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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.186 by root, Thu Aug 30 05:18:37 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 1.18 2006/09/08 16:51:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h> 33#include <sproto.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
46 44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 47};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 50};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
56int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
59 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
60 135
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
63 key_value * wants_field; 140 key_value *wants_field;
64 141
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
68 */ 145 */
69 146
70 /* For each field in wants, */ 147 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
72 key_value * has_field; 150 key_value *has_field;
73 151
74 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
76 156 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 157 /* No field with that name. */
79 return FALSE; 158 return FALSE;
80 } 159 }
81 160
82 /* Found the matching field. */ 161 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
84 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 165 return FALSE;
86 } 166 }
87 167
88 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 169 }
170
91 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 172 return TRUE;
93} 173}
94 174
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
97 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
99 */ 181 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 183}
102 184
103/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 186 * they can be merged together.
105 * 187 *
106 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
109 * 191 *
110 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
111 * 193 *
112 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
113 * check weight 195 * check weight
114 */ 196 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
118{ 198{
119 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
120 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)
121 return 0; 205 return 0;
122 206
123 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 210 * used to store nrof).
129 */ 211 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 223
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 226
145 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 252 return 0;
179 253
180 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 255 * check all objects in the inventory.
182 */ 256 */
183 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
184 { 258 {
185 /* 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 */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 261 return 0;
188 262
189 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 265 return 0;
192 266
193 /* 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
194 * if it is valid. 268 * if it is valid.
195 */ 269 */
196 } 270 }
204 278
205 /* 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
206 * 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
207 * check? 281 * check?
208 */ 282 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 284 return 0;
212 285
213 switch (ob1->type) 286 switch (ob1->type)
214 { 287 {
215 case SCROLL: 288 case SCROLL:
216 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
217 return 0; 290 return 0;
218 break; 291 break;
219 } 292 }
220 293
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 295 {
223 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
226 return 0; 299 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
230 303
231 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
239 } 312 }
240 313
241 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
242 return 1; 315 return 1;
243} 316}
317
244/* 318/*
245 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
246 * 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
247 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
248 */ 322 */
249signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
250 signed long sum; 326 long sum;
251 object *inv; 327 object *inv;
328
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 {
253 if (inv->inv) 331 if (inv->inv)
254 sum_weight(inv); 332 sum_weight (inv);
333
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 335 }
336
257 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
259 if(op->carrying != sum) 340 if (op->carrying != sum)
260 op->carrying = sum; 341 op->carrying = sum;
342
261 return sum; 343 return sum;
262} 344}
263 345
264/** 346/**
265 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
266 */ 348 */
267 349
350object *
268object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
269 while (op->env != NULL) 353 while (op->env != NULL)
270 op = op->env; 354 op = op->env;
271 return op; 355 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 356}
286 357
287/* 358/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 360 * Some error messages.
290 * 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.
291 */ 362 */
292 363char *
293void dump_object2(object *op) {
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 364dump_object (object *op)
340 if(op==NULL) { 365{
341 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
342 return; 367 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 368
348void dump_all_objects(void) { 369 object_freezer freezer;
349 object *op; 370 op->write (freezer);
350 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 372}
355 373
356/* 374/*
357 * 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
358 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
360 */ 378 */
361 379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
375 */ 395 */
376 396object *
377object *find_object(tag_t i) { 397find_object (tag_t i)
378 object *op; 398{
379 for(op=objects;op!=NULL;op=op->next) 399 for_all_objects (op)
380 if(op->count==i) 400 if (op->count == i)
381 break;
382 return op; 401 return op;
402
403 return 0;
383} 404}
384 405
385/* 406/*
386 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
389 */ 410 */
390 411object *
391object *find_object_name(const char *str) { 412find_object_name (const char *str)
392 const char *name = shstr::find (str); 413{
414 shstr_cmp str_ (str);
393 object *op; 415 object *op;
394 for(op=objects;op!=NULL;op=op->next) 416
417 for_all_objects (op)
395 if(&op->name == name) 418 if (op->name == str_)
396 break; 419 break;
397 420
398 return op; 421 return op;
399} 422}
400 423
424void
401void free_all_object_data () 425free_all_object_data ()
402{ 426{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 428}
440 429
441/* 430/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 432 * skill and experience objects.
444 */ 433 * ACTUALLY NO! investigate! TODO
445void set_owner (object *op, object *owner)
446{
447 if(owner==NULL||op==NULL)
448 return;
449
450 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid.
456 */
457 while (owner->owner && owner!=owner->owner &&
458 owner->ownercount==owner->owner->count) owner=owner->owner;
459
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 * 434 */
477 * Use this function if player created an object (e.g. fire bullet, swarm 435void
478 * spell), and this object creates further objects whose kills should be 436object::set_owner (object *owner)
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{ 437{
484 object *owner = get_owner (clone); 438 // allow objects which own objects
485 if (owner == NULL) { 439 if (owner)
486 /* players don't have owners - they own themselves. Update 440 while (owner->owner)
487 * as appropriate. 441 owner = owner->owner;
442
443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
488 */ 486 {
489 if (clone->type == PLAYER) owner=clone; 487 current_weapon = chosen_skill = 0;
490 else return; 488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
491 } 503 {
492 set_owner(op, owner); 504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
493 508
509 return true;
494} 510}
495 511
496/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 513 * refcounts and freeing the links.
498 */ 514 */
515static void
499static void free_key_values(object * op) 516free_key_values (object *op)
500{ 517{
501 for (key_value *i = op->key_values; i != 0; ) 518 for (key_value *i = op->key_values; i; )
502 { 519 {
503 key_value *next = i->next; 520 key_value *next = i->next;
504 delete i; 521 delete i;
522
505 i = next; 523 i = next;
506 } 524 }
507 525
508 op->key_values = 0; 526 op->key_values = 0;
509} 527}
510 528
511void object::clear () 529object &
530object::operator =(const object &src)
512{ 531{
513 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
514 534
515 free_key_values (this); 535 *(object_copy *)this = src;
516 536
517 name = 0; 537 flag [FLAG_FREED] = is_freed;
518 name_pl = 0; 538 flag [FLAG_REMOVED] = is_removed;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object,
575 * and then copies the contends of the first object into the second
576 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object
579 * will point at garbage.
580 */
581
582void copy_object (object *op2, object *op)
583{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
586
587 op2->clone (op);
588
589 if (is_freed) SET_FLAG (op, FLAG_FREED);
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
591
592 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
594 539
595 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 541 if (src.key_values)
597 { 542 {
598 key_value *tail = NULL; 543 key_value *tail = 0;
599 key_value *i;
600
601 op->key_values = NULL; 544 key_values = 0;
602 545
603 for (i = op2->key_values; i != NULL; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
604 { 547 {
605 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
606 549
607 new_link->next = NULL; 550 new_link->next = 0;
608 new_link->key = i->key; 551 new_link->key = i->key;
609 new_link->value = i->value; 552 new_link->value = i->value;
610 553
611 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 555 if (!key_values)
613 { 556 {
614 op->key_values = new_link; 557 key_values = new_link;
615 tail = new_link; 558 tail = new_link;
616 } 559 }
617 else 560 else
618 { 561 {
619 tail->next = new_link; 562 tail->next = new_link;
620 tail = new_link; 563 tail = new_link;
621 } 564 }
622 } 565 }
623 } 566 }
624
625 update_ob_speed (op);
626} 567}
627 568
628/* 569/*
629 * get_object() grabs an object from the list of unused objects, makes 570 * copy_to first frees everything allocated by the dst object,
630 * sure it is initialised, and returns it. 571 * and then copies the contents of itself into the second
631 * If there are no free objects, expand_objects() is called to get more. 572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
632 */ 600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
633 603
634object *get_object () 604 attachable::instantiate ();
635{ 605}
636 object *op = new object;
637 606
638 op->count = ++ob_count; 607object *
639 608object::clone ()
640 op->next = objects; 609{
641 610 object *neu = create ();
642 if (objects) 611 copy_to (neu);
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op; 612 return neu;
654} 613}
655 614
656/* 615/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can 617 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map. 618 * be called to update the face variable, _and_ how it looks on the map.
