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Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.192 by root, Fri Oct 12 19:13:25 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 1.20 2006/09/08 18:26:22 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 }
81 159 }
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 {
311 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
313
314 if (k1 != k2)
315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
239 } 321 }
240 322
241 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
242 return 1; 324 return 1;
243} 325}
326
244/* 327/*
245 * sum_weight() is a recursive function which calculates the weight 328 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 329 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 330 * containers are carrying, and sums it up.
248 */ 331 */
249signed long sum_weight(object *op) { 332long
333sum_weight (object *op)
334{
250 signed long sum; 335 long sum;
251 object *inv; 336 object *inv;
337
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 338 for (sum = 0, inv = op->inv; inv; inv = inv->below)
339 {
253 if (inv->inv) 340 if (inv->inv)
254 sum_weight(inv); 341 sum_weight (inv);
342
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 344 }
345
257 if (op->type == CONTAINER && op->stats.Str) 346 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 347 sum = (sum * (100 - op->stats.Str)) / 100;
348
259 if(op->carrying != sum) 349 if (op->carrying != sum)
260 op->carrying = sum; 350 op->carrying = sum;
351
261 return sum; 352 return sum;
262} 353}
263 354
264/** 355/**
265 * Return the outermost environment object for a given object. 356 * Return the outermost environment object for a given object.
266 */ 357 */
267 358
359object *
268object *object_get_env_recursive (object *op) { 360object_get_env_recursive (object *op)
361{
269 while (op->env != NULL) 362 while (op->env != NULL)
270 op = op->env; 363 op = op->env;
271 return op; 364 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} 365}
286 366
287/* 367/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 369 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 370 * The result of the dump is stored in the static global errmsg array.
291 */ 371 */
292 372char *
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) { 373dump_object (object *op)
340 if(op==NULL) { 374{
341 strcpy(errmsg,"[NULL pointer]"); 375 if (!op)
342 return; 376 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 377
348void dump_all_objects(void) { 378 object_freezer freezer;
349 object *op; 379 op->write (freezer);
350 for(op=objects;op!=NULL;op=op->next) { 380 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 381}
355 382
356/* 383/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 384 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
360 */ 387 */
361 388object *
362object *get_nearest_part(object *op, const object *pl) { 389get_nearest_part (object *op, const object *pl)
390{
363 object *tmp,*closest; 391 object *tmp, *closest;
364 int last_dist,i; 392 int last_dist, i;
393
365 if(op->more==NULL) 394 if (op->more == NULL)
366 return op; 395 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 396 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 397 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 398 closest = tmp, last_dist = i;
370 return closest; 399 return closest;
371} 400}
372 401
373/* 402/*
374 * Returns the object which has the count-variable equal to the argument. 403 * Returns the object which has the count-variable equal to the argument.
375 */ 404 */
376 405object *
377object *find_object(tag_t i) { 406find_object (tag_t i)
378 object *op; 407{
379 for(op=objects;op!=NULL;op=op->next) 408 for_all_objects (op)
380 if(op->count==i) 409 if (op->count == i)
381 break;
382 return op; 410 return op;
411
412 return 0;
383} 413}
384 414
385/* 415/*
386 * Returns the first object which has a name equal to the argument. 416 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 417 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 418 * Enables features like "patch <name-of-other-player> food 999"
389 */ 419 */
390 420object *
391object *find_object_name(const char *str) { 421find_object_name (const char *str)
392 const char *name = shstr::find (str); 422{
423 shstr_cmp str_ (str);
393 object *op; 424 object *op;
394 for(op=objects;op!=NULL;op=op->next) 425
426 for_all_objects (op)
395 if(&op->name == name) 427 if (op->name == str_)
396 break; 428 break;
397 429
398 return op; 430 return op;
399} 431}
400 432
433void
401void free_all_object_data () 434free_all_object_data ()
402{ 435{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 436 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} 437}
440 438
441/* 439/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 440 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 441 * skill and experience objects.
444 */ 442 * 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 * 443 */
477 * Use this function if player created an object (e.g. fire bullet, swarm 444void
478 * spell), and this object creates further objects whose kills should be 445object::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{ 446{
484 object *owner = get_owner (clone); 447 // allow objects which own objects
485 if (owner == NULL) { 448 if (owner)
486 /* players don't have owners - they own themselves. Update 449 while (owner->owner)
487 * as appropriate. 450 owner = owner->owner;
451
452 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
488 */ 495 {
489 if (clone->type == PLAYER) owner=clone; 496 current_weapon = chosen_skill = 0;
490 else return; 497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
491 } 512 {
492 set_owner(op, owner); 513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
493 517
518 return true;
494} 519}
495 520
496/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 522 * refcounts and freeing the links.
