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Comparing deliantra/server/common/object.C (file contents):
Revision 1.17 by root, Mon Sep 4 17:27:13 2006 UTC vs.
Revision 1.187 by root, Tue Sep 4 08:42:55 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 1.17 2006/09/04 17:27:13 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->active_next = 0; 609{
641 op->active_prev = 0; 610 object *neu = create ();
642 611 copy_to (neu);
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 612 return neu;
658} 613}
659 614
660/* 615/*
661 * 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
662 * 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
663 * 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.
664 */ 619 */
665 620void
666void update_turn_face(object *op) { 621update_turn_face (object *op)
622{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
668 return; 624 return;
625
669 SET_ANIMATION(op, op->direction); 626 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
671} 628}
672 629
673/* 630/*
674 * 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
675 * 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.
676 * 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.
677 */ 634 */
678 635void
679void update_ob_speed(object *op) { 636object::set_speed (float speed)
680 extern int arch_init; 637{
681 638 if (flag [FLAG_FREED] && speed)
682 /* No reason putting the archetypes objects on the speed list, 639 {
683 * since they never really need to be updated.
684 */
685
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
688#ifdef MANY_CORES
689 abort();
690#else
691 op->speed = 0; 641 speed = 0;
692#endif
693 } 642 }
694 if (arch_init) {
695 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 643
702 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
703 * of the list. */ 645
704 op->active_next = active_objects; 646 if (has_active_speed ())
705 if (op->active_next!=NULL) 647 activate ();
706 op->active_next->active_prev = op;
707 active_objects = op;
708 }
709 else { 648 else
710 /* If not on the active list, nothing needs to be done */ 649 deactivate ();
711 if (!op->active_next && !op->active_prev && op!=active_objects)
712 return;
713
714 if (op->active_prev==NULL) {
715 active_objects = op->active_next;
716 if (op->active_next!=NULL)
717 op->active_next->active_prev = NULL;
718 }
719 else {
720 op->active_prev->active_next = op->active_next;
721 if (op->active_next)
722 op->active_next->active_prev = op->active_prev;
723 }
724 op->active_next = NULL;
725 op->active_prev = NULL;
726 }
727} 650}
728 651
729/* This function removes object 'op' from the list of active
730 * objects.
731 * This should only be used for style maps or other such
732 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object.
736 */
737void remove_from_active_list(object *op)
738{
739 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects)
741 return;
742
743 if (op->active_prev==NULL) {
744 active_objects = op->active_next;
745 if (op->active_next!=NULL)
746 op->active_next->active_prev = NULL;
747 }
748 else {
749 op->active_prev->active_next = op->active_next;
750 if (op->active_next)
751 op->active_next->active_prev = op->active_prev;
752 }
753 op->active_next = NULL;
754 op->active_prev = NULL;
755}
756
757/* 652/*
758 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
759 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
760 * 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
761 * invisible object, etc...) 656 * invisible object, etc...)
762 * 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
763 * 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
764 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
765 * 660 *
766 * 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.
767 * For example, if the only thing that has changed is the face (due to
768 * an animation), we don't need to call update_position until that actually
769 * comes into view of a player. OTOH, many other things, like addition/removal
770 * of walls or living creatures may need us to update the flags now.
771 * current action are: 662 * current action are:
772 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
773 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
774 * 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
775 * 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.
776 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
777 */ 668 */
778 669void
779void update_object(object *op, int action) { 670update_object (object *op, int action)
780 int update_now=0, flags; 671{
781 MoveType move_on, move_off, move_block, move_slow;
782
783 if (op == NULL) { 672 if (op == NULL)
673 {
784 /* this should never happen */ 674 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 676 return;
787 }
788 677 }
789 if(op->env!=NULL) { 678
679 if (op->env)
680 {
790 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
791 * to do in this case. 682 * to do in this case.
792 */ 683 */
793 return; 684 return;
794 } 685 }
795 686
796 /* 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
797 * going to get freed anyways. 688 * going to get freed anyways.
798 */ 689 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 690 if (!op->map || op->map->in_memory == MAP_SAVING)
800 691 return;
692
801 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
802 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)
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 695 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 697#ifdef MANY_CORES
806 abort(); 698 abort ();
807#endif 699#endif
808 return; 700 return;
809 }
810 701 }
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
817 702
703 mapspace &m = op->ms ();
704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
818 if (action == UP_OBJ_INSERT) { 707 else if (action == UP_OBJ_INSERT)
708 {
709 // this is likely overkill, TODO: revisit (schmorp)
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
820 update_now=1;
821
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
823 update_now=1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
824 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
826 update_now=1; 716 || (m.move_on | op->move_on ) != m.move_on
827
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1;
830
831 if ((move_on | op->move_on) != move_on) update_now=1;
832 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
833 /* 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
834 * to have move_allow right now. 720 * to have move_allow right now.
835 */ 721 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
837 update_now=1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 724 m.flags_ = 0;
839 } 725 }
840 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 728 * that is being removed.
843 */ 729 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 731 m.flags_ = 0;
846 } else if (action == UP_OBJ_FACE) { 732 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 733 /* Nothing to do for that case */ ;
848 }
849 else { 734 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 736
853 if (update_now) {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y);
856 }
857
858 if(op->more!=NULL) 737 if (op->more)
859 update_object(op->more, action); 738 update_object (op->more, action);
860} 739}
861 740
741object::object ()
742{
743 SET_FLAG (this, FLAG_REMOVED);
862 744
863/* 745 expmul = 1.0;
864 * free_object() frees everything allocated by an object, removes 746 face = blank_face;
865 * it from the list of used objects, and puts it on the list of 747}
866 * free objects. The IS_FREED() flag is set in the object. 748
867 * The object must have been removed by remove_ob() first for 749object::~object ()
868 * this function to succeed. 750{
869 * 751 unlink ();
870 * If free_inventory is set, free inventory as well. Else drop items in 752
871 * inventory to the ground. 753 free_key_values (this);
872 */ 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}
873 776
874void 777void
875free_object (object * ob) 778object::activate ()
876{ 779{
877 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);
878} 786}
879 787
880void 788void
881free_object2 (object * ob, int free_inventory) 789object::activate_recursive ()
882{ 790{
883 object *tmp, *op; 791 activate ();
884 792
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 793 for (object *op = inv; op; op = op->below)
886 { 794 op->activate_recursive ();
887 LOG (llevDebug, "Free object called with non removed object\n"); 795}
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893 796
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 797/* This function removes object 'op' from the list of active
895 { 798 * objects.
896 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 799 * This should only be used for style maps or other such
897 remove_friendly_object (ob); 800 * reference maps where you don't want an object that isn't
898 } 801 * in play chewing up cpu time getting processed.
899 802 * The reverse of this is to call update_ob_speed, which
900 if (QUERY_FLAG (ob, FLAG_FREED)) 803 * will do the right thing based on the speed of the object.
901 { 804 */
902 dump_object (ob); 805void
903 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)
904 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)
905 } 828 {
906 829 op->flag [flag] = value;
907 if (ob->more != NULL) 830 op->set_flag_inv (flag, value);
908 { 831 }
909 free_object2 (ob->more, free_inventory); 832}
910 ob->more = NULL;
911 }
912 833
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
913 if (ob->inv) 846 if (!inv)
914 { 847 return;
848
915 /* Only if the space blocks everything do we not process - 849 /* Only if the space blocks everything do we not process -
916 * if some form of movement is allowed, let objects 850 * if some form of movement is allowed, let objects
917 * drop on that space. 851 * drop on that space.