660 */ 619 */
661 620void
662void update_turn_face(object *op) { 621update_turn_face (object *op)
622{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
664 return; 624 return;
625
665 SET_ANIMATION(op, op->direction); 626 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
667} 628}
668 629
669/* 630/*
670 * Updates the speed of an object. If the speed changes from 0 to another 631 * Updates the speed of an object. If the speed changes from 0 to another
671 * value, or vice versa, then add/remove the object from the active list. 632 * value, or vice versa, then add/remove the object from the active list.
672 * This function needs to be called whenever the speed of an object changes. 633 * This function needs to be called whenever the speed of an object changes.
673 */ 634 */
674 635void
675void update_ob_speed(object *op) { 636object::set_speed (float speed)
676 extern int arch_init; 637{
677 638 if (flag [FLAG_FREED] && speed)
678 /* No reason putting the archetypes objects on the speed list, 639 {
679 * since they never really need to be updated.
680 */
681
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
684#ifdef MANY_CORES
685 abort();
686#else
687 op->speed = 0; 641 speed = 0;
688#endif
689 } 642 }
690 if (arch_init) {
691 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 643
698 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
699 * of the list. */ 645
700 op->active_next = active_objects; 646 if (has_active_speed ())
701 if (op->active_next!=NULL) 647 activate ();
702 op->active_next->active_prev = op;
703 active_objects = op;
704 }
705 else { 648 else
706 /* If not on the active list, nothing needs to be done */ 649 deactivate ();
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722 }
723} 650}
724 651
725/* This function removes object 'op' from the list of active
726 * objects.
727 * This should only be used for style maps or other such
728 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object.
732 */
733void remove_from_active_list(object *op)
734{
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects)
737 return;
738
739 if (op->active_prev==NULL) {
740 active_objects = op->active_next;
741 if (op->active_next!=NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else {
745 op->active_prev->active_next = op->active_next;
746 if (op->active_next)
747 op->active_next->active_prev = op->active_prev;
748 }
749 op->active_next = NULL;
750 op->active_prev = NULL;
751}
752
753/* 652/*
754 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
755 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
756 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
757 * invisible object, etc...) 656 * invisible object, etc...)
758 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
759 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
760 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
761 * 660 *
762 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
763 * For example, if the only thing that has changed is the face (due to
764 * an animation), we don't need to call update_position until that actually
765 * comes into view of a player. OTOH, many other things, like addition/removal
766 * of walls or living creatures may need us to update the flags now.
767 * current action are: 662 * current action are:
768 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
769 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
773 */ 668 */
774 669void
775void update_object(object *op, int action) { 670update_object (object *op, int action)
776 int update_now=0, flags; 671{
777 MoveType move_on, move_off, move_block, move_slow;
778
779 if (op == NULL) { 672 if (op == NULL)
673 {
780 /* this should never happen */ 674 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 676 return;
783 }
784 677 }
785 if(op->env!=NULL) { 678
679 if (op->env)
680 {
786 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
787 * to do in this case. 682 * to do in this case.
788 */ 683 */
789 return; 684 return;
790 } 685 }
791 686
792 /* If the map is saving, don't do anything as everything is 687 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways. 688 * going to get freed anyways.
794 */ 689 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 690 if (!op->map || op->map->in_memory == MAP_SAVING)
796 691 return;
692
797 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 695 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 697#ifdef MANY_CORES
802 abort(); 698 abort ();
803#endif 699#endif
804 return; 700 return;
805 }
806 701 }
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
813 702
703 mapspace &m = op->ms ();
704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
814 if (action == UP_OBJ_INSERT) { 707 else if (action == UP_OBJ_INSERT)
708 {
709 // this is likely overkill, TODO: revisit (schmorp)
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
816 update_now=1;
817
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
819 update_now=1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
820 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
822 update_now=1; 716 || (m.move_on | op->move_on ) != m.move_on
823
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1;
826
827 if ((move_on | op->move_on) != move_on) update_now=1;
828 if ((move_off | op->move_off) != move_off) update_now=1; 717 || (m.move_off | op->move_off ) != m.move_off
718 || (m.move_slow | op->move_slow) != m.move_slow
829 /* This isn't perfect, but I don't expect a lot of objects to 719 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 720 * to have move_allow right now.
831 */ 721 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
833 update_now=1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 724 m.flags_ = 0;
835 } 725 }
836 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 728 * that is being removed.
839 */ 729 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 731 m.flags_ = 0;
842 } else if (action == UP_OBJ_FACE) { 732 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 733 /* Nothing to do for that case */ ;
844 }
845 else { 734 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 736
849 if (update_now) {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y);
852 }
853
854 if(op->more!=NULL) 737 if (op->more)
855 update_object(op->more, action); 738 update_object (op->more, action);
856} 739}
857 740
741object::object ()
742{
743 SET_FLAG (this, FLAG_REMOVED);
858 744
859/* 745 expmul = 1.0;
860 * free_object() frees everything allocated by an object, removes 746 face = blank_face;
861 * it from the list of used objects, and puts it on the list of 747}
862 * free objects. The IS_FREED() flag is set in the object. 748
863 * The object must have been removed by remove_ob() first for 749object::~object ()
864 * this function to succeed. 750{
865 * 751 unlink ();
866 * If free_inventory is set, free inventory as well. Else drop items in 752
867 * inventory to the ground. 753 free_key_values (this);
868 */ 754}
755
756static int object_count;
757
758void object::link ()
759{
760 assert (!index);//D
761 uuid = gen_uuid ();
762 count = ++object_count;
763
764 refcnt_inc ();
765 objects.insert (this);
766}
767
768void object::unlink ()
769{
770 if (!index)
771 return;
772
773 objects.erase (this);
774 refcnt_dec ();
775}
869 776
870void 777void
871free_object (object * ob) 778object::activate ()
872{ 779{
873 free_object2 (ob, 0); 780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
874} 786}
875 787
876void 788void
877free_object2 (object * ob, int free_inventory) 789object::activate_recursive ()
878{ 790{
879 object *tmp, *op; 791 activate ();
880 792
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 793 for (object *op = inv; op; op = op->below)
882 { 794 op->activate_recursive ();
883 LOG (llevDebug, "Free object called with non removed object\n"); 795}
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889 796
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 797/* This function removes object 'op' from the list of active
891 { 798 * objects.
892 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 799 * This should only be used for style maps or other such
893 remove_friendly_object (ob); 800 * reference maps where you don't want an object that isn't
894 } 801 * in play chewing up cpu time getting processed.
895 802 * The reverse of this is to call update_ob_speed, which
896 if (QUERY_FLAG (ob, FLAG_FREED)) 803 * will do the right thing based on the speed of the object.