498 */ 523 */
524static void
499static void free_key_values(object * op) 525free_key_values (object *op)
500{ 526{
501 for (key_value *i = op->key_values; i != 0; ) 527 for (key_value *i = op->key_values; i; )
502 { 528 {
503 key_value *next = i->next; 529 key_value *next = i->next;
504 delete i; 530 delete i;
531
505 i = next; 532 i = next;
506 } 533 }
507 534
508 op->key_values = 0; 535 op->key_values = 0;
509} 536}
510 537
511void object::clear () 538object &
539object::operator =(const object &src)
512{ 540{
513 attachable_base::clear (); 541 bool is_freed = flag [FLAG_FREED];
542 bool is_removed = flag [FLAG_REMOVED];
514 543
515 free_key_values (this); 544 *(object_copy *)this = src;
516 545
517 name = 0; 546 flag [FLAG_FREED] = is_freed;
518 name_pl = 0; 547 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;
594 548
595 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 550 if (src.key_values)
597 { 551 {
598 key_value *tail = NULL; 552 key_value *tail = 0;
599 key_value *i;
600
601 op->key_values = NULL; 553 key_values = 0;
602 554
603 for (i = op2->key_values; i != NULL; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
604 { 556 {
605 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
606 558
607 new_link->next = NULL; 559 new_link->next = 0;
608 new_link->key = i->key; 560 new_link->key = i->key;
609 new_link->value = i->value; 561 new_link->value = i->value;
610 562
611 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 564 if (!key_values)
613 { 565 {
614 op->key_values = new_link; 566 key_values = new_link;
615 tail = new_link; 567 tail = new_link;
616 } 568 }
617 else 569 else
618 { 570 {
619 tail->next = new_link; 571 tail->next = new_link;
620 tail = new_link; 572 tail = new_link;
621 } 573 }
622 } 574 }
623 } 575 }
624
625 update_ob_speed (op);
626} 576}
627 577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left -= rndm ();
593
594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
614}
615
616object *
628object::object () 617object::clone ()
629{ 618{
630 count = ++ob_count; 619 object *neu = create ();
631 620 copy_to (neu);
632 next = objects; 621 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 622}
649 623
650/* 624/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 625 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 626 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 627 * be called to update the face variable, _and_ how it looks on the map.
654 */ 628 */
655 629void
656void update_turn_face(object *op) { 630update_turn_face (object *op)
631{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
658 return; 633 return;
634
659 SET_ANIMATION(op, op->direction); 635 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 636 update_object (op, UP_OBJ_FACE);
661} 637}
662 638
663/* 639/*
664 * Updates the speed of an object. If the speed changes from 0 to another 640 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 641 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 642 * This function needs to be called whenever the speed of an object changes.
667 */ 643 */
668 644void
669void update_ob_speed(object *op) { 645object::set_speed (float speed)
670 extern int arch_init; 646{
671 647 if (flag [FLAG_FREED] && speed)
672 /* No reason putting the archetypes objects on the speed list, 648 {
673 * since they never really need to be updated.
674 */
675
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
678#ifdef MANY_CORES
679 abort();
680#else
681 op->speed = 0; 650 speed = 0;
682#endif
683 } 651 }
684 if (arch_init) {
685 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 652
692 /* process_events() expects us to insert the object at the beginning 653 this->speed = speed;
693 * of the list. */ 654
694 op->active_next = active_objects; 655 if (has_active_speed ())
695 if (op->active_next!=NULL) 656 activate ();
696 op->active_next->active_prev = op;
697 active_objects = op;
698 }
699 else { 657 else
700 /* If not on the active list, nothing needs to be done */ 658 deactivate ();
701 if (!op->active_next && !op->active_prev && op!=active_objects)
702 return;
703
704 if (op->active_prev==NULL) {
705 active_objects = op->active_next;
706 if (op->active_next!=NULL)
707 op->active_next->active_prev = NULL;
708 }
709 else {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716 }
717} 659}
718 660
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void remove_from_active_list(object *op)
728{
729 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects)
731 return;
732
733 if (op->active_prev==NULL) {
734 active_objects = op->active_next;
735 if (op->active_next!=NULL)
736 op->active_next->active_prev = NULL;
737 }
738 else {
739 op->active_prev->active_next = op->active_next;
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743 op->active_next = NULL;
744 op->active_prev = NULL;
745}
746
747/* 661/*
748 * update_object() updates the array which represents the map. 662 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 664 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 665 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 666 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 667 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 668 * updating that window, though, since update_object() is called _often_)
755 * 669 *
756 * action is a hint of what the caller believes need to be done. 670 * action is a hint of what the caller believes need to be done.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 671 * current action are:
762 * UP_OBJ_INSERT: op was inserted 672 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 673 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 674 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 675 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
767 */ 677 */
768 678void
769void update_object(object *op, int action) { 679update_object (object *op, int action)
770 int update_now=0, flags; 680{
771 MoveType move_on, move_off, move_block, move_slow;
772
773 if (op == NULL) { 681 if (op == NULL)
682 {
774 /* this should never happen */ 683 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 685 return;
777 }
778 686 }
779 if(op->env!=NULL) { 687
688 if (op->env)
689 {
780 /* Animation is currently handled by client, so nothing 690 /* Animation is currently handled by client, so nothing
781 * to do in this case. 691 * to do in this case.