918 */ 852 */
919 if (free_inventory || ob->map == NULL 853 if (!drop_to_ground
854 || !map
920 || ob->map->in_memory != MAP_IN_MEMORY 855 || map->in_memory != MAP_IN_MEMORY
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 856 || map->nodrop
922 { 857 || ms ().move_block == MOVE_ALL)
923 op = ob->inv;
924
925 while (op != NULL)
926 { 858 {
927 tmp = op->below; 859 while (inv)
928 remove_ob (op); 860 {
929 free_object2 (op, free_inventory); 861 inv->destroy_inv (drop_to_ground);
930 op = tmp; 862 inv->destroy ();
931 } 863 }
932 }
933 else
934 { /* Put objects in inventory onto this space */
935 op = ob->inv;
936
937 while (op != NULL)
938 {
939 tmp = op->below;
940 remove_ob (op);
941
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
945 free_object (op);
946 else
947 {
948 op->x = ob->x;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
951 }
952
953 op = tmp;
954 }
955 }
956 }
957
958 /* Remove object from the active list */
959 ob->speed = 0;
960 update_ob_speed (ob);
961
962 SET_FLAG (ob, FLAG_FREED);
963 ob->count = 0;
964
965 /* Remove this object from the list of used objects */
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 } 864 }
973 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)
974 { 917 {
975 ob->prev->next = ob->next; 918 freed_map = new maptile;
976 919
977 if (ob->next != NULL) 920 freed_map->path = "<freed objects map>";
978 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;
979 } 927 }
980 928
981 free_key_values (ob); 929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
982 933
983 /* Now link it with the free_objects list: */ 934 if (more)
984 ob->prev = 0; 935 {
985 ob->next = 0; 936 more->destroy ();
937 more = 0;
938 }
986 939
987 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 ();
988} 965}
989 966
990/* 967/*
991 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
992 * 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)).
993 */ 970 */
994 971void
995void sub_weight (object *op, signed long weight) { 972sub_weight (object *op, signed long weight)
973{
996 while (op != NULL) { 974 while (op != NULL)
975 {
997 if (op->type == CONTAINER) { 976 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 978
1000 op->carrying-=weight; 979 op->carrying -= weight;
1001 op = op->env; 980 op = op->env;
1002 } 981 }
1003} 982}
1004 983
1005/* remove_ob(op): 984/* op->remove ():
1006 * 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
1007 * 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
1008 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 989 * the previous environment.
1011 * Beware: This function is called from the editor as well!
1012 */ 990 */
1013 991void
1014void remove_ob(object *op) { 992object::do_remove ()
993{
1015 object *tmp,*last=NULL; 994 object *tmp, *last = 0;
1016 object *otmp; 995 object *otmp;
1017 tag_t tag;
1018 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 996
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1024 dump_object(op); 998 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 999
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1043 1002
1003 if (more)
1004 more->remove ();
1005
1044 /* 1006 /*
1045 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1046 * inventory. 1008 * inventory.
1047 */ 1009 */
1048 if(op->env!=NULL) { 1010 if (env)
1011 {
1049 if(op->nrof) 1012 if (nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 1013 sub_weight (env, weight * nrof);
1051 else 1014 else
1052 sub_weight(op->env, op->weight+op->carrying); 1015 sub_weight (env, weight + carrying);
1053 1016
1054 /* 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
1055 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 1019 * to save cpu time.
1057 */ 1020 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1022 otmp->update_stats ();
1060 fix_player(otmp);
1061 1023
1062 if(op->above!=NULL) 1024 if (above)
1063 op->above->below=op->below; 1025 above->below = below;
1064 else 1026 else
1065 op->env->inv=op->below; 1027 env->inv = below;
1066 1028
1067 if(op->below!=NULL) 1029 if (below)
1068 op->below->above=op->above; 1030 below->above = above;
1069 1031
1070 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1071 * 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
1072 * 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
1073 */ 1072 */
1074 op->x=op->env->x,op->y=op->env->y; 1073 if (GET_MAP_OB (map, x, y) != this)
1075 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 ());
1076 op->above=NULL,op->below=NULL; 1075
1077 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)
1078 return; 1083 return;
1079 }
1080 1084
1081 /* If we get here, we are removing it from a map */ 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1082 if (op->map == NULL) return;
1083 1086
1084 x = op->x; 1087 if (object *pl = ms.player ())
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 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);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 } 1088 {
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1089 if (pl->container == this)
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1137 /* No point updating the players look faces if he is the object
1138 * being removed.
1139 */
1140
1141 if(tmp->type==PLAYER && tmp!=op) {
1142 /* If a container that the player is currently using somehow gets 1090 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1091 * removed (most likely destroyed), update the player view
1144 * appropriately. 1092 * appropriately.
1145 */ 1093 */
1146 if (tmp->container==op) { 1094 pl->close_container ();
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1095
1148 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 ());
1149 } 1114 }
1150 tmp->contr->socket.update_look=1; 1115
1116 last = tmp;
1151 } 1117 }
1152 /* See if player moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1155 1118
1156 move_apply(tmp, op, NULL);
1157 if (was_destroyed (op, tag)) {
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 }
1161 }
1162
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164
1165 if(tmp->above == tmp)
1166 tmp->above = NULL;
1167 last=tmp;
1168 }
1169 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1170 if (last==NULL) { 1120 //TODO: this makes little sense, why only update the topmost object?
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 if (!last)
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1122 map->at (x, y).flags_ = 0;
1173 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways.
1175 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y);
1178 }
1179 else 1123 else
1180 update_object(last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1181 1125
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1183 update_all_los(op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1184 1128 }
1185} 1129}
1186 1130
1187/* 1131/*
1188 * merge_ob(op,top): 1132 * merge_ob(op,top):
1189 * 1133 *
1190 * This function goes through all objects below and including top, and 1134 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1135 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1136 * If top is NULL, it is calculated.
1193 * 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
1194 */ 1138 */
1195 1139object *
1196object *merge_ob(object *op, object *top) { 1140merge_ob (object *op, object *top)
1141{
1197 if(!op->nrof) 1142 if (!op->nrof)
1198 return 0; 1143 return 0;
1199 if(top==NULL) 1144
1145 if (top)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1148
1201 for(;top!=NULL;top=top->below) { 1149 for (; top; top = top->below)
1150 {
1202 if(top==op) 1151 if (top == op)
1203 continue; 1152 continue;
1204 if (CAN_MERGE(op,top)) 1153
1205 { 1154 if (object::can_merge (op, top))
1155 {
1206 top->nrof+=op->nrof; 1156 top->nrof += op->nrof;
1157
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1160 op->destroy ();
1210 free_object(op);
1211 return top; 1161 return top;
1212 } 1162 }
1213 } 1163 }
1164
1214 return NULL; 1165 return 0;
1215} 1166}
1216 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
1217/* 1191/*
1218 * 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
1219 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1220 */ 1194 */
1195object *
1221object *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)
1222 object* tmp; 1197{
1223 if (op->head) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1224 op=op->head; 1199 {
1225 for (tmp=op;tmp;tmp=tmp->more){
1226 tmp->x=x+tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1227 tmp->y=y+tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1228 } 1202 }
1203
1229 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1230} 1205}
1231 1206
1232/* 1207/*
1233 * insert_ob_in_map (op, map, originator, flag): 1208 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1209 * This function inserts the object in the two-way linked list
1247 * Return value: 1222 * Return value:
1248 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1225 * just 'op' otherwise
1251 */ 1226 */
1252 1227object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1255 object *tmp, *top, *floor=NULL; 1232 object *top, *floor = NULL;
1256 sint16 x,y;
1257 1233
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1234 op->remove ();
1259 LOG (llevError, "Trying to insert freed object!\n"); 1235
1260 return NULL; 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1237 * of areas of callers (eg, anything that uses find_free_spot would now
1238 * need extra work
1239 */
1240 if (!xy_normalise (m, op->x, op->y))
1261 } 1241 {
1262 if(m==NULL) { 1242 op->destroy ();
1263 dump_object(op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265 return op; 1243 return 0;
1266 } 1244 }
1267 if(out_of_map(m,op->x,op->y)) { 1245
1268 dump_object(op); 1246 if (object *more = op->more)
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1247 if (!insert_ob_in_map (more, m, originator, flag))
1270#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted.