897 { 804 */
898 dump_object (ob); 805void
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
900 return; 810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
901 } 828 {
902 829 op->flag [flag] = value;
903 if (ob->more != NULL) 830 op->set_flag_inv (flag, value);
904 { 831 }
905 free_object2 (ob->more, free_inventory); 832}
906 ob->more = NULL;
907 }
908 833
834/*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
909 if (ob->inv) 846 if (!inv)
910 { 847 return;
848
911 /* Only if the space blocks everything do we not process - 849 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects 850 * if some form of movement is allowed, let objects
913 * drop on that space. 851 * drop on that space.
914 */ 852 */
915 if (free_inventory || ob->map == NULL 853 if (!drop_to_ground
854 || !map
916 || ob->map->in_memory != MAP_IN_MEMORY 855 || map->in_memory != MAP_IN_MEMORY
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 856 || map->nodrop
918 { 857 || ms ().move_block == MOVE_ALL)
919 op = ob->inv;
920
921 while (op != NULL)
922 { 858 {
923 tmp = op->below; 859 while (inv)
924 remove_ob (op); 860 {
925 free_object2 (op, free_inventory); 861 inv->destroy_inv (drop_to_ground);
926 op = tmp; 862 inv->destroy ();
927 } 863 }
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 op = ob->inv;
932
933 while (op != NULL)
934 {
935 tmp = op->below;
936 remove_ob (op);
937
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 free_object (op);
942 else
943 {
944 op->x = ob->x;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
947 }
948
949 op = tmp;
950 }
951 }
952 }
953
954 /* Remove object from the active list */
955 ob->speed = 0;
956 update_ob_speed (ob);
957
958 SET_FLAG (ob, FLAG_FREED);
959 ob->count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 } 864 }
969 else 865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
882}
883
884object *object::create ()
885{
886 object *op = new object;
887 op->link ();
888 return op;
889}
890
891void
892object::do_destroy ()
893{
894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this);
901
902 if (!flag [FLAG_REMOVED])
903 remove ();
904
905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
911
912 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
970 { 917 {
971 ob->prev->next = ob->next; 918 freed_map = new maptile;
972 919
973 if (ob->next != NULL) 920 freed_map->path = "<freed objects map>";
974 ob->next->prev = ob->prev; 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;
975 } 927 }
976 928
977 free_key_values (ob); 929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
978 933
979 /* Now link it with the free_objects list: */ 934 if (more)
980 ob->prev = 0; 935 {
981 ob->next = 0; 936 more->destroy ();
937 more = 0;
938 }
982 939
983 delete ob; 940 head = 0;
941
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}
948
949void
950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
953 return;
954
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 ();
984} 965}
985 966
986/* 967/*
987 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
988 * 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)).
989 */ 970 */
990 971void
991void sub_weight (object *op, signed long weight) { 972sub_weight (object *op, signed long weight)
973{
992 while (op != NULL) { 974 while (op != NULL)
975 {
993 if (op->type == CONTAINER) { 976 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 978
996 op->carrying-=weight; 979 op->carrying -= weight;
997 op = op->env; 980 op = op->env;
998 } 981 }
999} 982}
1000 983
1001/* remove_ob(op): 984/* op->remove ():
1002 * 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
1003 * 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
1004 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 989 * the previous environment.
1007 * Beware: This function is called from the editor as well!
1008 */ 990 */
1009 991void
1010void remove_ob(object *op) { 992object::do_remove ()
993{
1011 object *tmp,*last=NULL; 994 object *tmp, *last = 0;
1012 object *otmp; 995 object *otmp;
1013 tag_t tag;
1014 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018 996
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1020 dump_object(op); 998 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 999
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1039 1002
1003 if (more)
1004 more->remove ();
1005
1040 /* 1006 /*
1041 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1042 * inventory. 1008 * inventory.
1043 */ 1009 */
1044 if(op->env!=NULL) { 1010 if (env)
1011 {
1045 if(op->nrof) 1012 if (nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 1013 sub_weight (env, weight * nrof);
1047 else 1014 else
1048 sub_weight(op->env, op->weight+op->carrying); 1015 sub_weight (env, weight + carrying);
1049 1016
1050 /* 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
1051 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1019 * to save cpu time.
1053 */ 1020 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1022 otmp->update_stats ();
1056 fix_player(otmp);
1057 1023
1058 if(op->above!=NULL) 1024 if (above)
1059 op->above->below=op->below; 1025 above->below = below;
1060 else 1026 else
1061 op->env->inv=op->below; 1027 env->inv = below;
1062 1028
1063 if(op->below!=NULL) 1029 if (below)
1064 op->below->above=op->above; 1030 below->above = above;
1065 1031
1066 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1067 * 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
1068 * 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
1069 */ 1072 */
1070 op->x=op->env->x,op->y=op->env->y; 1073 if (GET_MAP_OB (map, x, y) != this)
1071 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 ());
1072 op->above=NULL,op->below=NULL; 1075
1073 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)
1074 return; 1083 return;
1075 }
1076 1084
1077 /* If we get here, we are removing it from a map */ 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 if (op->map == NULL) return;
1079 1086
1080 x = op->x; 1087 if (object *pl = ms.player ())
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 } 1088 {
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1089 if (pl->container == this)
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1133 /* No point updating the players look faces if he is the object
1134 * being removed.
1135 */
1136
1137 if(tmp->type==PLAYER && tmp!=op) {
1138 /* If a container that the player is currently using somehow gets 1090 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1091 * removed (most likely destroyed), update the player view
1140 * appropriately. 1092 * appropriately.
1141 */ 1093 */
1142 if (tmp->container==op) { 1094 pl->close_container ();
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1095
1144 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 ());
1145 } 1114 }
1146 tmp->contr->socket.update_look=1; 1115
1116 last = tmp;
1147 } 1117 }
1148 /* See if player moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1151 1118
1152 move_apply(tmp, op, NULL);
1153 if (was_destroyed (op, tag)) {
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 }
1157 }
1158
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160
1161 if(tmp->above == tmp)
1162 tmp->above = NULL;
1163 last=tmp;
1164 }
1165 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1166 if (last==NULL) { 1120 //TODO: this makes little sense, why only update the topmost object?
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 if (!last)
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1122 map->at (x, y).flags_ = 0;
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y);
1174 }
1175 else 1123 else
1176 update_object(last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1177 1125
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los(op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1180 1128 }
1181} 1129}
1182 1130
1183/* 1131/*
1184 * merge_ob(op,top): 1132 * merge_ob(op,top):
1185 * 1133 *
1186 * This function goes through all objects below and including top, and 1134 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1135 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1136 * If top is NULL, it is calculated.