782 */ 692 */
783 return; 693 return;
784 } 694 }
785 695
786 /* If the map is saving, don't do anything as everything is 696 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 697 * going to get freed anyways.
788 */ 698 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 699 if (!op->map || op->map->in_memory == MAP_SAVING)
790 700 return;
701
791 /* make sure the object is within map boundaries */ 702 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 704 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 705 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 706#ifdef MANY_CORES
796 abort(); 707 abort ();
797#endif 708#endif
798 return; 709 return;
799 }
800 710 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 711
712 mapspace &m = op->ms ();
713
714 if (!(m.flags_ & P_UPTODATE))
715 /* nop */;
808 if (action == UP_OBJ_INSERT) { 716 else if (action == UP_OBJ_INSERT)
717 {
718 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 725 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1;
823
824 if ((move_on | op->move_on) != move_on) update_now=1;
825
826 if ((move_off | op->move_off) != move_off) update_now=1; 726 || (m.move_off | op->move_off ) != m.move_off
827 727 || (m.move_slow | op->move_slow) != m.move_slow
828 /* This isn't perfect, but I don't expect a lot of objects to 728 /* This isn't perfect, but I don't expect a lot of objects to
829 * to have move_allow right now. 729 * to have move_allow right now.
830 */ 730 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
832 update_now=1; 732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
833 733 m.flags_ = 0;
834 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1;
836 } 734 }
837 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 737 * that is being removed.
840 */ 738 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 740 m.flags_ = 0;
843 } else if (action == UP_OBJ_FACE) { 741 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 742 /* Nothing to do for that case */ ;
845 }
846 else { 743 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 745
850 if (update_now) {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y);
853 }
854
855 if(op->more!=NULL) 746 if (op->more)
856 update_object(op->more, action); 747 update_object (op->more, action);
857} 748}
858 749
750object::object ()
751{
752 SET_FLAG (this, FLAG_REMOVED);
859 753
860/* 754 expmul = 1.0;
861 * free_object() frees everything allocated by an object, removes 755 face = blank_face;
862 * it from the list of used objects, and puts it on the list of 756}
863 * free objects. The IS_FREED() flag is set in the object. 757
864 * The object must have been removed by remove_ob() first for 758object::~object ()
865 * this function to succeed. 759{
866 * 760 unlink ();
867 * If free_inventory is set, free inventory as well. Else drop items in 761
868 * inventory to the ground. 762 free_key_values (this);
869 */ 763}
764
765static int object_count;
766
767void object::link ()
768{
769 assert (!index);//D
770 uuid = gen_uuid ();
771 count = ++object_count;
772
773 refcnt_inc ();
774 objects.insert (this);
775}
776
777void object::unlink ()
778{
779 if (!index)
780 return;
781
782 objects.erase (this);
783 refcnt_dec ();
784}
870 785
871void 786void
872free_object (object * ob) 787object::activate ()
873{ 788{
874 free_object2 (ob, 0); 789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
793 if (has_active_speed ())
794 actives.insert (this);
875} 795}
876 796
877void 797void
878free_object2 (object * ob, int free_inventory) 798object::activate_recursive ()
879{ 799{
880 object *tmp, *op; 800 activate ();
881 801
882 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 802 for (object *op = inv; op; op = op->below)
883 { 803 op->activate_recursive ();
884 LOG (llevDebug, "Free object called with non removed object\n"); 804}
885 dump_object (ob);
886#ifdef MANY_CORES
887 abort ();
888#endif
889 }
890 805
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 806/* This function removes object 'op' from the list of active
892 { 807 * objects.
893 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 808 * This should only be used for style maps or other such
894 remove_friendly_object (ob); 809 * reference maps where you don't want an object that isn't
895 } 810 * in play chewing up cpu time getting processed.