1274 */
1275 abort();
1276#endif
1277 return op; 1248 return 0;
1278 }
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 dump_object(op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282 return op;
1283 }
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */
1286 1249
1287 object *more = op->more; 1250 CLEAR_FLAG (op, FLAG_REMOVED);
1288 1251
1289 /* We really need the caller to normalize coordinates - if 1252 op->map = m;
1290 * we set the map, that doesn't work if the location is within 1253 mapspace &ms = op->ms ();
1291 * a map and this is straddling an edge. So only if coordinate 1254
1292 * is clear wrong do we normalize it. 1255 /* this has to be done after we translate the coordinates.
1256 */
1257 if (op->nrof && !(flag & INS_NO_MERGE))
1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1259 if (object::can_merge (op, tmp))
1293 */ 1260 {
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1261 op->nrof += tmp->nrof;
1295 more->map = get_map_from_coord(m, &more->x, &more->y); 1262 tmp->destroy ();
1296 } else if (!more->map) {
1297 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent.
1299 */
1300 more->map = m;
1301 } 1263 }
1302 1264
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1265 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1304 if ( ! op->head) 1266 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1267
1306 return NULL; 1268 if (!QUERY_FLAG (op, FLAG_ALIVE))
1269 CLEAR_FLAG (op, FLAG_NO_STEAL);
1270
1271 if (flag & INS_BELOW_ORIGINATOR)
1272 {
1273 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1274 {
1275 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1276 abort ();
1307 } 1277 }
1278
1279 op->above = originator;
1280 op->below = originator->below;
1281
1282 if (op->below)
1283 op->below->above = op;
1284 else
1285 ms.bot = op;
1286
1287 /* since *below* originator, no need to update top */
1288 originator->below = op;
1289 }
1290 else
1308 } 1291 {
1309 CLEAR_FLAG(op,FLAG_REMOVED); 1292 top = ms.bot;
1310 1293
1311 /* Ideally, the caller figures this out. However, it complicates a lot 1294 /* If there are other objects, then */
1312 * of areas of callers (eg, anything that uses find_free_spot would now 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1313 * need extra work 1296 {
1314 */ 1297 object *last = 0;
1315 op->map=get_map_from_coord(m, &op->x, &op->y);
1316 x = op->x;
1317 y = op->y;
1318 1298
1319 /* this has to be done after we translate the coordinates. 1299 /*
1320 */ 1300 * If there are multiple objects on this space, we do some trickier handling.
1321 if(op->nrof && !(flag & INS_NO_MERGE)) { 1301 * We've already dealt with merging if appropriate.
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1302 * Generally, we want to put the new object on top. But if
1323 if (CAN_MERGE(op,tmp)) { 1303 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1324 op->nrof+=tmp->nrof; 1304 * floor, we want to insert above that and no further.
1325 remove_ob(tmp); 1305 * Also, if there are spell objects on this space, we stop processing
1326 free_object(tmp); 1306 * once we get to them. This reduces the need to traverse over all of
1307 * them when adding another one - this saves quite a bit of cpu time
1308 * when lots of spells are cast in one area. Currently, it is presumed
1309 * that flying non pickable objects are spell objects.
1310 */
1311 for (top = ms.bot; top; top = top->above)
1312 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top;
1315
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1317 {
1318 /* We insert above top, so we want this object below this */
1319 top = top->below;
1320 break;
1321 }
1322
1323 last = top;
1327 } 1324 }
1328 }
1329 1325
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1327 top = last;
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334 1328
1335 if (flag & INS_BELOW_ORIGINATOR) { 1329 /* We let update_position deal with figuring out what the space
1336 if (originator->map != op->map || originator->x != op->x || 1330 * looks like instead of lots of conditions here.
1337 originator->y != op->y) { 1331 * makes things faster, and effectively the same result.
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1332 */
1339 abort(); 1333
1334 /* Have object 'fall below' other objects that block view.
1335 * Unless those objects are exits.
1336 * If INS_ON_TOP is used, don't do this processing
1337 * Need to find the object that in fact blocks view, otherwise
1338 * stacking is a bit odd.
1339 */
1340 if (!(flag & INS_ON_TOP)
1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1343 {
1344 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break;
1347
1348 /* Check to see if we found the object that blocks view,
1349 * and make sure we have a below pointer for it so that
1350 * we can get inserted below this one, which requires we
1351 * set top to the object below us.
1352 */
1353 if (last && last->below && last != floor)
1354 top = last->below;
1355 }
1356 } /* If objects on this space */
1357 if (flag & INS_MAP_LOAD)
1358 top = ms.top;
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor;
1362
1363 /* Top is the object that our object (op) is going to get inserted above.
1364 */
1365
1366 /* First object on this space */
1367 if (!top)
1368 {
1369 op->above = ms.bot;
1370
1371 if (op->above)
1372 op->above->below = op;
1373
1374 op->below = 0;
1375 ms.bot = op;
1340 } 1376 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else { 1377 else
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1419 op->above = top->above; 1379 op->above = top->above;
1380
1381 if (op->above)
1420 if (op->above) op->above->below = op; 1382 op->above->below = op;
1383
1421 op->below = top; 1384 op->below = top;
1422 top->above = op; 1385 top->above = op;
1423 } 1386 }
1387
1424 if (op->above==NULL) 1388 if (!op->above)
1425 SET_MAP_TOP(op->map,op->x, op->y, op); 1389 ms.top = op;
1426 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1427 1391
1428 if(op->type==PLAYER) 1392 if (op->type == PLAYER)
1393 {
1429 op->contr->do_los=1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1430 1398
1431 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1432 * it, so save a few ticks and start from there. 1400
1433 */
1434 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1402 if (object *pl = ms.player ())
1436 if (tmp->type == PLAYER) 1403 pl->contr->ns->floorbox_update ();
1437 tmp->contr->socket.update_look=1;
1438 }
1439 1404
1440 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1447 * of effect may be sufficient. 1412 * of effect may be sufficient.
1448 */ 1413 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1451 1416
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1455 1419
1420 INVOKE_OBJECT (INSERT, op);
1456 1421
1457 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1459 * 1424 *
1460 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object(). 1428 * update_object().