1189 * 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
1190 */ 1138 */
1191 1139object *
1192object *merge_ob(object *op, object *top) { 1140merge_ob (object *op, object *top)
1141{
1193 if(!op->nrof) 1142 if (!op->nrof)
1194 return 0; 1143 return 0;
1195 if(top==NULL) 1144
1145 if (top)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1148
1197 for(;top!=NULL;top=top->below) { 1149 for (; top; top = top->below)
1150 {
1198 if(top==op) 1151 if (top == op)
1199 continue; 1152 continue;
1200 if (CAN_MERGE(op,top)) 1153
1201 { 1154 if (object::can_merge (op, top))
1155 {
1202 top->nrof+=op->nrof; 1156 top->nrof += op->nrof;
1157
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1160 op->destroy ();
1206 free_object(op);
1207 return top; 1161 return top;
1208 } 1162 }
1209 } 1163 }
1164
1210 return NULL; 1165 return 0;
1211} 1166}
1212 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
1213/* 1191/*
1214 * 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
1215 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1216 */ 1194 */
1195object *
1217object *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)
1218 object* tmp; 1197{
1219 if (op->head) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1220 op=op->head; 1199 {
1221 for (tmp=op;tmp;tmp=tmp->more){
1222 tmp->x=x+tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1223 tmp->y=y+tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1224 } 1202 }
1203
1225 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1226} 1205}
1227 1206
1228/* 1207/*
1229 * insert_ob_in_map (op, map, originator, flag): 1208 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1209 * This function inserts the object in the two-way linked list
1243 * Return value: 1222 * Return value:
1244 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1225 * just 'op' otherwise
1247 */ 1226 */
1248 1227object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1251 object *tmp, *top, *floor=NULL; 1232 object *top, *floor = NULL;
1252 sint16 x,y;
1253 1233
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1234 op->remove ();
1255 LOG (llevError, "Trying to insert freed object!\n"); 1235
1256 return NULL;
1257 }
1258 if(m==NULL) {
1259 dump_object(op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1261 return op;
1262 }
1263 if(out_of_map(m,op->x,op->y)) { 1236 if (out_of_map (m, op->x, op->y))
1264 dump_object(op); 1237 {
1265 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 ());
1266#ifdef MANY_CORES 1239#ifdef MANY_CORES
1267 /* 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
1268 * 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
1269 * improperly inserted. 1242 * improperly inserted.
1270 */ 1243 */
1271 abort(); 1244 abort ();
1272#endif 1245#endif
1273 return op; 1246 return op;
1274 } 1247 }
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1248
1276 dump_object(op); 1249 if (object *more = op->more)
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1250 if (!insert_ob_in_map (more, m, originator, flag))
1278 return op; 1251 return 0;
1279 }
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */
1282 1252
1283 object *more = op->more; 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1284 1254
1285 /* We really need the caller to normalize coordinates - if 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1286 * 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
1287 * a map and this is straddling an edge. So only if coordinate 1257 * need extra work
1288 * 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))
1289 */ 1270 {
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1271 op->nrof += tmp->nrof;
1291 more->map = get_map_from_coord(m, &more->x, &more->y); 1272 tmp->destroy ();
1292 } else if (!more->map) {
1293 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent.
1295 */
1296 more->map = m;
1297 } 1273 }
1298 1274
1299 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 */
1300 if ( ! op->head) 1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1277
1302 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 ();
1303 } 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
1304 } 1301 {
1305 CLEAR_FLAG(op,FLAG_REMOVED); 1302 top = ms.bot;
1306 1303
1307 /* Ideally, the caller figures this out. However, it complicates a lot 1304 /* If there are other objects, then */
1308 * of areas of callers (eg, anything that uses find_free_spot would now 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1309 * need extra work 1306 {
1310 */ 1307 object *last = 0;
1311 op->map=get_map_from_coord(m, &op->x, &op->y);
1312 x = op->x;
1313 y = op->y;
1314 1308
1315 /* this has to be done after we translate the coordinates. 1309 /*
1316 */ 1310 * If there are multiple objects on this space, we do some trickier handling.
1317 if(op->nrof && !(flag & INS_NO_MERGE)) { 1311 * We've already dealt with merging if appropriate.
1318 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
1319 if (CAN_MERGE(op,tmp)) { 1313 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1320 op->nrof+=tmp->nrof; 1314 * floor, we want to insert above that and no further.
1321 remove_ob(tmp); 1315 * Also, if there are spell objects on this space, we stop processing
1322 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;
1323 } 1334 }
1324 }
1325 1335
1326 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 */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1337 top = last;
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330 1338
1331 if (flag & INS_BELOW_ORIGINATOR) { 1339 /* We let update_position deal with figuring out what the space
1332 if (originator->map != op->map || originator->x != op->x || 1340 * looks like instead of lots of conditions here.
1333 originator->y != op->y) { 1341 * makes things faster, and effectively the same result.
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1342 */
1335 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;
1336 } 1386 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else { 1387 else
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /*
1348 * If there are multiple objects on this space, we do some trickier handling.
1349 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above;
1373 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */
1401 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y);
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1404
1405 /* Top is the object that our object (op) is going to get inserted above.
1406 */
1407
1408 /* First object on this space */
1409 if (!top) {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y);
1411 if (op->above) op->above->below = op;
1412 op->below = NULL;
1413 SET_MAP_OB(op->map, op->x, op->y, op);
1414 } else { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1415 op->above = top->above; 1389 op->above = top->above;
1390
1391 if (op->above)
1416 if (op->above) op->above->below = op; 1392 op->above->below = op;
1393
1417 op->below = top; 1394 op->below = top;
1418 top->above = op; 1395 top->above = op;
1419 } 1396 }
1397
1420 if (op->above==NULL) 1398 if (!op->above)
1421 SET_MAP_TOP(op->map,op->x, op->y, op); 1399 ms.top = op;
1422 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1423 1401
1424 if(op->type==PLAYER) 1402 if (op->type == PLAYER)
1403 {
1425 op->contr->do_los=1; 1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1426 1408
1427 /* If we have a floor, we know the player, if any, will be above 1409 op->map->dirty = true;
1428 * it, so save a few ticks and start from there. 1410
1429 */
1430 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1412 if (object *pl = ms.player ())
1432 if (tmp->type == PLAYER) 1413 pl->contr->ns->floorbox_update ();
1433 tmp->contr->socket.update_look=1;
1434 }
1435 1414
1436 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1437 * 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
1438 * 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
1439 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1440 * 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 -
1441 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1443 * of effect may be sufficient. 1422 * of effect may be sufficient.
1444 */ 1423 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1447 1426
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1451 1429
1430 INVOKE_OBJECT (INSERT, op);
1452 1431
1453 /* 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,
1454 * we want to have update_look set above before calling this. 1433 * we want to have floorbox_update called before calling this.
1455 * 1434 *
1456 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like 1436 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object(). 1438 * update_object().
1460 */ 1439 */
1461 1440
1462 /* 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 */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1443 {
1465 if (check_move_on(op, originator)) 1444 if (check_move_on (op, originator))
1466 return NULL; 1445 return 0;
1467 1446
1468 /* 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
1469 * walk on's. 1448 * walk on's.
1470 */ 1449 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1473 return NULL; 1452 return 0;
1474 } 1453 }
1454
1475 return op; 1455 return op;
1476} 1456}
1477 1457
1478/* this function inserts an object in the map, but if it 1458/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1459 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1460 * op is the object to insert it under: supplies x and the map.
1481 */ 1461 */
1462void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1463replace_insert_ob_in_map (const char *arch_string, object *op)
1483 object *tmp; 1464{
1484 object *tmp1; 1465 object *tmp, *tmp1;
1485 1466
1486 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1487 1468
1488 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)
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1490 remove_ob(tmp); 1471 tmp->destroy ();
1491 free_object(tmp);
1492 }
1493 }
1494 1472
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1474
1497 1475 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1476 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 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}
1501 1485
1502/* 1486/*
1503 * 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
1504 * is returned contains nr objects, and the remaining parts contains 1488 * is returned contains nr objects, and the remaining parts contains
1505 * 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).
1506 * On failure, NULL is returned, and the reason put into the 1490 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1491 * global static errmsg array.
