); 1684 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1685 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1686 op->destroy (); /* free the inserted object */
1693 op = tmp; 1687 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1688 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1689 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1690 break;
1697 } 1691 }
1698 1692
1699 /* I assume combined objects have no inventory 1693 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1694 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1695 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1696 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1697 * the linking below
1704 */ 1698 */
1705 add_weight (where, op->weight*op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1700 }
1706 } else 1701 else
1707 add_weight (where, (op->weight+op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1708 1703
1709 otmp=is_player_inv(where); 1704 if (object *otmp = this->in_player ())
1710 if (otmp&&otmp->contr!=NULL) {
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1706 otmp->update_stats ();
1713 }
1714 1707
1715 op->map=NULL; 1708 op->owner = 0; // its his/hers now. period.
1716 op->env=where; 1709 op->map = 0;
1710 op->env = this;
1717 op->above=NULL; 1711 op->above = 0;
1718 op->below=NULL; 1712 op->below = 0;
1719 op->x=0,op->y=0; 1713 op->x = op->y = 0;
1720 1714
1721 /* reset the light list and los of the players on the map */ 1715 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1716 if (op->glow_radius && map)
1723 { 1717 {
1724#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1719 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1721 if (map->darkness)
1722 update_all_los (map, x, y);
1729 } 1723 }
1730 1724
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1725 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1726 * It sure simplifies this function...
1733 */ 1727 */
1734 if (where->inv==NULL) 1728 if (!inv)
1735 where->inv=op; 1729 inv = op;
1736 else { 1730 else
1731 {
1737 op->below = where->inv; 1732 op->below = inv;
1738 op->below->above = op; 1733 op->below->above = op;
1739 where->inv = op; 1734 inv = op;
1740 } 1735 }
1736
1737 INVOKE_OBJECT (INSERT, this);
1738
1741 return op; 1739 return op;
1742} 1740}
1743 1741
1744/* 1742/*
1745 * Checks if any objects has a move_type that matches objects 1743 * Checks if any objects has a move_type that matches objects
1759 * 1757 *
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1758 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1759 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1760 * on top.
1763 */ 1761 */
1764 1762int
1765int check_move_on (object *op, object *originator) 1763check_move_on (object *op, object *originator)
1766{ 1764{
1767 object *tmp; 1765 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1766 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1767 int x = op->x, y = op->y;
1768
1771 MoveType move_on, move_slow, move_block; 1769 MoveType move_on, move_slow, move_block;
1772 1770
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1771 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1772 return 0;
1775 1773
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1777
1782 /* if nothing on this space will slow op down or be applied, 1778 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1779 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1780 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1781 * as walking.
1786 */ 1782 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1783 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1784 return 0;
1789 1785
1790 /* This is basically inverse logic of that below - basically, 1786 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1787 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1788 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1789 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1790 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1791 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1792 return 0;
1797 1793
1798 /* The objects have to be checked from top to bottom. 1794 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1795 * Hence, we first go to the top:
1800 */ 1796 */
1801 1797
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1798 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1799 {
1804 /* Trim the search when we find the first other spell effect 1800 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1801 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1802 * we don't need to check all of them.
1807 */ 1803 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1804 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1805 break;
1806 }
1807
1808 for (; tmp; tmp = tmp->below)
1809 } 1809 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1810 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1811 continue; /* Can't apply yourself */
1812 1812
1813 /* Check to see if one of the movement types should be slowed down. 1813 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1814 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1815 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1816 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1817 * swim on that space, can't use it to avoid the penalty.