896 811 * The reverse of this is to call update_ob_speed, which
897 if (QUERY_FLAG (ob, FLAG_FREED)) 812 * will do the right thing based on the speed of the object.
898 { 813 */
899 dump_object (ob); 814void
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 815object::deactivate ()
816{
817 /* If not on the active list, nothing needs to be done */
818 if (!active)
901 return; 819 return;
820
821 actives.erase (this);
822}
823
824void
825object::deactivate_recursive ()
826{
827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
830 deactivate ();
831}
832
833void
834object::set_flag_inv (int flag, int value)
835{
836 for (object *op = inv; op; op = op->below)
902 } 837 {
903 838 op->flag [flag] = value;
904 if (ob->more != NULL) 839 op->set_flag_inv (flag, value);
905 { 840 }
906 free_object2 (ob->more, free_inventory); 841}
907 ob->more = NULL;
908 }
909 842
843/*
844 * Remove and free all objects in the inventory of the given object.
845 * object.c ?
846 */
847void
848object::destroy_inv (bool drop_to_ground)
849{
850 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory,
854 // cf will crash below with off-map x and y
910 if (ob->inv) 855 if (!inv)
911 { 856 return;
857
912 /* Only if the space blocks everything do we not process - 858 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects 859 * if some form of movement is allowed, let objects
914 * drop on that space. 860 * drop on that space.
915 */ 861 */
916 if (free_inventory || ob->map == NULL 862 if (!drop_to_ground
863 || !map
917 || ob->map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 865 || map->nodrop
919 { 866 || ms ().move_block == MOVE_ALL)
920 op = ob->inv;
921
922 while (op != NULL)
923 { 867 {
924 tmp = op->below; 868 while (inv)
925 remove_ob (op); 869 {
926 free_object2 (op, free_inventory); 870 inv->destroy_inv (drop_to_ground);
927 op = tmp; 871 inv->destroy ();
928 } 872 }
929 }
930 else
931 { /* Put objects in inventory onto this space */
932 op = ob->inv;
933
934 while (op != NULL)
935 {
936 tmp = op->below;
937 remove_ob (op);
938
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
942 free_object (op);
943 else
944 {
945 op->x = ob->x;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
948 }
949
950 op = tmp;
951 }
952 }
953 }
954
955 /* Remove object from the active list */
956 ob->speed = 0;
957 update_ob_speed (ob);
958
959 SET_FLAG (ob, FLAG_FREED);
960 ob->count = 0;
961
962 /* Remove this object from the list of used objects */
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 } 873 }
970 else 874 else
875 { /* Put objects in inventory onto this space */
876 while (inv)
877 {
878 object *op = inv;
879
880 if (op->flag [FLAG_STARTEQUIP]
881 || op->flag [FLAG_NO_DROP]
882 || op->type == RUNE
883 || op->type == TRAP
884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
886 op->destroy ();
887 else
888 map->insert (op, x, y);
889 }
890 }
891}
892
893object *object::create ()
894{
895 object *op = new object;
896 op->link ();
897 return op;
898}
899
900void
901object::do_destroy ()
902{
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this);
907
908 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this);
910
911 if (!flag [FLAG_REMOVED])
912 remove ();
913
914 destroy_inv (true);
915
916 deactivate ();
917 unlink ();
918
919 flag [FLAG_FREED] = 1;
920
921 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
971 { 926 {
972 ob->prev->next = ob->next; 927 freed_map = new maptile;
973 928
974 if (ob->next != NULL) 929 freed_map->path = "<freed objects map>";
975 ob->next->prev = ob->prev; 930 freed_map->name = "/internal/freed_objects_map";
931 freed_map->width = 3;
932 freed_map->height = 3;
933
934 freed_map->alloc ();
935 freed_map->in_memory = MAP_IN_MEMORY;
976 } 936 }
977 937
978 free_key_values (ob); 938 map = freed_map;
939 x = 1;
940 y = 1;
941 }
979 942
980 /* Now link it with the free_objects list: */ 943 if (more)
981 ob->prev = 0; 944 {
982 ob->next = 0; 945 more->destroy ();
946 more = 0;
947 }
983 948
984 delete ob; 949 head = 0;
950
951 // clear those pointers that likely might cause circular references
952 owner = 0;
953 enemy = 0;
954 attacked_by = 0;
955 current_weapon = 0;
956}
957
958void
959object::destroy (bool destroy_inventory)
960{
961 if (destroyed ())
962 return;
963
964 if (destroy_inventory)
965 destroy_inv (false);
966
967 if (is_head ())
968 if (sound_destroy)
969 play_sound (sound_destroy);
970 else if (flag [FLAG_MONSTER])
971 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
972
973 attachable::destroy ();
985} 974}
986 975
987/* 976/*
988 * sub_weight() recursively (outwards) subtracts a number from the 977 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)). 978 * weight of an object (and what is carried by it's environment(s)).