1508 */ 1492 */
1509 1493object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1494get_split_ob (object *orig_ob, uint32 nr)
1495{
1511 object *newob; 1496 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1497 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1498
1514 if(orig_ob->nrof<nr) { 1499 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1500 {
1516 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);
1517 return NULL; 1502 return NULL;
1518 } 1503 }
1504
1519 newob = object_create_clone(orig_ob); 1505 newob = object_create_clone (orig_ob);
1506
1520 if((orig_ob->nrof-=nr)<1) { 1507 if ((orig_ob->nrof -= nr) < 1)
1521 if ( ! is_removed) 1508 orig_ob->destroy (1);
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) { 1509 else if (!is_removed)
1510 {
1526 if(orig_ob->env!=NULL) 1511 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1512 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 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 {
1529 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.");
1530 LOG(llevDebug,
1531 "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");
1532 return NULL; 1517 return NULL;
1533 } 1518 }
1534 } 1519 }
1520
1535 newob->nrof=nr; 1521 newob->nrof = nr;
1536 1522
1537 return newob; 1523 return newob;
1538} 1524}
1539 1525
1540/* 1526/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1527 * decrease_ob_nr(object, number) decreases a specified number from
1542 * 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
1543 * is subsequently removed and freed. 1529 * is subsequently removed and freed.
1544 * 1530 *
1545 * 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
1546 */ 1532 */
1547 1533object *
1548object *decrease_ob_nr (object *op, uint32 i) 1534decrease_ob_nr (object *op, uint32 i)
1549{ 1535{
1550 object *tmp; 1536 object *tmp;
1551 player *pl;
1552 1537
1553 if (i == 0) /* objects with op->nrof require this check */ 1538 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1539 return op;
1555 1540
1556 if (i > op->nrof) 1541 if (i > op->nrof)
1557 i = op->nrof; 1542 i = op->nrof;
1558 1543
1559 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 }
1560 { 1580 }
1581 else
1582 {
1583 object *above = op->above;
1584
1585 if (i < op->nrof)
1561 op->nrof -= i; 1586 op->nrof -= i;
1562 } 1587 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */ 1588 {
1568 tmp = is_player_inv (op->env); 1589 op->remove ();
1569 /* nope. Is this a container the player has opened? 1590 op->nrof = 0;
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1591 }
1581 1592
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1593 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1594 for (tmp = above; tmp; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1595 if (tmp->type == PLAYER)
1596 {
1609 if (op->nrof) 1597 if (op->nrof)
1610 esrv_send_item(tmp, op); 1598 esrv_send_item (tmp, op);
1611 else 1599 else
1612 esrv_del_item(tmp->contr, op->count); 1600 esrv_del_item (tmp->contr, op->count);
1613 } 1601 }
1614 } 1602 }
1615 1603
1616 if (op->nrof) { 1604 if (op->nrof)
1617 return op; 1605 return op;
1618 } else { 1606 else
1619 free_object (op); 1607 {
1608 op->destroy ();
1620 return NULL; 1609 return 0;
1621 } 1610 }
1622} 1611}
1623 1612
1624/* 1613/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1614 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1615 * and also updates how much the environment(s) is/are carrying.
1627 */ 1616 */
1628 1617void
1629void add_weight (object *op, signed long weight) { 1618add_weight (object *op, signed long weight)
1619{
1630 while (op!=NULL) { 1620 while (op != NULL)
1621 {
1631 if (op->type == CONTAINER) { 1622 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1623 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1624
1634 op->carrying+=weight; 1625 op->carrying += weight;
1635 op=op->env; 1626 op = op->env;
1636 } 1627 }
1637} 1628}
1638 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
1639/* 1650/*
1640 * insert_ob_in_ob(op,environment): 1651 * env->insert (op)
1641 * This function inserts the object op in the linked list 1652 * This function inserts the object op in the linked list
1642 * inside the object environment. 1653 * inside the object environment.
1643 * 1654 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can 1655 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1656 * be != op, if items are merged. -Tero
1651 */ 1657 */
1652 1658object *
1653object *insert_ob_in_ob(object *op,object *where) { 1659object::insert (object *op)
1654 object *tmp, *otmp; 1660{
1655
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 dump_object(op); 1662 op->remove ();
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1663
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) { 1664 if (op->more)
1665 {
1672 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);
1673 &op->name, op->count);
1674 return op; 1667 return op;
1675 } 1668 }
1669
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1678 if(op->nrof) { 1673 if (op->nrof)
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1674 {
1680 if ( CAN_MERGE(tmp,op) ) { 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1676 if (object::can_merge (tmp, op))
1677 {
1681 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1679 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1681 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1682 * tmp->nrof, we need to increase the weight.
1686 */ 1683 */
1687 add_weight (where, op->weight*op->nrof); 1684 add_weight (this, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1685 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1686 op->destroy (); /* free the inserted object */
1690 op = tmp; 1687 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1688 op->remove (); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1689 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1690 break;
1694 } 1691 }
1695 1692
1696 /* I assume combined objects have no inventory 1693 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1694 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1695 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1696 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1697 * the linking below
1701 */ 1698 */
1702 add_weight (where, op->weight*op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1700 }
1703 } else 1701 else
1704 add_weight (where, (op->weight+op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1705 1703
1706 otmp=is_player_inv(where); 1704 if (object *otmp = this->in_player ())
1707 if (otmp&&otmp->contr!=NULL) {
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1706 otmp->update_stats ();
1710 }
1711 1707
1712 op->map=NULL; 1708 op->owner = 0; // its his/hers now. period.
1713 op->env=where; 1709 op->map = 0;
1710 op->env = this;
1714 op->above=NULL; 1711 op->above = 0;
1715 op->below=NULL; 1712 op->below = 0;
1716 op->x=0,op->y=0; 1713 op->x = op->y = 0;
1717 1714
1718 /* 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 */
1719 if((op->glow_radius!=0)&&where->map) 1716 if (op->glow_radius && map)
1720 { 1717 {
1721#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1722 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);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1725 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);
1726 } 1723 }
1727 1724
1728 /* 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.
1729 * It sure simplifies this function... 1726 * It sure simplifies this function...
1730 */ 1727 */
1731 if (where->inv==NULL) 1728 if (!inv)
1732 where->inv=op; 1729 inv = op;
1733 else { 1730 else
1731 {
1734 op->below = where->inv; 1732 op->below = inv;
1735 op->below->above = op; 1733 op->below->above = op;
1736 where->inv = op; 1734 inv = op;
1737 } 1735 }
1736
1737 INVOKE_OBJECT (INSERT, this);
1738
1738 return op; 1739 return op;
1739} 1740}
1740 1741
1741/* 1742/*
1742 * Checks if any objects has a move_type that matches objects 1743 * Checks if any objects has a move_type that matches objects
1756 * 1757 *
1757 * 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
1758 * 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
1759 * on top. 1760 * on top.
1760 */ 1761 */
1761 1762int
1762int check_move_on (object *op, object *originator) 1763check_move_on (object *op, object *originator)
1763{ 1764{
1764 object *tmp; 1765 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1766 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1767 int x = op->x, y = op->y;
1768
1768 MoveType move_on, move_slow, move_block; 1769 MoveType move_on, move_slow, move_block;
1769 1770
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1771 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1772 return 0;
1772 1773
1773 tag = op->count;
1774
1775 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);
1776 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);
1777 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);
1778 1777
1779 /* 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,
1780 * 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
1781 * 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
1782 * as walking. 1781 * as walking.