1818 */ 1818 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1819 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1820 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1822 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1823 {
1823 1824
1824 float diff; 1825 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1826 diff = tmp->move_slow_penalty * fabs (op->speed);
1827
1827 if (op->type == PLAYER) { 1828 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1829 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1830 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1831 diff /= 4.0;
1831 } 1832
1832 }
1833 op->speed_left -= diff; 1833 op->speed_left -= diff;
1834 } 1834 }
1835 } 1835 }
1836 1836
1837 /* Basically same logic as above, except now for actual apply. */ 1837 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1839 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1840 {
1842 move_apply(tmp, op, originator); 1841 move_apply (tmp, op, originator);
1842
1843 if (was_destroyed (op, tag)) 1843 if (op->destroyed ())
1844 return 1; 1844 return 1;
1845 1845
1846 /* what the person/creature stepped onto has moved the object 1846 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1847 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1848 * have a feeling strange problems would result.
1849 */ 1849 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1850 if (op->map != m || op->x != x || op->y != y)
1851 return 0;
1851 } 1852 }
1852 } 1853 }
1854
1853 return 0; 1855 return 0;
1854} 1856}
1855 1857
1856/* 1858/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1859 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1860 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
1860 */ 1862 */
1861 1863object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1864present_arch (const archetype *at, maptile *m, int x, int y)
1863 object *tmp; 1865{
1864 if(m==NULL || out_of_map(m,x,y)) { 1866 if (!m || out_of_map (m, x, y))
1867 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1869 return NULL;
1867 } 1870 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1871
1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1869 if(tmp->arch == at) 1873 if (tmp->arch == at)
1870 return tmp; 1874 return tmp;
1875
1871 return NULL; 1876 return NULL;
1872} 1877}
1873 1878
1874/* 1879/*
1875 * present(type, map, x, y) searches for any objects with 1880 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1881 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1878 */ 1883 */
1879 1884object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1885present (unsigned char type, maptile *m, int x, int y)
1881 object *tmp; 1886{
1882 if(out_of_map(m,x,y)) { 1887 if (out_of_map (m, x, y))
1888 {
1883 LOG(llevError,"Present called outside map.\n"); 1889 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1890 return NULL;
1885 } 1891 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1892
1893 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if(tmp->type==type) 1894 if (tmp->type == type)
1888 return tmp; 1895 return tmp;
1896
1889 return NULL; 1897 return NULL;
1890} 1898}
1891 1899
1892/* 1900/*
1893 * present_in_ob(type, object) searches for any objects with 1901 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1902 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1903 * The first matching object is returned, or NULL if none.
1896 */ 1904 */
1897 1905object *
1898object *present_in_ob(unsigned char type, const object *op) { 1906present_in_ob (unsigned char type, const object *op)
1899 object *tmp; 1907{
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1909 if (tmp->type == type)
1902 return tmp; 1910 return tmp;
1911
1903 return NULL; 1912 return NULL;
1904} 1913}
1905 1914
1906/* 1915/*
1907 * present_in_ob (type, str, object) searches for any objects with 1916 * present_in_ob (type, str, object) searches for any objects with
1915 * str is the string to match against. Note that we match against 1924 * str is the string to match against. Note that we match against
1916 * the object name, not the archetype name. this is so that the 1925 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 1926 * spell code can use one object type (force), but change it's name
1918 * to be unique. 1927 * to be unique.
1919 */ 1928 */
1920 1929object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 1930present_in_ob_by_name (int type, const char *str, const object *op)
1922 object *tmp; 1931{
1923
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1933 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 1934 return tmp;
1927 } 1935
1928 return NULL; 1936 return 0;
1929} 1937}
1930 1938
1931/* 1939/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 1940 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 1941 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 1942 * The first matching object is returned, or NULL if none.