990 */ 979 */
991 980void
992void sub_weight (object *op, signed long weight) { 981sub_weight (object *op, signed long weight)
982{
993 while (op != NULL) { 983 while (op != NULL)
984 {
994 if (op->type == CONTAINER) { 985 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 986 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 987
997 op->carrying-=weight; 988 op->carrying -= weight;
998 op = op->env; 989 op = op->env;
999 } 990 }
1000} 991}
1001 992
1002/* remove_ob(op): 993/* op->remove ():
1003 * This function removes the object op from the linked list of objects 994 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 995 * which it is currently tied to. When this function is done, the
1005 * object will have no environment. If the object previously had an 996 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 997 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 998 * the previous environment.
1008 * Beware: This function is called from the editor as well!
1009 */ 999 */
1010 1000void
1011void remove_ob(object *op) { 1001object::do_remove ()
1002{
1012 object *tmp,*last=NULL; 1003 object *tmp, *last = 0;
1013 object *otmp; 1004 object *otmp;
1014 tag_t tag;
1015 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 1005
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1006 if (QUERY_FLAG (this, FLAG_REMOVED))
1021 dump_object(op); 1007 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 1008
1024 /* Changed it to always dump core in this case. As has been learned
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038
1039 SET_FLAG(op, FLAG_REMOVED); 1009 SET_FLAG (this, FLAG_REMOVED);
1010 INVOKE_OBJECT (REMOVE, this);
1040 1011
1012 if (more)
1013 more->remove ();
1014
1041 /* 1015 /*
1042 * In this case, the object to be removed is in someones 1016 * In this case, the object to be removed is in someones
1043 * inventory. 1017 * inventory.
1044 */ 1018 */
1045 if(op->env!=NULL) { 1019 if (env)
1020 {
1046 if(op->nrof) 1021 if (nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 1022 sub_weight (env, weight * nrof);
1048 else 1023 else
1049 sub_weight(op->env, op->weight+op->carrying); 1024 sub_weight (env, weight + carrying);
1050 1025
1051 /* NO_FIX_PLAYER is set when a great many changes are being 1026 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 1027 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 1028 * to save cpu time.
1054 */ 1029 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1030 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1031 otmp->update_stats ();
1057 fix_player(otmp);
1058 1032
1059 if(op->above!=NULL) 1033 if (above)
1060 op->above->below=op->below; 1034 above->below = below;
1061 else 1035 else
1062 op->env->inv=op->below; 1036 env->inv = below;
1063 1037
1064 if(op->below!=NULL) 1038 if (below)
1065 op->below->above=op->above; 1039 below->above = above;
1066 1040
1067 /* we set up values so that it could be inserted into 1041 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1042 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1043 * to the caller to decide what we want to do.
1044 */
1045 x = env->x, y = env->y;
1046 map = env->map;
1047 above = 0, below = 0;
1048 env = 0;
1049 }
1050 else if (map)
1051 {
1052 if (type == PLAYER)
1053 {
1054 // leaving a spot always closes any open container on the ground
1055 if (container && !container->env)
1056 // this causes spurious floorbox updates, but it ensures
1057 // that the CLOSE event is being sent.
1058 close_container ();
1059
1060 --map->players;
1061 map->touch ();
1062 }
1063
1064 map->dirty = true;
1065 mapspace &ms = this->ms ();
1066
1067 /* link the object above us */
1068 if (above)
1069 above->below = below;
1070 else
1071 ms.top = below; /* we were top, set new top */
1072
1073 /* Relink the object below us, if there is one */
1074 if (below)
1075 below->above = above;
1076 else
1077 {
1078 /* Nothing below, which means we need to relink map object for this space
1079 * use translated coordinates in case some oddness with map tiling is
1080 * evident
1070 */ 1081 */
1071 op->x=op->env->x,op->y=op->env->y; 1082 if (GET_MAP_OB (map, x, y) != this)
1072 op->map=op->env->map; 1083 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 ());
1073 op->above=NULL,op->below=NULL; 1084
1074 op->env=NULL; 1085 ms.bot = above; /* goes on above it. */
1086 }
1087
1088 above = 0;
1089 below = 0;
1090
1091 if (map->in_memory == MAP_SAVING)
1075 return; 1092 return;
1076 }
1077 1093
1078 /* If we get here, we are removing it from a map */ 1094 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 if (op->map == NULL) return;
1080 1095
1081 x = op->x; 1096 if (object *pl = ms.player ())
1082 y = op->y;
1083 m = get_map_from_coord(op->map, &x, &y);
1084
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098
1099 /* Re did the following section of code - it looks like it had
1100 * lots of logic for things we no longer care about
1101 */
1102
1103 /* link the object above us */
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */
1117 if(GET_MAP_OB(m,x,y)!=op) {
1118 dump_object(op);
1119 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);
1120 dump_object(GET_MAP_OB(m,x,y));
1121 LOG(llevError,"%s\n",errmsg);
1122 } 1097 {
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1098 if (pl->container == this)
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1134 /* No point updating the players look faces if he is the object
1135 * being removed.