1464 */ 1429 */
1465 1430
1466 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1433 {
1469 if (check_move_on(op, originator)) 1434 if (check_move_on (op, originator))
1470 return NULL; 1435 return 0;
1471 1436
1472 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1473 * walk on's. 1438 * walk on's.
1474 */ 1439 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1477 return NULL; 1442 return 0;
1478 } 1443 }
1444
1479 return op; 1445 return op;
1480} 1446}
1481 1447
1482/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1485 */ 1451 */
1452void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1487 object *tmp; 1454{
1488 object *tmp1; 1455 object *tmp, *tmp1;
1489 1456
1490 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1491 1458
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1494 remove_ob(tmp); 1461 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1462
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1464
1501 1465 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1466 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1474}
1505 1475
1506/* 1476/*
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1508 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1509 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1510 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1481 * global static errmsg array.
1512 */ 1482 */
1513 1483object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1484get_split_ob (object *orig_ob, uint32 nr)
1485{
1515 object *newob; 1486 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1488
1518 if(orig_ob->nrof<nr) { 1489 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1490 {
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL; 1492 return NULL;
1522 } 1493 }
1494
1523 newob = object_create_clone(orig_ob); 1495 newob = object_create_clone (orig_ob);
1496
1524 if((orig_ob->nrof-=nr)<1) { 1497 if ((orig_ob->nrof -= nr) < 1)
1525 if ( ! is_removed) 1498 orig_ob->destroy (1);
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) { 1499 else if (!is_removed)
1500 {
1530 if(orig_ob->env!=NULL) 1501 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504 {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1505 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n"); 1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL; 1507 return NULL;
1537 } 1508 }
1538 } 1509 }
1510
1539 newob->nrof=nr; 1511 newob->nrof = nr;
1540 1512
1541 return newob; 1513 return newob;
1542} 1514}
1543 1515
1544/* 1516/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1517 * decrease_ob_nr(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1548 * 1520 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1522 */
1551 1523object *
1552object *decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1553{ 1525{
1554 object *tmp; 1526 object *tmp;
1555 player *pl;
1556 1527
1557 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1529 return op;
1559 1530
1560 if (i > op->nrof) 1531 if (i > op->nrof)
1561 i = op->nrof; 1532 i = op->nrof;
1562 1533
1563 if (QUERY_FLAG (op, FLAG_REMOVED)) 1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1535 op->nrof -= i;
1536 else if (op->env)
1537 {
1538 /* is this object in the players inventory, or sub container
1539 * therein?
1540 */
1541 tmp = op->in_player ();
1542 /* nope. Is this a container the player has opened?
1543 * If so, set tmp to that player.
1544 * IMO, searching through all the players will mostly
1545 * likely be quicker than following op->env to the map,
1546 * and then searching the map for a player.
1547 */
1548 if (!tmp)
1549 for_all_players (pl)
1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1553 break;
1554 }
1555
1556 if (i < op->nrof)
1557 {
1558 sub_weight (op->env, op->weight * i);
1559 op->nrof -= i;
1560 if (tmp)
1561 esrv_send_item (tmp, op);
1562 }
1563 else
1564 {
1565 op->remove ();
1566 op->nrof = 0;
1567 if (tmp)
1568 esrv_del_item (tmp->contr, op->count);
1569 }
1564 { 1570 }
1571 else
1572 {
1573 object *above = op->above;
1574
1575 if (i < op->nrof)
1565 op->nrof -= i; 1576 op->nrof -= i;
1566 } 1577 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */ 1578 {
1572 tmp = is_player_inv (op->env); 1579 op->remove ();
1573 /* nope. Is this a container the player has opened? 1580 op->nrof = 0;
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1581 }
1585 1582
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op);
1594 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1583 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1584 for (tmp = above; tmp; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1585 if (tmp->type == PLAYER)
1586 {
1613 if (op->nrof) 1587 if (op->nrof)
1614 esrv_send_item(tmp, op); 1588 esrv_send_item (tmp, op);
1615 else 1589 else
1616 esrv_del_item(tmp->contr, op->count); 1590 esrv_del_item (tmp->contr, op->count);
1617 } 1591 }
1618 } 1592 }
1619 1593
1620 if (op->nrof) { 1594 if (op->nrof)
1621 return op; 1595 return op;
1622 } else { 1596 else
1623 free_object (op); 1597 {
1598 op->destroy ();
1624 return NULL; 1599 return 0;
1625 } 1600 }
1626} 1601}
1627 1602
1628/* 1603/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1631 */ 1606 */
1632 1607void
1633void add_weight (object *op, signed long weight) { 1608add_weight (object *op, signed long weight)
1609{
1634 while (op!=NULL) { 1610 while (op != NULL)
1611 {
1635 if (op->type == CONTAINER) { 1612 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1613 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1614
1638 op->carrying+=weight; 1615 op->carrying += weight;
1639 op=op->env; 1616 op = op->env;
1640 } 1617 }
1641} 1618}
1642 1619
1620object *
1621insert_ob_in_ob (object *op, object *where)
1622{
1623 if (!where)
1624 {
1625 char *dump = dump_object (op);
1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1627 free (dump);
1628 return op;
1629 }
1630
1631 if (where->head_ () != where)
1632 {
1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1634 where = where->head;
1635 }
1636
1637 return where->insert (op);
1638}
1639
1643/* 1640/*
1644 * insert_ob_in_ob(op,environment): 1641 * env->insert (op)
1645 * This function inserts the object op in the linked list 1642 * This function inserts the object op in the linked list
1646 * inside the object environment. 1643 * inside the object environment.
1647 * 1644 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1655 */ 1647 */
1656 1648object *
1657object *insert_ob_in_ob(object *op,object *where) { 1649object::insert (object *op)
1658 object *tmp, *otmp; 1650{
1659
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 dump_object(op); 1652 op->remove ();
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1653
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1654 if (op->more)
1655 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1656 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1657 return op;
1679 } 1658 }
1659
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1682 if(op->nrof) { 1663 if (op->nrof)
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1664 {
1684 if ( CAN_MERGE(tmp,op) ) { 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1666 if (object::can_merge (tmp, op))
1667 {
1685 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1669 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1671 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1672 * tmp->nrof, we need to increase the weight.
1690 */ 1673 */
1691 add_weight (where, op->weight*op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1675 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1676 op->destroy (); /* free the inserted object */
1694 op = tmp; 1677 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1678 op->remove (); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1679 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1680 break;
1698 } 1681 }
1699 1682
1700 /* I assume combined objects have no inventory 1683 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1684 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1685 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do 1686 * the weight, so we need to add it in again, since we actually do
1704 * the linking below 1687 * the linking below
1705 */ 1688 */
1706 add_weight (where, op->weight*op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1690 }
1707 } else 1691 else
1708 add_weight (where, (op->weight+op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1709 1693
1710 otmp=is_player_inv(where); 1694 if (object *otmp = this->in_player ())
1711 if (otmp&&otmp->contr!=NULL) {
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1696 otmp->update_stats ();
1714 }
1715 1697
1716 op->map=NULL; 1698 op->owner = 0; // its his/hers now. period.