1783 */ 1782 */
1784 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))
1785 return 0; 1784 return 0;
1786 1785
1787 /* This is basically inverse logic of that below - basically, 1786 /* This is basically inverse logic of that below - basically,
1788 * 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,
1789 * 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
1790 * blocked. Logic on this seems confusing, but does seem correct. 1789 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1790 */
1792 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)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1792 return 0;
1794 1793
1795 /* The objects have to be checked from top to bottom. 1794 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1795 * Hence, we first go to the top:
1797 */ 1796 */
1798 1797
1799 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)
1800 tmp->above!=NULL; tmp=tmp->above) { 1799 {
1801 /* Trim the search when we find the first other spell effect 1800 /* Trim the search when we find the first other spell effect
1802 * 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,
1803 * we don't need to check all of them. 1802 * we don't need to check all of them.
1804 */ 1803 */
1805 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)
1806 } 1809 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1810 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1811 continue; /* Can't apply yourself */
1809 1812
1810 /* 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.
1811 * Second check makes sure that the movement types not being slowed 1814 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1815 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1816 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1817 * swim on that space, can't use it to avoid the penalty.
1815 */ 1818 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1819 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1820 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1822 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1823 {
1820 1824
1821 float diff; 1825 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1826 diff = tmp->move_slow_penalty * fabs (op->speed);
1827
1824 if (op->type == PLAYER) { 1828 if (op->type == PLAYER)
1825 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)) ||
1826 (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)))
1827 diff /= 4.0; 1831 diff /= 4.0;
1828 } 1832
1829 }
1830 op->speed_left -= diff; 1833 op->speed_left -= diff;
1831 } 1834 }
1832 } 1835 }
1833 1836
1834 /* Basically same logic as above, except now for actual apply. */ 1837 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1839 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1840 {
1839 move_apply(tmp, op, originator); 1841 move_apply (tmp, op, originator);
1842
1840 if (was_destroyed (op, tag)) 1843 if (op->destroyed ())
1841 return 1; 1844 return 1;
1842 1845
1843 /* what the person/creature stepped onto has moved the object 1846 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1847 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1848 * have a feeling strange problems would result.
1846 */ 1849 */
1847 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;
1848 } 1852 }
1849 } 1853 }
1854
1850 return 0; 1855 return 0;
1851} 1856}
1852 1857
1853/* 1858/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1859 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1860 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
1857 */ 1862 */
1858 1863object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1864present_arch (const archetype *at, maptile *m, int x, int y)
1860 object *tmp; 1865{
1861 if(m==NULL || out_of_map(m,x,y)) { 1866 if (!m || out_of_map (m, x, y))
1867 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1869 return NULL;
1864 } 1870 }
1865 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)
1866 if(tmp->arch == at) 1873 if (tmp->arch == at)
1867 return tmp; 1874 return tmp;
1875
1868 return NULL; 1876 return NULL;
1869} 1877}
1870 1878
1871/* 1879/*
1872 * present(type, map, x, y) searches for any objects with 1880 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1881 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1875 */ 1883 */
1876 1884object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 1885present (unsigned char type, maptile *m, int x, int y)
1878 object *tmp; 1886{
1879 if(out_of_map(m,x,y)) { 1887 if (out_of_map (m, x, y))
1888 {
1880 LOG(llevError,"Present called outside map.\n"); 1889 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 1890 return NULL;
1882 } 1891 }
1883 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)
1884 if(tmp->type==type) 1894 if (tmp->type == type)
1885 return tmp; 1895 return tmp;
1896
1886 return NULL; 1897 return NULL;
1887} 1898}
1888 1899
1889/* 1900/*
1890 * present_in_ob(type, object) searches for any objects with 1901 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 1902 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 1903 * The first matching object is returned, or NULL if none.
1893 */ 1904 */
1894 1905object *
1895object *present_in_ob(unsigned char type, const object *op) { 1906present_in_ob (unsigned char type, const object *op)
1896 object *tmp; 1907{
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 1909 if (tmp->type == type)
1899 return tmp; 1910 return tmp;
1911
1900 return NULL; 1912 return NULL;
1901} 1913}
1902 1914
1903/* 1915/*
1904 * present_in_ob (type, str, object) searches for any objects with 1916 * present_in_ob (type, str, object) searches for any objects with
1912 * 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
1913 * 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
1914 * 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
1915 * to be unique. 1927 * to be unique.
1916 */ 1928 */
1917 1929object *
1918object *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)
1919 object *tmp; 1931{
1920
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1933 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 1934 return tmp;
1924 } 1935
1925 return NULL; 1936 return 0;
1926} 1937}
1927 1938
1928/* 1939/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 1940 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 1941 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 1942 * The first matching object is returned, or NULL if none.
1932 */ 1943 */
1933 1944object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 1945present_arch_in_ob (const archetype *at, const object *op)
1935 object *tmp; 1946{
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1947 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 1948 if (tmp->arch == at)
1938 return tmp; 1949 return tmp;
1950
1939 return NULL; 1951 return NULL;
1940} 1952}
1941 1953
1942/* 1954/*
1943 * activate recursively a flag on an object inventory 1955 * activate recursively a flag on an object inventory
1944 */ 1956 */
1957void
1945void flag_inv(object*op, int flag){ 1958flag_inv (object *op, int flag)
1946 object *tmp; 1959{
1947 if(op->inv) 1960 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1961 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1962 {
1949 SET_FLAG(tmp, flag); 1963 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 1964 flag_inv (tmp, flag);
1951 } 1965 }
1966}
1967
1952}/* 1968/*
1953 * desactivate recursively a flag on an object inventory 1969 * deactivate recursively a flag on an object inventory
1954 */ 1970 */
1971void
1955void unflag_inv(object*op, int flag){ 1972unflag_inv (object *op, int flag)
1956 object *tmp; 1973{
1957 if(op->inv) 1974 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1976 {
1959 CLEAR_FLAG(tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 1978 unflag_inv (tmp, flag);
1961 } 1979 }
1962}
1963
1964/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function.
1969 */
1970
1971void set_cheat(object *op) {
1972 SET_FLAG(op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ);
1974} 1980}
1975 1981
1976/* 1982/*
1977 * 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
1978 * 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
1992 * 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
1993 * 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
1994 * 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
1995 * customized, changed states, etc. 2001 * customized, changed states, etc.
1996 */ 2002 */
1997 2003int
1998int 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{
1999 int i,index=0, flag; 2006 int index = 0, flag;
2000 static int altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2001 2008
2002 for(i=start;i<stop;i++) { 2009 for (int i = start; i < stop; i++)
2010 {
2003 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]);
2004 if(!flag) 2012 if (!flag)
2005 altern[index++]=i; 2013 altern [index++] = i;
2006 2014
2007 /* 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.
2008 * 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.
2009 * 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 -
2010 * 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
2011 * 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
2012 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2014 */ 2022 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2024 stop = maxfree[i];
2017 } 2025 }
2018 if(!index) return -1;
2019 return altern[RANDOM()%index];
2020}
2021 2026
2027 if (!index)
2028 return -1;
2029
2030 return altern [rndm (index)];
2031}
2032
2022/* 2033/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2025 * 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.
2026 * 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.