1136 */
1137
1138 if(tmp->type==PLAYER && tmp!=op) {
1139 /* If a container that the player is currently using somehow gets 1099 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view 1100 * removed (most likely destroyed), update the player view
1141 * appropriately. 1101 * appropriately.
1142 */ 1102 */
1143 if (tmp->container==op) { 1103 pl->close_container ();
1144 CLEAR_FLAG(op, FLAG_APPLIED); 1104
1145 tmp->container=NULL; 1105 pl->contr->ns->floorbox_update ();
1106 }
1107
1108 for (tmp = ms.bot; tmp; tmp = tmp->above)
1109 {
1110 /* No point updating the players look faces if he is the object
1111 * being removed.
1112 */
1113
1114 /* See if object moving off should effect something */
1115 if (check_walk_off
1116 && ((move_type & tmp->move_off)
1117 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1118 {
1119 move_apply (tmp, this, 0);
1120
1121 if (destroyed ())
1122 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1146 } 1123 }
1147 tmp->contr->socket.update_look=1;
1148 }
1149 /* See if player moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1152 1124
1153 move_apply(tmp, op, NULL);
1154 if (was_destroyed (op, tag)) {
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 }
1158 }
1159
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161
1162 if(tmp->above == tmp)
1163 tmp->above = NULL;
1164 last=tmp; 1125 last = tmp;
1165 } 1126 }
1127
1166 /* last == NULL of there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1167 if (last==NULL) { 1129 //TODO: this makes little sense, why only update the topmost object?
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1130 if (!last)
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1131 map->at (x, y).flags_ = 0;
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y);
1175 }
1176 else 1132 else
1177 update_object(last, UP_OBJ_REMOVE); 1133 update_object (last, UP_OBJ_REMOVE);
1178 1134
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los(op->map, op->x, op->y); 1136 update_all_los (map, x, y);
1181 1137 }
1182} 1138}
1183 1139
1184/* 1140/*
1185 * merge_ob(op,top): 1141 * merge_ob(op,top):
1186 * 1142 *
1187 * This function goes through all objects below and including top, and 1143 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1144 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1145 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1146 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1147 */
1192 1148object *
1193object *merge_ob(object *op, object *top) { 1149merge_ob (object *op, object *top)
1150{
1194 if(!op->nrof) 1151 if (!op->nrof)
1195 return 0; 1152 return 0;
1196 if(top==NULL) 1153
1154 if (top)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1155 for (top = op; top && top->above; top = top->above)
1156 ;
1157
1198 for(;top!=NULL;top=top->below) { 1158 for (; top; top = top->below)
1159 {
1199 if(top==op) 1160 if (top == op)
1200 continue; 1161 continue;
1201 if (CAN_MERGE(op,top)) 1162
1202 { 1163 if (object::can_merge (op, top))
1164 {
1203 top->nrof+=op->nrof; 1165 top->nrof += op->nrof;
1166
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1167/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1168 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1169 op->destroy ();
1207 free_object(op);
1208 return top; 1170 return top;
1209 } 1171 }
1210 } 1172 }
1173
1211 return NULL; 1174 return 0;
1212} 1175}
1213 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1214/* 1200/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1216 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1217 */ 1203 */
1204object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1219 object* tmp; 1206{
1220 if (op->head) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1221 op=op->head; 1208 {
1222 for (tmp=op;tmp;tmp=tmp->more){
1223 tmp->x=x+tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->x;
1224 tmp->y=y+tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->y;
1225 } 1211 }
1212
1226 return insert_ob_in_map (op, m, originator, flag); 1213 return insert_ob_in_map (op, m, originator, flag);
1227} 1214}
1228 1215
1229/* 1216/*
1230 * insert_ob_in_map (op, map, originator, flag): 1217 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1218 * This function inserts the object in the two-way linked list
1244 * Return value: 1231 * Return value:
1245 * new object if 'op' was merged with other object 1232 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1233 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1234 * just 'op' otherwise
1248 */ 1235 */
1249 1236object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1252 object *tmp, *top, *floor=NULL; 1241 object *top, *floor = NULL;
1253 sint16 x,y;
1254 1242
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1243 op->remove ();
1256 LOG (llevError, "Trying to insert freed object!\n");
1257 return NULL;
1258 }
1259 if(m==NULL) {
1260 dump_object(op);
1261 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1262 return op;
1263 }
1264 if(out_of_map(m,op->x,op->y)) {
1265 dump_object(op);
1266 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1267#ifdef MANY_CORES
1268 /* Better to catch this here, as otherwise the next use of this object
1269 * is likely to cause a crash. Better to find out where it is getting
1270 * improperly inserted.