1935 */ 1943 */
1936 1944object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 1945present_arch_in_ob (const archetype *at, const object *op)
1938 object *tmp; 1946{
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1947 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 1948 if (tmp->arch == at)
1941 return tmp; 1949 return tmp;
1950
1942 return NULL; 1951 return NULL;
1943} 1952}
1944 1953
1945/* 1954/*
1946 * activate recursively a flag on an object inventory 1955 * activate recursively a flag on an object inventory
1947 */ 1956 */
1957void
1948void flag_inv(object*op, int flag){ 1958flag_inv (object *op, int flag)
1949 object *tmp; 1959{
1950 if(op->inv) 1960 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1961 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1962 {
1952 SET_FLAG(tmp, flag); 1963 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 1964 flag_inv (tmp, flag);
1954 } 1965 }
1966}
1967
1955}/* 1968/*
1956 * desactivate recursively a flag on an object inventory 1969 * deactivate recursively a flag on an object inventory
1957 */ 1970 */
1971void
1958void unflag_inv(object*op, int flag){ 1972unflag_inv (object *op, int flag)
1959 object *tmp; 1973{
1960 if(op->inv) 1974 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1976 {
1962 CLEAR_FLAG(tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 1978 unflag_inv (tmp, flag);
1964 } 1979 }
1965}
1966
1967/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function.
1972 */
1973
1974void set_cheat(object *op) {
1975 SET_FLAG(op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ);
1977} 1980}
1978 1981
1979/* 1982/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2001 * customized, changed states, etc.
1999 */ 2002 */
2000 2003int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{
2002 int i,index=0, flag; 2006 int index = 0, flag;
2003 static int altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2004 2008
2005 for(i=start;i<stop;i++) { 2009 for (int i = start; i < stop; i++)
2010 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 2012 if (!flag)
2008 altern[index++]=i; 2013 altern [index++] = i;
2009 2014
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 2019 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2017 */ 2022 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2024 stop = maxfree[i];
2020 } 2025 }
2021 if(!index) return -1;
2022 return altern[RANDOM()%index];
2023}
2024 2026
2027 if (!index)
2028 return -1;
2029
2030 return altern [rndm (index)];
2031}
2032
2025/* 2033/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2038 */
2031 2039int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2033 int i; 2041{
2034 for(i=0;i<SIZEOFFREE;i++) { 2042 for (int i = 0; i < SIZEOFFREE; i++)
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2044 return i;
2037 } 2045
2038 return -1; 2046 return -1;
2039} 2047}
2040 2048
2041/* 2049/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2044 */ 2053 */
2054static void
2045static void permute(int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2046{ 2056{
2047 int i, j, tmp, len; 2057 arr += begin;
2058 end -= begin;
2048 2059
2049 len = end-begin; 2060 while (--end)
2050 for(i = begin; i < end; i++) 2061 swap (arr [end], arr [rndm (end + 1)]);
2051 {
2052 j = begin+RANDOM()%len;
2053
2054 tmp = arr[i];
2055 arr[i] = arr[j];
2056 arr[j] = tmp;
2057 }
2058} 2062}
2059 2063
2060/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2067 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2068 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2070 */
2071void
2067void get_search_arr(int *search_arr) 2072get_search_arr (int *search_arr)
2068{ 2073{
2069 int i; 2074 int i;
2070 2075
2071 for(i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2072 {
2073 search_arr[i] = i; 2077 search_arr[i] = i;
2074 }
2075 2078
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2082}
2080 2083
2081/* 2084/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2085 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2086 * given map at the given coordinates for live objects.
2088 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2089 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2094 * there is capable of.
2092 */ 2095 */
2093 2096int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2097find_dir (maptile *m, int x, int y, object *exclude)
2098{
2095 int i,max=SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2100
2096 sint16 nx, ny; 2101 sint16 nx, ny;
2097 object *tmp; 2102 object *tmp;
2098 mapstruct *mp; 2103 maptile *mp;
2104
2099 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2100 2106
2101 if (exclude && exclude->head) { 2107 if (exclude && exclude->head_ () != exclude)
2108 {
2102 exclude = exclude->head; 2109 exclude = exclude->head;
2103 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2104 } else { 2111 }
2112 else
2113 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2114 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2115 move_type = MOVE_ALL;
2116 }
2117
2118 for (i = 1; i < max; i++)
2107 } 2119 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2120 mp = m;
2111 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2113 2123
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2115 if (mflags & P_OUT_OF_MAP) { 2126 if (mflags & P_OUT_OF_MAP)
2127 max = maxfree[i];
2128 else
2129 {
2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2133
2134 if ((move_type & blocked) == move_type)
2116 max = maxfree[i]; 2135 max = maxfree[i];
2117 } else {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2119
2120 if ((move_type & blocked) == move_type) {
2121 max=maxfree[i];
2122 } else if (mflags & P_IS_ALIVE) { 2136 else if (mflags & P_IS_ALIVE)
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2137 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2126 break; 2141 break;
2127 } 2142
2128 }
2129 if(tmp) { 2143 if (tmp)
2130 return freedir[i]; 2144 return freedir[i];
2131 }
2132 } 2145 }
2133 } 2146 }
2134 } 2147 }
2148
2135 return 0; 2149 return 0;
2136} 2150}
2137 2151
2138/* 2152/*
2139 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2154 * distance between the two given objects.