2027 */ 2038 */
2028 2039int
2029int 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)
2030 int i; 2041{
2031 for(i=0;i<SIZEOFFREE;i++) { 2042 for (int i = 0; i < SIZEOFFREE; i++)
2032 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]))
2033 return i; 2044 return i;
2034 } 2045
2035 return -1; 2046 return -1;
2036} 2047}
2037 2048
2038/* 2049/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2041 */ 2053 */
2054static void
2042static void permute(int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2043{ 2056{
2044 int i, j, tmp, len; 2057 arr += begin;
2058 end -= begin;
2045 2059
2046 len = end-begin; 2060 while (--end)
2047 for(i = begin; i < end; i++) 2061 swap (arr [end], arr [rndm (end + 1)]);
2048 {
2049 j = begin+RANDOM()%len;
2050
2051 tmp = arr[i];
2052 arr[i] = arr[j];
2053 arr[j] = tmp;
2054 }
2055} 2062}
2056 2063
2057/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2067 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2068 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2070 */
2071void
2064void get_search_arr(int *search_arr) 2072get_search_arr (int *search_arr)
2065{ 2073{
2066 int i; 2074 int i;
2067 2075
2068 for(i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2069 {
2070 search_arr[i] = i; 2077 search_arr[i] = i;
2071 }
2072 2078
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2082}
2077 2083
2078/* 2084/*
2079 * 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
2080 * given map at the given coordinates for live objects. 2086 * given map at the given coordinates for live objects.
2085 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2086 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2094 * there is capable of.
2089 */ 2095 */
2090 2096int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2097find_dir (maptile *m, int x, int y, object *exclude)
2098{
2092 int i,max=SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2100
2093 sint16 nx, ny; 2101 sint16 nx, ny;
2094 object *tmp; 2102 object *tmp;
2095 mapstruct *mp; 2103 maptile *mp;
2104
2096 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2097 2106
2098 if (exclude && exclude->head) { 2107 if (exclude && exclude->head_ () != exclude)
2108 {
2099 exclude = exclude->head; 2109 exclude = exclude->head;
2100 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2101 } else { 2111 }
2112 else
2113 {
2102 /* 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. */
2103 move_type=MOVE_ALL; 2115 move_type = MOVE_ALL;
2116 }
2117
2118 for (i = 1; i < max; i++)
2104 } 2119 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2120 mp = m;
2108 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2110 2123
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2112 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)
2113 max = maxfree[i]; 2135 max = maxfree[i];
2114 } else {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2116
2117 if ((move_type & blocked) == move_type) {
2118 max=maxfree[i];
2119 } else if (mflags & P_IS_ALIVE) { 2136 else if (mflags & P_IS_ALIVE)
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2137 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2123 break; 2141 break;
2124 } 2142
2125 }
2126 if(tmp) { 2143 if (tmp)
2127 return freedir[i]; 2144 return freedir[i];
2128 }
2129 } 2145 }
2130 } 2146 }
2131 } 2147 }
2148
2132 return 0; 2149 return 0;
2133} 2150}
2134 2151
2135/* 2152/*
2136 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2154 * distance between the two given objects.
2138 */ 2155 */
2139 2156int
2140int distance(const object *ob1, const object *ob2) { 2157distance (const object *ob1, const object *ob2)
2141 int i; 2158{
2142 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);
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2144 return i;
2145} 2160}
2146 2161
2147/* 2162/*
2148 * 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
2149 * 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
2150 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2151 */ 2166 */
2152 2167int
2153int find_dir_2(int x, int y) { 2168find_dir_2 (int x, int y)
2169{
2154 int q; 2170 int q;
2155 2171
2156 if(y) 2172 if (y)
2157 q=x*100/y; 2173 q = x * 100 / y;
2158 else if (x) 2174 else if (x)
2159 q= -300*x; 2175 q = -300 * x;
2160 else 2176 else
2161 return 0; 2177 return 0;
2162 2178
2163 if(y>0) { 2179 if (y > 0)
2180 {
2164 if(q < -242) 2181 if (q < -242)
2165 return 3 ; 2182 return 3;
2166 if (q < -41) 2183 if (q < -41)
2167 return 2 ; 2184 return 2;
2168 if (q < 41) 2185 if (q < 41)
2169 return 1 ; 2186 return 1;
2170 if (q < 242) 2187 if (q < 242)
2171 return 8 ; 2188 return 8;
2172 return 7 ; 2189 return 7;
2173 } 2190 }
2174 2191
2175 if (q < -242) 2192 if (q < -242)
2176 return 7 ; 2193 return 7;
2177 if (q < -41) 2194 if (q < -41)
2178 return 6 ; 2195 return 6;
2179 if (q < 41) 2196 if (q < 41)
2180 return 5 ; 2197 return 5;
2181 if (q < 242) 2198 if (q < 242)
2182 return 4 ; 2199 return 4;
2183 2200
2184 return 3 ; 2201 return 3;
2185}
2186
2187/*
2188 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction).
2191 */
2192
2193int absdir(int d) {
2194 while(d<1) d+=8;
2195 while(d>8) d-=8;
2196 return d;
2197} 2202}
2198 2203
2199/* 2204/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2205 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2206 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2207 */
2203 2208int
2204int dirdiff(int dir1, int dir2) { 2209dirdiff (int dir1, int dir2)
2210{
2205 int d; 2211 int d;
2212
2206 d = abs(dir1 - dir2); 2213 d = abs (dir1 - dir2);
2207 if(d>4) 2214 if (d > 4)
2208 d = 8 - d; 2215 d = 8 - d;
2216
2209 return d; 2217 return d;
2210} 2218}
2211 2219
2212/* peterm: 2220/* peterm:
2213 * 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.
2216 * 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
2217 * 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.
2218 * 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
2219 * functions. 2227 * functions.
2220 */ 2228 */
2221
2222int reduction_dir[SIZEOFFREE][3] = { 2229int reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2230 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2231 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2232 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2233 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2234 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2235 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2236 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2237 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2238 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2239 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2240 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2241 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2242 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2243 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2244 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2245 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2246 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2247 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2248 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2249 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2250 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2251 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2252 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2253 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2254 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2255 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2256 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2257 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2258 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2259 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2260 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2261 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2262 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2263 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2264 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2265 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2266 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2267 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2268 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2269 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2270 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2271 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2272 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2273 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2274 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2275 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2276 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2277 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2278 {24, 9, -1}
2279}; /* 48 */
2272 2280
2273/* Recursive routine to step back and see if we can 2281/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2282 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2283 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2284 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2285 * Modified to be map tile aware -.MSW
2278 */ 2286 */
2279 2287int
2280
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2288can_see_monsterP (maptile *m, int x, int y, int dir)
2289{
2282 sint16 dx, dy; 2290 sint16 dx, dy;
2283 int mflags; 2291 int mflags;
2284 2292
2293 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2294 return 0; /* exit condition: invalid direction */
2286 2295
2287 dx = x + freearr_x[dir]; 2296 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2297 dy = y + freearr_y[dir];
2289 2298
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2299 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2300
2292 /* This functional arguably was incorrect before - it was 2301 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2302 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2303 * we could move to the monster - this is being more
2295 * 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
2296 * 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
2297 * at least its move type. 2306 * at least its move type.
2298 */ 2307 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2308 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2309 return 0;
2300 2310
2301 /* yes, can see. */ 2311 /* yes, can see. */
2302 if(dir < 9) return 1; 2312 if (dir < 9)
2313 return 1;
2314
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2315 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2316 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2317 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306} 2318}
2307 2319
2308
2309
2310/* 2320/*
2311 * 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
2312 * picked up by the picker. Returnes 1 if it can be 2322 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2323 * picked up, otherwise 0.