1717 op->env=where; 1699 op->map = 0;
1700 op->env = this;
1718 op->above=NULL; 1701 op->above = 0;
1719 op->below=NULL; 1702 op->below = 0;
1720 op->x=0,op->y=0; 1703 op->x = op->y = 0;
1721 1704
1722 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1706 if (op->glow_radius && map)
1724 { 1707 {
1725#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1711 if (map->darkness)
1712 update_all_los (map, x, y);
1730 } 1713 }
1731 1714
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1715 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function... 1716 * It sure simplifies this function...
1734 */ 1717 */
1735 if (where->inv==NULL) 1718 if (!inv)
1736 where->inv=op; 1719 inv = op;
1737 else { 1720 else
1721 {
1738 op->below = where->inv; 1722 op->below = inv;
1739 op->below->above = op; 1723 op->below->above = op;
1740 where->inv = op; 1724 inv = op;
1741 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1742 return op; 1729 return op;
1743} 1730}
1744 1731
1745/* 1732/*
1746 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1760 * 1747 *
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1750 * on top.
1764 */ 1751 */
1765 1752int
1766int check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1767{ 1754{
1768 object *tmp; 1755 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1756 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1757 int x = op->x, y = op->y;
1758
1772 MoveType move_on, move_slow, move_block; 1759 MoveType move_on, move_slow, move_block;
1773 1760
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1761 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1762 return 0;
1776 1763
1777 tag = op->count;
1778
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1764 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1765 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1766 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1782 1767
1783 /* if nothing on this space will slow op down or be applied, 1768 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1769 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1770 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1771 * as walking.
1787 */ 1772 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1773 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1774 return 0;
1790 1775
1791 /* This is basically inverse logic of that below - basically, 1776 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1777 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1778 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1779 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1780 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1781 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1782 return 0;
1798 1783
1799 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
1801 */ 1786 */
1802 1787
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1804 tmp->above!=NULL; tmp=tmp->above) { 1789 {
1805 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects, 1791 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them. 1792 * we don't need to check all of them.
1808 */ 1793 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1794 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1795 break;
1796 }
1797
1798 for (; tmp; tmp = tmp->below)
1810 } 1799 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1800 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1801 continue; /* Can't apply yourself */
1813 1802
1814 /* Check to see if one of the movement types should be slowed down. 1803 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1804 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1805 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 1806 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 1807 * swim on that space, can't use it to avoid the penalty.
1819 */ 1808 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1809 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1810 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1813 {
1824 1814
1825 float diff; 1815 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1817
1828 if (op->type == PLAYER) { 1818 if (op->type == PLAYER)
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 1821 diff /= 4.0;
1832 } 1822
1833 }
1834 op->speed_left -= diff; 1823 op->speed_left -= diff;
1835 } 1824 }
1836 } 1825 }
1837 1826
1838 /* Basically same logic as above, except now for actual apply. */ 1827 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1828 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1829 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 1830 {
1843 move_apply(tmp, op, originator); 1831 move_apply (tmp, op, originator);
1832
1844 if (was_destroyed (op, tag)) 1833 if (op->destroyed ())
1845 return 1; 1834 return 1;
1846 1835
1847 /* what the person/creature stepped onto has moved the object 1836 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1837 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1838 * have a feeling strange problems would result.
1850 */ 1839 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 1840 if (op->map != m || op->x != x || op->y != y)
1841 return 0;
1852 } 1842 }
1853 } 1843 }
1844
1854 return 0; 1845 return 0;
1855} 1846}
1856 1847
1857/* 1848/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
1861 */ 1852 */
1862 1853object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1854present_arch (const archetype *at, maptile *m, int x, int y)
1864 object *tmp; 1855{
1865 if(m==NULL || out_of_map(m,x,y)) { 1856 if (!m || out_of_map (m, x, y))
1857 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1859 return NULL;
1868 } 1860 }
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1861
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 if(tmp->arch == at) 1863 if (tmp->arch == at)
1871 return tmp; 1864 return tmp;
1865
1872 return NULL; 1866 return NULL;
1873} 1867}
1874 1868
1875/* 1869/*
1876 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1879 */ 1873 */
1880 1874object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1875present (unsigned char type, maptile *m, int x, int y)
1882 object *tmp; 1876{
1883 if(out_of_map(m,x,y)) { 1877 if (out_of_map (m, x, y))
1878 {
1884 LOG(llevError,"Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1880 return NULL;
1886 } 1881 }
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1882
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1888 if(tmp->type==type) 1884 if (tmp->type == type)
1889 return tmp; 1885 return tmp;
1886
1890 return NULL; 1887 return NULL;
1891} 1888}
1892 1889
1893/* 1890/*
1894 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
1897 */ 1894 */
1898 1895object *
1899object *present_in_ob(unsigned char type, const object *op) { 1896present_in_ob (unsigned char type, const object *op)
1900 object *tmp; 1897{
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 1899 if (tmp->type == type)
1903 return tmp; 1900 return tmp;
1901
1904 return NULL; 1902 return NULL;
1905} 1903}
1906 1904
1907/* 1905/*
1908 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
1916 * str is the string to match against. Note that we match against 1914 * str is the string to match against. Note that we match against
1917 * the object name, not the archetype name. this is so that the 1915 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 1916 * spell code can use one object type (force), but change it's name
1919 * to be unique. 1917 * to be unique.
1920 */ 1918 */
1921 1919object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 1920present_in_ob_by_name (int type, const char *str, const object *op)
1923 object *tmp; 1921{
1924
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 1924 return tmp;
1928 } 1925
1929 return NULL; 1926 return 0;
1930} 1927}
1931 1928
1932/* 1929/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
1936 */ 1933 */
1937 1934object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 1935present_arch_in_ob (const archetype *at, const object *op)
1939 object *tmp; 1936{
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 1938 if (tmp->arch == at)
1942 return tmp; 1939 return tmp;
1940
1943 return NULL; 1941 return NULL;
1944} 1942}
1945 1943
1946/* 1944/*
1947 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
1948 */ 1946 */
1947void
1949void flag_inv(object*op, int flag){ 1948flag_inv (object *op, int flag)
1950 object *tmp; 1949{
1951 if(op->inv) 1950 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1952 {
1953 SET_FLAG(tmp, flag); 1953 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 1954 flag_inv (tmp, flag);
1955 } 1955 }
1956}
1957
1956}/* 1958/*
1957 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
1958 */ 1960 */
1961void
1959void unflag_inv(object*op, int flag){ 1962unflag_inv (object *op, int flag)
1960 object *tmp; 1963{
1961 if(op->inv) 1964 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1966 {
1963 CLEAR_FLAG(tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 1968 unflag_inv (tmp, flag);
1965 } 1969 }
1966}
1967
1968/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function.
1973 */
1974
1975void set_cheat(object *op) {
1976 SET_FLAG(op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ);
1978} 1970}
1979 1971
1980/* 1972/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
1996 * because arch_blocked (now ob_blocked) needs to know the movement type 1988 * because arch_blocked (now ob_blocked) needs to know the movement type
1997 * to know if the space in question will block the object. We can't use 1989 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 1990 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 1991 * customized, changed states, etc.
2000 */ 1992 */
2001 1993int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1995{
2003 int i,index=0, flag; 1996 int index = 0, flag;
2004 static int altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2005 1998
2006 for(i=start;i<stop;i++) { 1999 for (int i = start; i < stop; i++)
2000 {
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2001 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2008 if(!flag) 2002 if (!flag)
2009 altern[index++]=i; 2003 altern [index++] = i;
2010 2004
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2005 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2006 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2007 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2008 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2009 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2010 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2011 * won't look 2 spaces south of the target space.