2141 */ 2155 */
2142 2156int
2143int distance(const object *ob1, const object *ob2) { 2157distance (const object *ob1, const object *ob2)
2144 int i; 2158{
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2147 return i;
2148} 2160}
2149 2161
2150/* 2162/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2154 */ 2166 */
2155 2167int
2156int find_dir_2(int x, int y) { 2168find_dir_2 (int x, int y)
2169{
2157 int q; 2170 int q;
2158 2171
2159 if(y) 2172 if (y)
2160 q=x*100/y; 2173 q = x * 100 / y;
2161 else if (x) 2174 else if (x)
2162 q= -300*x; 2175 q = -300 * x;
2163 else 2176 else
2164 return 0; 2177 return 0;
2165 2178
2166 if(y>0) { 2179 if (y > 0)
2180 {
2167 if(q < -242) 2181 if (q < -242)
2168 return 3 ; 2182 return 3;
2169 if (q < -41) 2183 if (q < -41)
2170 return 2 ; 2184 return 2;
2171 if (q < 41) 2185 if (q < 41)
2172 return 1 ; 2186 return 1;
2173 if (q < 242) 2187 if (q < 242)
2174 return 8 ; 2188 return 8;
2175 return 7 ; 2189 return 7;
2176 } 2190 }
2177 2191
2178 if (q < -242) 2192 if (q < -242)
2179 return 7 ; 2193 return 7;
2180 if (q < -41) 2194 if (q < -41)
2181 return 6 ; 2195 return 6;
2182 if (q < 41) 2196 if (q < 41)
2183 return 5 ; 2197 return 5;
2184 if (q < 242) 2198 if (q < 242)
2185 return 4 ; 2199 return 4;
2186 2200
2187 return 3 ; 2201 return 3;
2188}
2189
2190/*
2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction).
2194 */
2195
2196int absdir(int d) {
2197 while(d<1) d+=8;
2198 while(d>8) d-=8;
2199 return d;
2200} 2202}
2201 2203
2202/* 2204/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2205 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2206 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2207 */
2206 2208int
2207int dirdiff(int dir1, int dir2) { 2209dirdiff (int dir1, int dir2)
2210{
2208 int d; 2211 int d;
2212
2209 d = abs(dir1 - dir2); 2213 d = abs (dir1 - dir2);
2210 if(d>4) 2214 if (d > 4)
2211 d = 8 - d; 2215 d = 8 - d;
2216
2212 return d; 2217 return d;
2213} 2218}
2214 2219
2215/* peterm: 2220/* peterm:
2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2221 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2219 * This basically means that if direction is 15, then it could either go 2224 * This basically means that if direction is 15, then it could either go
2220 * direction 4, 14, or 16 to get back to where we are. 2225 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2226 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2227 * functions.