1271 */
1272 abort();
1273#endif
1274 return op;
1275 }
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1277 dump_object(op);
1278 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1279 return op;
1280 }
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */
1283 1244
1284 object *more = op->more;
1285
1286 /* We really need the caller to normalize coordinates - if
1287 * we set the map, that doesn't work if the location is within
1288 * a map and this is straddling an edge. So only if coordinate
1289 * is clear wrong do we normalize it.
1290 */
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1292 more->map = get_map_from_coord(m, &more->x, &more->y);
1293 } else if (!more->map) {
1294 /* For backwards compatibility - when not dealing with tiled maps,
1295 * more->map should always point to the parent.
1296 */
1297 more->map = m;
1298 }
1299
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1301 if ( ! op->head)
1302 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1303 return NULL;
1304 }
1305 }
1306 CLEAR_FLAG(op,FLAG_REMOVED);
1307
1308 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1309 * of areas of callers (eg, anything that uses find_free_spot would now 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1310 * need extra work 1247 * need extra work
1311 */ 1248 */
1312 op->map=get_map_from_coord(m, &op->x, &op->y); 1249 if (!xy_normalise (m, op->x, op->y))
1313 x = op->x; 1250 {
1314 y = op->y; 1251 op->destroy ();
1252 return 0;
1253 }
1315 1254
1255 if (object *more = op->more)
1256 if (!insert_ob_in_map (more, m, originator, flag))
1257 return 0;
1258
1259 CLEAR_FLAG (op, FLAG_REMOVED);
1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1263
1316 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1317 */ 1265 */
1318 if(op->nrof && !(flag & INS_NO_MERGE)) { 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1319 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1320 if (CAN_MERGE(op,tmp)) { 1268 if (object::can_merge (op, tmp))
1269 {
1321 op->nrof+=tmp->nrof; 1270 op->nrof += tmp->nrof;
1322 remove_ob(tmp); 1271 tmp->destroy ();
1323 free_object(tmp); 1272 }
1273
1274 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1275 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1276
1277 if (!QUERY_FLAG (op, FLAG_ALIVE))
1278 CLEAR_FLAG (op, FLAG_NO_STEAL);
1279
1280 if (flag & INS_BELOW_ORIGINATOR)
1281 {
1282 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1283 {
1284 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1285 abort ();
1286 }
1287
1288 op->above = originator;
1289 op->below = originator->below;
1290
1291 if (op->below)
1292 op->below->above = op;
1293 else
1294 ms.bot = op;
1295
1296 /* since *below* originator, no need to update top */
1297 originator->below = op;
1298 }
1299 else
1300 {
1301 top = ms.bot;
1302
1303 /* If there are other objects, then */
1304 if (top)
1305 {
1306 object *last = 0;
1307
1308 /*
1309 * If there are multiple objects on this space, we do some trickier handling.
1310 * We've already dealt with merging if appropriate.
1311 * Generally, we want to put the new object on top. But if
1312 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * floor, we want to insert above that and no further.
1314 * Also, if there are spell objects on this space, we stop processing
1315 * once we get to them. This reduces the need to traverse over all of
1316 * them when adding another one - this saves quite a bit of cpu time
1317 * when lots of spells are cast in one area. Currently, it is presumed
1318 * that flying non pickable objects are spell objects.
1319 */
1320 for (top = ms.bot; top; top = top->above)
1321 {
1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1323 floor = top;
1324
1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1326 {
1327 /* We insert above top, so we want this object below this */
1328 top = top->below;
1329 break;
1330 }
1331
1332 last = top;
1324 } 1333 }
1325 }
1326 1334
1327 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1336 top = last;
1329 if (!QUERY_FLAG(op, FLAG_ALIVE))
1330 CLEAR_FLAG(op, FLAG_NO_STEAL);
1331 1337
1332 if (flag & INS_BELOW_ORIGINATOR) { 1338 /* We let update_position deal with figuring out what the space
1333 if (originator->map != op->map || originator->x != op->x || 1339 * looks like instead of lots of conditions here.