2018 */ 2012 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2013 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2014 stop = maxfree[i];
2021 } 2015 }
2022 if(!index) return -1;
2023 return altern[RANDOM()%index];
2024}
2025 2016
2017 if (!index)
2018 return -1;
2019
2020 return altern [rndm (index)];
2021}
2022
2026/* 2023/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2024 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2025 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2026 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2027 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2028 */
2032 2029int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2030find_first_free_spot (const object *ob, maptile *m, int x, int y)
2034 int i; 2031{
2035 for(i=0;i<SIZEOFFREE;i++) { 2032 for (int i = 0; i < SIZEOFFREE; i++)
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2033 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2034 return i;
2038 } 2035
2039 return -1; 2036 return -1;
2040} 2037}
2041 2038
2042/* 2039/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2040 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2041 * arr[begin..end-1].
2042 * now uses a fisher-yates shuffle, old permute was broken
2045 */ 2043 */
2044static void
2046static void permute(int *arr, int begin, int end) 2045permute (int *arr, int begin, int end)
2047{ 2046{
2048 int i, j, tmp, len; 2047 arr += begin;
2048 end -= begin;
2049 2049
2050 len = end-begin; 2050 while (--end)
2051 for(i = begin; i < end; i++) 2051 swap (arr [end], arr [rndm (end + 1)]);
2052 {
2053 j = begin+RANDOM()%len;
2054
2055 tmp = arr[i];
2056 arr[i] = arr[j];
2057 arr[j] = tmp;
2058 }
2059} 2052}
2060 2053
2061/* new function to make monster searching more efficient, and effective! 2054/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2055 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2056 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2057 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2058 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2059 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2060 */
2061void
2068void get_search_arr(int *search_arr) 2062get_search_arr (int *search_arr)
2069{ 2063{
2070 int i; 2064 int i;
2071 2065
2072 for(i = 0; i < SIZEOFFREE; i++) 2066 for (i = 0; i < SIZEOFFREE; i++)
2073 {
2074 search_arr[i] = i; 2067 search_arr[i] = i;
2075 }
2076 2068
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2069 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2070 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2071 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2072}
2081 2073
2082/* 2074/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2075 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2076 * given map at the given coordinates for live objects.
2089 * Perhaps incorrectly, but I'm making the assumption that exclude 2081 * Perhaps incorrectly, but I'm making the assumption that exclude
2090 * is actually want is going to try and move there. We need this info 2082 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2083 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2084 * there is capable of.
2093 */ 2085 */
2094 2086int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2087find_dir (maptile *m, int x, int y, object *exclude)
2088{
2096 int i,max=SIZEOFFREE, mflags; 2089 int i, max = SIZEOFFREE, mflags;
2090
2097 sint16 nx, ny; 2091 sint16 nx, ny;
2098 object *tmp; 2092 object *tmp;
2099 mapstruct *mp; 2093 maptile *mp;
2094
2100 MoveType blocked, move_type; 2095 MoveType blocked, move_type;
2101 2096
2102 if (exclude && exclude->head) { 2097 if (exclude && exclude->head_ () != exclude)
2098 {
2103 exclude = exclude->head; 2099 exclude = exclude->head;
2104 move_type = exclude->move_type; 2100 move_type = exclude->move_type;
2105 } else { 2101 }
2102 else
2103 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2104 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2105 move_type = MOVE_ALL;
2106 }
2107
2108 for (i = 1; i < max; i++)
2108 } 2109 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2110 mp = m;
2112 nx = x + freearr_x[i]; 2111 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2112 ny = y + freearr_y[i];
2114 2113
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2114 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115
2116 if (mflags & P_OUT_OF_MAP) { 2116 if (mflags & P_OUT_OF_MAP)
2117 max = maxfree[i];
2118 else
2119 {
2120 mapspace &ms = mp->at (nx, ny);
2121
2122 blocked = ms.move_block;
2123
2124 if ((move_type & blocked) == move_type)
2117 max = maxfree[i]; 2125 max = maxfree[i];
2118 } else {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2120
2121 if ((move_type & blocked) == move_type) {
2122 max=maxfree[i];
2123 } else if (mflags & P_IS_ALIVE) { 2126 else if (mflags & P_IS_ALIVE)
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2127 {
2128 for (tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2129 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2130 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2127 break; 2131 break;
2128 } 2132
2129 }
2130 if(tmp) { 2133 if (tmp)
2131 return freedir[i]; 2134 return freedir[i];
2132 }
2133 } 2135 }
2134 } 2136 }
2135 } 2137 }
2138
2136 return 0; 2139 return 0;
2137} 2140}
2138 2141
2139/* 2142/*
2140 * distance(object 1, object 2) will return the square of the 2143 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2144 * distance between the two given objects.
2142 */ 2145 */
2143 2146int
2144int distance(const object *ob1, const object *ob2) { 2147distance (const object *ob1, const object *ob2)
2145 int i; 2148{
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2149 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2148 return i;
2149} 2150}
2150 2151
2151/* 2152/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2153 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another 2154 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it. 2155 * object, needs to travel toward it.
2155 */ 2156 */
2156 2157int
2157int find_dir_2(int x, int y) { 2158find_dir_2 (int x, int y)
2159{
2158 int q; 2160 int q;
2159 2161
2160 if(y) 2162 if (y)
2161 q=x*100/y; 2163 q = x * 100 / y;
2162 else if (x) 2164 else if (x)
2163 q= -300*x; 2165 q = -300 * x;
2164 else 2166 else
2165 return 0; 2167 return 0;
2166 2168
2167 if(y>0) { 2169 if (y > 0)
2170 {
2168 if(q < -242) 2171 if (q < -242)
2169 return 3 ; 2172 return 3;
2170 if (q < -41) 2173 if (q < -41)
2171 return 2 ; 2174 return 2;
2172 if (q < 41) 2175 if (q < 41)
2173 return 1 ; 2176 return 1;
2174 if (q < 242) 2177 if (q < 242)
2175 return 8 ; 2178 return 8;
2176 return 7 ; 2179 return 7;
2177 } 2180 }
2178 2181
2179 if (q < -242) 2182 if (q < -242)
2180 return 7 ; 2183 return 7;
2181 if (q < -41) 2184 if (q < -41)
2182 return 6 ; 2185 return 6;
2183 if (q < 41) 2186 if (q < 41)
2184 return 5 ; 2187 return 5;
2185 if (q < 242) 2188 if (q < 242)
2186 return 4 ; 2189 return 4;
2187 2190
2188 return 3 ; 2191 return 3;
2189}
2190
2191/*
2192 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction).
2195 */
2196
2197int absdir(int d) {
2198 while(d<1) d+=8;
2199 while(d>8) d-=8;
2200 return d;
2201} 2192}
2202 2193
2203/* 2194/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2195 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2196 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2197 */
2207 2198int
2208int dirdiff(int dir1, int dir2) { 2199dirdiff (int dir1, int dir2)
2200{
2209 int d; 2201 int d;
2202
2210 d = abs(dir1 - dir2); 2203 d = abs (dir1 - dir2);
2211 if(d>4) 2204 if (d > 4)
2212 d = 8 - d; 2205 d = 8 - d;
2206
2213 return d; 2207 return d;
2214} 2208}
2215 2209
2216/* peterm: 2210/* peterm:
2217 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2220 * This basically means that if direction is 15, then it could either go 2214 * This basically means that if direction is 15, then it could either go
2221 * direction 4, 14, or 16 to get back to where we are. 2215 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2216 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2217 * functions.