2223 */ 2228 */
2224
2225int reduction_dir[SIZEOFFREE][3] = { 2229int reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2230 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2231 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2232 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2233 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2234 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2235 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2236 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2237 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2238 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2239 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2240 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2241 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2242 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2243 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2244 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2245 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2246 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2247 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2248 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2249 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2250 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2251 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2252 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2253 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2254 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2255 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2256 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2257 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2258 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2259 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2260 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2261 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2262 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2263 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2264 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2265 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2266 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2267 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2268 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2269 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2270 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2271 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2272 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2273 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2274 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2275 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2276 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2277 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2278 {24, 9, -1}
2279}; /* 48 */
2275 2280
2276/* Recursive routine to step back and see if we can 2281/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2282 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2283 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2284 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2285 * Modified to be map tile aware -.MSW
2281 */ 2286 */
2282 2287int
2283
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2288can_see_monsterP (maptile *m, int x, int y, int dir)
2289{
2285 sint16 dx, dy; 2290 sint16 dx, dy;
2286 int mflags; 2291 int mflags;
2287 2292
2293 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2294 return 0; /* exit condition: invalid direction */
2289 2295
2290 dx = x + freearr_x[dir]; 2296 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2297 dy = y + freearr_y[dir];
2292 2298
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2299 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2300
2295 /* This functional arguably was incorrect before - it was 2301 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2302 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2303 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2304 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2305 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2306 * at least its move type.
2301 */ 2307 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2308 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2309 return 0;
2303 2310
2304 /* yes, can see. */ 2311 /* yes, can see. */
2305 if(dir < 9) return 1; 2312 if (dir < 9)
2313 return 1;
2314
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2315 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2316 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2317 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309} 2318}
2310 2319
2311
2312
2313/* 2320/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2321 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2322 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2323 * picked up, otherwise 0.
2317 * 2324 *
2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2325 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2319 * core dumps if they do. 2326 * core dumps if they do.
2320 * 2327 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2328 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2329 */
2323 2330int
2324int can_pick(const object *who, const object *item) { 2331can_pick (const object *who, const object *item)
2332{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2335 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2336}
2330
2331 2337
2332/* 2338/*
2333 * create clone from object to another 2339 * create clone from object to another
2334 */ 2340 */
2341object *
2335object *object_create_clone (object *asrc) { 2342object_create_clone (object *asrc)
2343{
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2337 2345
2338 if(!asrc) return NULL; 2346 if (!asrc)
2339 src = asrc; 2347 return 0;
2340 if(src->head) 2348
2341 src = src->head; 2349 src = asrc->head_ ();
2342 2350
2343 prev = NULL; 2351 prev = 0;
2344 for(part = src; part; part = part->more) { 2352 for (object *part = src; part; part = part->more)
2345 tmp = get_object(); 2353 {
2346 copy_object(part,tmp); 2354 tmp = part->clone ();
2347 tmp->x -= src->x; 2355 tmp->x -= src->x;
2348 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2349 if(!part->head) { 2358 if (!part->head)
2359 {
2350 dst = tmp; 2360 dst = tmp;
2351 tmp->head = NULL;
2352 } else {
2353 tmp->head = dst; 2361 tmp->head = 0;
2354 } 2362 }
2363 else
2364 tmp->head = dst;
2365
2355 tmp->more = NULL; 2366 tmp->more = 0;
2367
2356 if(prev) 2368 if (prev)
2357 prev->more = tmp; 2369 prev->more = tmp;
2370
2358 prev = tmp; 2371 prev = tmp;
2359 } 2372 }
2360 /*** copy inventory ***/ 2373
2361 for(item = src->inv; item; item = item->below) { 2374 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2376
2365 return dst; 2377 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374}
2375
2376/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */
2382
2383object* load_object_str(const char *obstr)
2384{
2385 object *op;
2386 char filename[MAX_BUF];
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2388
2389 FILE *tempfile=fopen(filename,"w");
2390 if (tempfile == NULL)
2391 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n");
2393 return NULL;
2394 };
2395 fprintf(tempfile,obstr);
2396 fclose(tempfile);
2397
2398 op=get_object();
2399
2400 object_thawer thawer (filename);
2401
2402 if (thawer)
2403 load_object(thawer,op,0);
2404
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED);
2407
2408 return op;
2409} 2378}
2410 2379
2411/* This returns the first object in who's inventory that 2380/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2381 * has the same type and subtype match.