2314 * 2324 *
2315 * 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
2316 * core dumps if they do. 2326 * core dumps if they do.
2317 * 2327 *
2318 * 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)
2319 */ 2329 */
2320 2330int
2321int can_pick(const object *who, const object *item) { 2331can_pick (const object *who, const object *item)
2332{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2335 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2336}
2327
2328 2337
2329/* 2338/*
2330 * create clone from object to another 2339 * create clone from object to another
2331 */ 2340 */
2341object *
2332object *object_create_clone (object *asrc) { 2342object_create_clone (object *asrc)
2343{
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2334 2345
2335 if(!asrc) return NULL; 2346 if (!asrc)
2336 src = asrc; 2347 return 0;
2337 if(src->head) 2348
2338 src = src->head; 2349 src = asrc->head_ ();
2339 2350
2340 prev = NULL; 2351 prev = 0;
2341 for(part = src; part; part = part->more) { 2352 for (object *part = src; part; part = part->more)
2342 tmp = get_object(); 2353 {
2343 copy_object(part,tmp); 2354 tmp = part->clone ();
2344 tmp->x -= src->x; 2355 tmp->x -= src->x;
2345 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2346 if(!part->head) { 2358 if (!part->head)
2359 {
2347 dst = tmp; 2360 dst = tmp;
2348 tmp->head = NULL;
2349 } else {
2350 tmp->head = dst; 2361 tmp->head = 0;
2351 } 2362 }
2363 else
2364 tmp->head = dst;
2365
2352 tmp->more = NULL; 2366 tmp->more = 0;
2367
2353 if(prev) 2368 if (prev)
2354 prev->more = tmp; 2369 prev->more = tmp;
2370
2355 prev = tmp; 2371 prev = tmp;
2356 } 2372 }
2357 /*** copy inventory ***/ 2373
2358 for(item = src->inv; item; item = item->below) { 2374 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2376
2362 return dst; 2377 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371}
2372
2373/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */
2379
2380object* load_object_str(const char *obstr)
2381{
2382 object *op;
2383 char filename[MAX_BUF];
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2385
2386 FILE *tempfile=fopen(filename,"w");
2387 if (tempfile == NULL)
2388 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n");
2390 return NULL;
2391 };
2392 fprintf(tempfile,obstr);
2393 fclose(tempfile);
2394
2395 op=get_object();
2396
2397 object_thawer thawer (filename);
2398
2399 if (thawer)
2400 load_object(thawer,op,0);
2401
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED);
2404
2405 return op;
2406} 2378}
2407 2379
2408/* This returns the first object in who's inventory that 2380/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2381 * has the same type and subtype match.
2410 * returns NULL if no match. 2382 * returns NULL if no match.
2411 */ 2383 */
2384object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2385find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2386{
2414 object *tmp;
2415
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2387 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2388 if (tmp->type == type && tmp->subtype == subtype)
2389 return tmp;
2418 2390
2419 return NULL; 2391 return 0;
2420} 2392}
2421 2393
2422/* 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,
2423 * otherwise return NULL. 2395 * otherwise return NULL.
2424 * 2396 *
2425 * 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
2426 * do the desired thing. 2398 * do the desired thing.
2427 */ 2399 */
2400key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2401get_ob_key_link (const object *ob, const char *key)
2429 key_value * link; 2402{
2430
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2403 for (key_value *link = ob->key_values; link; link = link->next)
2432 if (link->key == key) { 2404 if (link->key == key)
2433 return link; 2405 return link;
2434 } 2406
2435 } 2407 return 0;
2436 2408}
2437 return NULL;
2438}
2439 2409
2440/* 2410/*
2441 * 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.
2442 * 2412 *
2443 * The argument doesn't need to be a shared string. 2413 * The argument doesn't need to be a shared string.
2444 * 2414 *
2445 * The returned string is shared. 2415 * The returned string is shared.
2446 */ 2416 */
2417const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2418get_ob_key_value (const object *op, const char *const key)
2419{
2448 key_value * link; 2420 key_value *link;
2449 const char * canonical_key; 2421 shstr_cmp canonical_key (key);
2422
2423 if (!canonical_key)
2450 2424 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2425 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2426 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2427 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2428 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2429 */
2459 return NULL; 2430 return 0;
2460 } 2431 }
2461 2432
2462 /* This is copied from get_ob_key_link() above - 2433 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2434 * only 4 lines, and saves the function call overhead.
2464 */ 2435 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2436 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2437 if (link->key == canonical_key)
2467 return link->value; 2438 return link->value;
2468 }
2469 }
2470 return NULL;
2471}
2472 2439
2440 return 0;
2441}
2473 2442
2474/* 2443/*
2475 * Updates the canonical_key in op to value. 2444 * Updates the canonical_key in op to value.
2476 * 2445 *
2477 * 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).
2479 * 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
2480 * keys. 2449 * keys.
2481 * 2450 *
2482 * Returns TRUE on success. 2451 * Returns TRUE on success.
2483 */ 2452 */
2453int
2484int 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{
2485 key_value * field = NULL, *last=NULL; 2456 key_value *field = NULL, *last = NULL;
2486 2457
2487 for (field=op->key_values; field != NULL; field=field->next) { 2458 for (field = op->key_values; field != NULL; field = field->next)
2459 {
2488 if (field->key != canonical_key) { 2460 if (field->key != canonical_key)
2461 {
2489 last = field; 2462 last = field;
2490 continue; 2463 continue;
2491 } 2464 }
2492 2465
2493 if (value) 2466 if (value)
2494 field->value = value; 2467 field->value = value;
2495 else { 2468 else
2469 {
2496 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2473 * we get this value back again.
2500 */ 2474 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2502 field->value = 0; 2476 field->value = 0;
2477 else
2478 {
2479 if (last)
2480 last->next = field->next;
2503 else 2481 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2482 op->key_values = field->next;
2507 2483
2508 delete field; 2484 delete field;
2509 } 2485 }
2510 } 2486 }
2511 return TRUE; 2487 return TRUE;
2512 } 2488 }
2513 /* IF we get here, key doesn't exist */ 2489 /* IF we get here, key doesn't exist */
2514 2490
2515 /* No field, we'll have to add it. */ 2491 /* No field, we'll have to add it. */
2516 2492
2517 if (!add_key) { 2493 if (!add_key)
2518 return FALSE; 2494 return FALSE;
2519 } 2495
2520 /* There isn't any good reason to store a null 2496 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2497 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2498 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2499 * be here. If user wants to store empty strings,
2524 * should pass in "" 2500 * should pass in ""
2525 */ 2501 */
2526 if (value == NULL) return TRUE; 2502 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 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;
2537} 2514}
2538 2515
2539/* 2516/*
2540 * Updates the key in op to value. 2517 * Updates the key in op to value.
2541 * 2518 *
2543 * and not add new ones. 2520 * and not add new ones.
2544 * 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
2545 * 2522 *
2546 * Returns TRUE on success. 2523 * Returns TRUE on success.
2547 */ 2524 */
2525int
2548int 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)
2549{ 2527{
2550 shstr key_ (key); 2528 shstr key_ (key);
2529
2551 return set_ob_key_value_s (op, key_, value, add_key); 2530 return set_ob_key_value_s (op, key_, value, add_key);
2552} 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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