2224 */ 2218 */
2225
2226int reduction_dir[SIZEOFFREE][3] = { 2219int reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2220 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2221 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2222 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2223 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2224 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2225 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2226 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2227 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2228 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2229 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2230 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2231 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2232 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2233 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2234 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2235 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2236 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2237 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2238 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2239 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2240 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2241 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2242 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2243 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2244 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2245 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2246 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2247 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2248 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2249 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2250 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2251 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2252 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2253 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2254 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2255 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2256 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2257 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2258 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2259 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2260 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2261 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2262 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2263 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2264 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2265 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2266 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2267 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2268 {24, 9, -1}
2269}; /* 48 */
2276 2270
2277/* Recursive routine to step back and see if we can 2271/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2272 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2273 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2274 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2275 * Modified to be map tile aware -.MSW
2282 */ 2276 */
2283 2277int
2284
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2278can_see_monsterP (maptile *m, int x, int y, int dir)
2279{
2286 sint16 dx, dy; 2280 sint16 dx, dy;
2287 int mflags; 2281 int mflags;
2288 2282
2283 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2284 return 0; /* exit condition: invalid direction */
2290 2285
2291 dx = x + freearr_x[dir]; 2286 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2287 dy = y + freearr_y[dir];
2293 2288
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2289 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2290
2296 /* This functional arguably was incorrect before - it was 2291 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2292 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2293 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2294 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2295 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2296 * at least its move type.
2302 */ 2297 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2298 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2299 return 0;
2304 2300
2305 /* yes, can see. */ 2301 /* yes, can see. */
2306 if(dir < 9) return 1; 2302 if (dir < 9)
2303 return 1;
2304
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2305 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2306 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2307 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2310} 2308}
2311 2309
2312
2313
2314/* 2310/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2311 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2312 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2313 * picked up, otherwise 0.
2318 * 2314 *
2319 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2315 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2320 * core dumps if they do. 2316 * core dumps if they do.
2321 * 2317 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2318 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2319 */
2324 2320int
2325int can_pick(const object *who, const object *item) { 2321can_pick (const object *who, const object *item)
2322{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2323 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2324 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2325 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2326}
2331
2332 2327
2333/* 2328/*
2334 * create clone from object to another 2329 * create clone from object to another
2335 */ 2330 */
2331object *
2336object *object_create_clone (object *asrc) { 2332object_create_clone (object *asrc)
2333{
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2334 object *dst = 0, *tmp, *src, *prev, *item;
2338 2335
2339 if(!asrc) return NULL; 2336 if (!asrc)
2340 src = asrc; 2337 return 0;
2341 if(src->head) 2338
2342 src = src->head; 2339 src = asrc->head_ ();
2343 2340
2344 prev = NULL; 2341 prev = 0;
2345 for(part = src; part; part = part->more) { 2342 for (object *part = src; part; part = part->more)
2346 tmp = get_object(); 2343 {
2347 copy_object(part,tmp); 2344 tmp = part->clone ();
2348 tmp->x -= src->x; 2345 tmp->x -= src->x;
2349 tmp->y -= src->y; 2346 tmp->y -= src->y;
2347
2350 if(!part->head) { 2348 if (!part->head)
2349 {
2351 dst = tmp; 2350 dst = tmp;
2352 tmp->head = NULL;
2353 } else {
2354 tmp->head = dst; 2351 tmp->head = 0;
2355 } 2352 }
2353 else
2354 tmp->head = dst;
2355
2356 tmp->more = NULL; 2356 tmp->more = 0;
2357
2357 if(prev) 2358 if (prev)
2358 prev->more = tmp; 2359 prev->more = tmp;
2360
2359 prev = tmp; 2361 prev = tmp;
2360 } 2362 }
2361 /*** copy inventory ***/ 2363
2362 for(item = src->inv; item; item = item->below) { 2364 for (item = src->inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2364 }
2365 2366
2366 return dst; 2367 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375}
2376
2377/* GROS - Creates an object using a string representing its content. */
2378/* Basically, we save the content of the string to a temp file, then call */
2379/* load_object on it. I admit it is a highly inefficient way to make things, */
2380/* but it was simple to make and allows reusing the load_object function. */
2381/* Remember not to use load_object_str in a time-critical situation. */
2382/* Also remember that multiparts objects are not supported for now. */
2383
2384object* load_object_str(const char *obstr)
2385{
2386 object *op;
2387 char filename[MAX_BUF];
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2389
2390 FILE *tempfile=fopen(filename,"w");
2391 if (tempfile == NULL)
2392 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n");
2394 return NULL;
2395 };
2396 fprintf(tempfile,obstr);
2397 fclose(tempfile);
2398
2399 op=get_object();
2400
2401 object_thawer thawer (filename);
2402
2403 if (thawer)
2404 load_object(thawer,op,0);
2405
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED);
2408
2409 return op;
2410} 2368}
2411 2369
2412/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2371 * has the same type and subtype match.
2414 * returns NULL if no match. 2372 * returns NULL if no match.
2415 */ 2373 */
2374object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2375find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2376{
2418 object *tmp;
2419
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2378 if (tmp->type == type && tmp->subtype == subtype)
2379 return tmp;
2422 2380
2423 return NULL; 2381 return 0;
2424} 2382}
2425 2383
2426/* If ob has a field named key, return the link from the list, 2384/* If ob has a field named key, return the link from the list,
2427 * otherwise return NULL. 2385 * otherwise return NULL.
2428 * 2386 *
2429 * key must be a passed in shared string - otherwise, this won't 2387 * key must be a passed in shared string - otherwise, this won't
2430 * do the desired thing. 2388 * do the desired thing.
2431 */ 2389 */
2390key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2391get_ob_key_link (const object *ob, const char *key)
2433 key_value * link; 2392{
2434
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2393 for (key_value *link = ob->key_values; link; link = link->next)
2436 if (link->key == key) { 2394 if (link->key == key)
2437 return link; 2395 return link;
2438 } 2396
2439 } 2397 return 0;
2440 2398}
2441 return NULL;
2442}
2443 2399
2444/* 2400/*
2445 * Returns the value of op has an extra_field for key, or NULL. 2401 * Returns the value of op has an extra_field for key, or NULL.
2446 * 2402 *
2447 * The argument doesn't need to be a shared string. 2403 * The argument doesn't need to be a shared string.
2448 * 2404 *
2449 * The returned string is shared. 2405 * The returned string is shared.
2450 */ 2406 */
2407const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2408get_ob_key_value (const object *op, const char *const key)
2409{
2452 key_value * link; 2410 key_value *link;
2453 const char * canonical_key; 2411 shstr_cmp canonical_key (key);
2412
2413 if (!canonical_key)
2454 2414 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2415 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2416 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2417 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2418 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2419 */
2463 return NULL; 2420 return 0;
2464 } 2421 }
2465 2422
2466 /* This is copied from get_ob_key_link() above - 2423 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2424 * only 4 lines, and saves the function call overhead.