2413 * returns NULL if no match. 2382 * returns NULL if no match.
2414 */ 2383 */
2384object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2385find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2386{
2417 object *tmp;
2418
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2387 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2388 if (tmp->type == type && tmp->subtype == subtype)
2389 return tmp;
2421 2390
2422 return NULL; 2391 return 0;
2423} 2392}
2424 2393
2425/* If ob has a field named key, return the link from the list, 2394/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2395 * otherwise return NULL.
2427 * 2396 *
2428 * key must be a passed in shared string - otherwise, this won't 2397 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2398 * do the desired thing.
2430 */ 2399 */
2400key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2401get_ob_key_link (const object *ob, const char *key)
2432 key_value * link; 2402{
2433
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2403 for (key_value *link = ob->key_values; link; link = link->next)
2435 if (link->key == key) { 2404 if (link->key == key)
2436 return link; 2405 return link;
2437 } 2406
2438 } 2407 return 0;
2439 2408}
2440 return NULL;
2441}
2442 2409
2443/* 2410/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2411 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2412 *
2446 * The argument doesn't need to be a shared string. 2413 * The argument doesn't need to be a shared string.
2447 * 2414 *
2448 * The returned string is shared. 2415 * The returned string is shared.
2449 */ 2416 */
2417const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2418get_ob_key_value (const object *op, const char *const key)
2419{
2451 key_value * link; 2420 key_value *link;
2452 const char * canonical_key; 2421 shstr_cmp canonical_key (key);
2422
2423 if (!canonical_key)
2453 2424 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2425 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2426 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2427 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2428 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2429 */
2462 return NULL; 2430 return 0;
2463 } 2431 }
2464 2432
2465 /* This is copied from get_ob_key_link() above - 2433 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2434 * only 4 lines, and saves the function call overhead.
2467 */ 2435 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2436 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2437 if (link->key == canonical_key)
2470 return link->value; 2438 return link->value;
2471 }
2472 }
2473 return NULL;
2474}
2475 2439
2440 return 0;
2441}
2476 2442
2477/* 2443/*
2478 * Updates the canonical_key in op to value. 2444 * Updates the canonical_key in op to value.
2479 * 2445 *
2480 * canonical_key is a shared string (value doesn't have to be). 2446 * canonical_key is a shared string (value doesn't have to be).
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2448 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2449 * keys.
2484 * 2450 *
2485 * Returns TRUE on success. 2451 * Returns TRUE on success.
2486 */ 2452 */
2453int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2454set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2455{
2488 key_value * field = NULL, *last=NULL; 2456 key_value *field = NULL, *last = NULL;
2489 2457
2490 for (field=op->key_values; field != NULL; field=field->next) { 2458 for (field = op->key_values; field != NULL; field = field->next)
2459 {
2491 if (field->key != canonical_key) { 2460 if (field->key != canonical_key)
2461 {
2492 last = field; 2462 last = field;
2493 continue; 2463 continue;
2494 } 2464 }
2495 2465
2496 if (value) 2466 if (value)
2497 field->value = value; 2467 field->value = value;
2498 else { 2468 else
2469 {
2499 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2473 * we get this value back again.