2468 */ 2425 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2426 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2427 if (link->key == canonical_key)
2471 return link->value; 2428 return link->value;
2472 }
2473 }
2474 return NULL;
2475}
2476 2429
2430 return 0;
2431}
2477 2432
2478/* 2433/*
2479 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2480 * 2435 *
2481 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2438 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys. 2439 * keys.
2485 * 2440 *
2486 * Returns TRUE on success. 2441 * Returns TRUE on success.
2487 */ 2442 */
2443int
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2444set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2445{
2489 key_value * field = NULL, *last=NULL; 2446 key_value *field = NULL, *last = NULL;
2490 2447
2491 for (field=op->key_values; field != NULL; field=field->next) { 2448 for (field = op->key_values; field != NULL; field = field->next)
2449 {
2492 if (field->key != canonical_key) { 2450 if (field->key != canonical_key)
2451 {
2493 last = field; 2452 last = field;
2494 continue; 2453 continue;
2495 } 2454 }
2496 2455
2497 if (value) 2456 if (value)
2498 field->value = value; 2457 field->value = value;
2499 else { 2458 else
2459 {
2500 /* Basically, if the archetype has this key set, 2460 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2461 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2462 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2463 * we get this value back again.
2504 */ 2464 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2465 if (get_ob_key_link (op->arch, canonical_key))
2506 field->value = 0; 2466 field->value = 0;
2467 else
2468 {
2469 if (last)
2470 last->next = field->next;
2507 else 2471 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2472 op->key_values = field->next;
2511 2473
2512 delete field; 2474 delete field;
2513 } 2475 }
2514 } 2476 }
2515 return TRUE; 2477 return TRUE;
2516 } 2478 }
2517 /* IF we get here, key doesn't exist */ 2479 /* IF we get here, key doesn't exist */
2518 2480
2519 /* No field, we'll have to add it. */ 2481 /* No field, we'll have to add it. */
2520 2482
2521 if (!add_key) { 2483 if (!add_key)
2522 return FALSE; 2484 return FALSE;
2523 } 2485
2524 /* There isn't any good reason to store a null 2486 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2487 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2488 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2489 * be here. If user wants to store empty strings,
2528 * should pass in "" 2490 * should pass in ""
2529 */ 2491 */
2530 if (value == NULL) return TRUE; 2492 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 return TRUE; 2493 return TRUE;
2494
2495 field = new key_value;
2496
2497 field->key = canonical_key;
2498 field->value = value;
2499 /* Usual prepend-addition. */
2500 field->next = op->key_values;
2501 op->key_values = field;
2502
2503 return TRUE;
2541} 2504}
2542 2505
2543/* 2506/*
2544 * Updates the key in op to value. 2507 * Updates the key in op to value.
2545 * 2508 *
2547 * and not add new ones. 2510 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key 2511 * In general, should be little reason FALSE is ever passed in for add_key
2549 * 2512 *
2550 * Returns TRUE on success. 2513 * Returns TRUE on success.
2551 */ 2514 */
2515int
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2516set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{ 2517{
2554 shstr key_ (key); 2518 shstr key_ (key);
2519
2555 return set_ob_key_value_s (op, key_, value, add_key); 2520 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2521}
2522
2523object::depth_iterator::depth_iterator (object *container)
2524: iterator_base (container)
2525{
2526 while (item->inv)
2527 item = item->inv;
2528}
2529
2530void
2531object::depth_iterator::next ()
2532{
2533 if (item->below)
2534 {
2535 item = item->below;
2536
2537 while (item->inv)
2538 item = item->inv;
2539 }
2540 else
2541 item = item->env;
2542}
2543
2544const char *
2545object::flag_desc (char *desc, int len) const
2546{
2547 char *p = desc;
2548 bool first = true;
2549
2550 *p = 0;
2551
2552 for (int i = 0; i < NUM_FLAGS; i++)
2553 {
2554 if (len <= 10) // magic constant!
2555 {
2556 snprintf (p, len, ",...");
2557 break;
2558 }
2559
2560 if (flag [i])
2561 {
2562 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2563 len -= cnt;
2564 p += cnt;
2565 first = false;
2566 }
2567 }
2568
2569 return desc;
2570}
2571
2572// return a suitable string describing an object in enough detail to find it
2573const char *
2574object::debug_desc (char *info) const
2575{
2576 char flagdesc[512];
2577 char info2[256 * 4];
2578 char *p = info;
2579
2580 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2581 count, uuid.seq,
2582 &name,
2583 title ? "\",title:\"" : "",
2584 title ? (const char *)title : "",
2585 flag_desc (flagdesc, 512), type);
2586
2587 if (!this->flag[FLAG_REMOVED] && env)
2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2589
2590 if (map)
2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2592
2593 return info;
2594}
2595
2596const char *
2597object::debug_desc () const
2598{
2599 static char info[3][256 * 4];
2600 static int info_idx;
2601
2602 return debug_desc (info [++info_idx % 3]);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mt = name_to_material (materialname))
2616 return mt;
2617
2618 return name_to_material (shstr_unknown);
2619}
2620
2621void
2622object::open_container (object *new_container)
2623{
2624 if (container == new_container)
2625 return;
2626
2627 if (object *old_container = container)
2628 {
2629 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2630 return;
2631
2632#if 0
2633 // remove the "Close old_container" object.
2634 if (object *closer = old_container->inv)
2635 if (closer->type == CLOSE_CON)
2636 closer->destroy ();
2637#endif
2638
2639 old_container->flag [FLAG_APPLIED] = 0;
2640 container = 0;
2641
2642 esrv_update_item (UPD_FLAGS, this, old_container);
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2644 play_sound (sound_find ("chest_close"));
2645 }
2646
2647 if (new_container)
2648 {
2649 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2650 return;
2651
2652 // TODO: this does not seem to serve any purpose anymore?
2653#if 0
2654 // insert the "Close Container" object.
2655 if (archetype *closer = new_container->other_arch)
2656 {
2657 object *closer = arch_to_object (new_container->other_arch);
2658 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2659 new_container->insert (closer);
2660 }
2661#endif
2662
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2664
2665 new_container->flag [FLAG_APPLIED] = 1;
2666 container = new_container;
2667
2668 esrv_update_item (UPD_FLAGS, this, new_container);
2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672}
2673
2674object *
2675object::force_find (const shstr name)
2676{
2677 /* cycle through his inventory to look for the MARK we want to
2678 * place
2679 */
2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2681 if (tmp->type == FORCE && tmp->slaying == name)
2682 return splay (tmp);
2683
2684 return 0;
2685}
2686
2687void
2688object::force_add (const shstr name, int duration)
2689{
2690 if (object *force = force_find (name))
2691 force->destroy ();
2692
2693 object *force = get_archetype (FORCE_NAME);
2694
2695 force->slaying = name;
2696 force->stats.food = 1;
2697 force->speed_left = -1.f;
2698
2699 force->set_speed (duration ? 1.f / duration : 0.f);
2700 force->flag [FLAG_IS_USED_UP] = true;
2701 force->flag [FLAG_APPLIED] = true;
2702
2703 insert (force);
2704}
2705
2706void
2707object::play_sound (faceidx sound) const
2708{
2709 if (!sound)
2710 return;
2711
2712 if (flag [FLAG_REMOVED])
2713 return;
2714
2715 if (env)
2716 {
2717 if (object *pl = in_player ())
2718 pl->contr->play_sound (sound);
2719 }
2720 else
2721 map->play_sound (sound, x, y);
2722}
2723

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