2503 */ 2474 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2505 field->value = 0; 2476 field->value = 0;
2477 else
2478 {
2479 if (last)
2480 last->next = field->next;
2506 else 2481 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2482 op->key_values = field->next;
2510 2483
2511 delete field; 2484 delete field;
2512 } 2485 }
2513 } 2486 }
2514 return TRUE; 2487 return TRUE;
2515 } 2488 }
2516 /* IF we get here, key doesn't exist */ 2489 /* IF we get here, key doesn't exist */
2517 2490
2518 /* No field, we'll have to add it. */ 2491 /* No field, we'll have to add it. */
2519 2492
2520 if (!add_key) { 2493 if (!add_key)
2521 return FALSE; 2494 return FALSE;
2522 } 2495
2523 /* There isn't any good reason to store a null 2496 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2497 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2498 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2499 * be here. If user wants to store empty strings,
2527 * should pass in "" 2500 * should pass in ""
2528 */ 2501 */
2529 if (value == NULL) return TRUE; 2502 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 2503 return TRUE;
2504
2505 field = new key_value;
2506
2507 field->key = canonical_key;
2508 field->value = value;
2509 /* Usual prepend-addition. */
2510 field->next = op->key_values;
2511 op->key_values = field;
2512
2513 return TRUE;
2540} 2514}
2541 2515
2542/* 2516/*
2543 * Updates the key in op to value. 2517 * Updates the key in op to value.
2544 * 2518 *
2546 * and not add new ones. 2520 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2521 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2522 *
2549 * Returns TRUE on success. 2523 * Returns TRUE on success.
2550 */ 2524 */
2525int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2526set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2527{
2553 shstr key_ (key); 2528 shstr key_ (key);
2529
2554 return set_ob_key_value_s (op, key_, value, add_key); 2530 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2531}
2532
2533object::depth_iterator::depth_iterator (object *container)
2534: iterator_base (container)
2535{
2536 while (item->inv)
2537 item = item->inv;
2538}
2539
2540void
2541object::depth_iterator::next ()
2542{
2543 if (item->below)
2544 {
2545 item = item->below;
2546
2547 while (item->inv)
2548 item = item->inv;
2549 }
2550 else
2551 item = item->env;
2552}
2553
2554const char *
2555object::flag_desc (char *desc, int len) const
2556{
2557 char *p = desc;
2558 bool first = true;
2559
2560 *p = 0;
2561
2562 for (int i = 0; i < NUM_FLAGS; i++)
2563 {
2564 if (len <= 10) // magic constant!
2565 {
2566 snprintf (p, len, ",...");
2567 break;
2568 }
2569
2570 if (flag [i])
2571 {
2572 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2573 len -= cnt;
2574 p += cnt;
2575 first = false;
2576 }
2577 }
2578
2579 return desc;
2580}
2581
2582// return a suitable string describing an object in enough detail to find it
2583const char *
2584object::debug_desc (char *info) const
2585{
2586 char flagdesc[512];
2587 char info2[256 * 4];
2588 char *p = info;
2589
2590 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2591 count, uuid.seq,
2592 &name,
2593 title ? "\",title:\"" : "",
2594 title ? (const char *)title : "",
2595 flag_desc (flagdesc, 512), type);
2596
2597 if (!this->flag[FLAG_REMOVED] && env)
2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2599
2600 if (map)
2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2602
2603 return info;
2604}
2605
2606const char *
2607object::debug_desc () const
2608{
2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2612 return debug_desc (info [++info_idx % 3]);
2613}
2614
2615struct region *
2616object::region () const
2617{
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620}
2621
2622const materialtype_t *
2623object::dominant_material () const
2624{
2625 if (materialtype_t *mt = name_to_material (materialname))
2626 return mt;
2627
2628 return name_to_material (shstr_unknown);
2629}
2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2635 return;
2636
2637 if (object *old_container = container)
2638 {
2639 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2640 return;
2641
2642#if 0
2643 // remove the "Close old_container" object.
2644 if (object *closer = old_container->inv)
2645 if (closer->type == CLOSE_CON)
2646 closer->destroy ();
2647#endif
2648
2649 old_container->flag [FLAG_APPLIED] = 0;
2650 container = 0;
2651
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = arch_to_object (new_container->other_arch);
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2674
2675 new_container->flag [FLAG_APPLIED] = 1;
2676 container = new_container;
2677
2678 esrv_update_item (UPD_FLAGS, this, new_container);
2679 esrv_send_inventory (this, new_container);
2680 play_sound (sound_find ("chest_open"));
2681 }
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound) const
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732}
2733

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