1334 originator->y != op->y) { 1340 * makes things faster, and effectively the same result.
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336 abort();
1337 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else {
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /* 1341 */
1349 * If there are multiple objects on this space, we do some trickier handling. 1342
1350 * We've already dealt with merging if appropriate. 1343 /* Have object 'fall below' other objects that block view.
1351 * Generally, we want to put the new object on top. But if 1344 * Unless those objects are exits.
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1345 * If INS_ON_TOP is used, don't do this processing
1353 * floor, we want to insert above that and no further. 1346 * Need to find the object that in fact blocks view, otherwise
1354 * Also, if there are spell objects on this space, we stop processing 1347 * stacking is a bit odd.
1355 * once we get to them. This reduces the need to traverse over all of 1348 */
1356 * them when adding another one - this saves quite a bit of cpu time 1349 if (!(flag & INS_ON_TOP)
1357 * when lots of spells are cast in one area. Currently, it is presumed 1350 && ms.flags () & P_BLOCKSVIEW
1358 * that flying non pickable objects are spell objects. 1351 && (op->face && !faces [op->face].visibility))
1352 {
1353 for (last = top; last != floor; last = last->below)
1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1355 break;
1356
1357 /* Check to see if we found the object that blocks view,
1358 * and make sure we have a below pointer for it so that
1359 * we can get inserted below this one, which requires we
1360 * set top to the object below us.
1359 */ 1361 */
1360 1362 if (last && last->below && last != floor)
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above; 1363 top = last->below;
1374 } 1364 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */ 1365 } /* If objects on this space */
1402 if (flag & INS_MAP_LOAD) 1366
1403 top = GET_MAP_TOP(op->map,op->x,op->y);
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1368 top = floor;
1405 1369
1406 /* Top is the object that our object (op) is going to get inserted above. 1370 /* Top is the object that our object (op) is going to get inserted above.
1407 */ 1371 */
1408 1372
1409 /* First object on this space */ 1373 /* First object on this space */
1410 if (!top) { 1374 if (!top)
1411 op->above = GET_MAP_OB(op->map, op->x, op->y); 1375 {
1376 op->above = ms.bot;
1377
1378 if (op->above)
1412 if (op->above) op->above->below = op; 1379 op->above->below = op;
1380
1413 op->below = NULL; 1381 op->below = 0;
1414 SET_MAP_OB(op->map, op->x, op->y, op); 1382 ms.bot = op;
1383 }
1384 else
1415 } else { /* get inserted into the stack above top */ 1385 { /* get inserted into the stack above top */
1416 op->above = top->above; 1386 op->above = top->above;
1387
1388 if (op->above)
1417 if (op->above) op->above->below = op; 1389 op->above->below = op;
1390
1418 op->below = top; 1391 op->below = top;
1419 top->above = op; 1392 top->above = op;
1420 } 1393 }
1394
1421 if (op->above==NULL) 1395 if (!op->above)
1422 SET_MAP_TOP(op->map,op->x, op->y, op); 1396 ms.top = op;
1423 } /* else not INS_BELOW_ORIGINATOR */ 1397 } /* else not INS_BELOW_ORIGINATOR */
1424 1398
1425 if(op->type==PLAYER) 1399 if (op->type == PLAYER)
1400 {
1426 op->contr->do_los=1; 1401 op->contr->do_los = 1;
1402 ++op->map->players;
1403 op->map->touch ();
1404 }
1427 1405
1428 /* If we have a floor, we know the player, if any, will be above 1406 op->map->dirty = true;
1429 * it, so save a few ticks and start from there.
1430 */
1431 if (!(flag & INS_MAP_LOAD))
1432 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1433 if (tmp->type == PLAYER)
1434 tmp->contr->socket.update_look=1;
1435 }
1436 1407
1408 if (object *pl = ms.player ())
1409 pl->contr->ns->floorbox_update ();
1410
1437 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1412 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1413 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1414 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1415 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1416 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1417 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1418 * of effect may be sufficient.
1445 */ 1419 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1420 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y); 1421 update_all_los (op->map, op->x, op->y);
1448 1422
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1423 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT); 1424 update_object (op, UP_OBJ_INSERT);
1452 1425
1426 INVOKE_OBJECT (INSERT, op);
1453 1427
1454 /* Don't know if moving this to the end will break anything. However, 1428 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have update_look set above before calling this. 1429 * we want to have floorbox_update called before calling this.
1456 * 1430 *
1457 * check_move_on() must be after this because code called from 1431 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like 1432 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by 1433 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1434 * update_object().
1461 */ 1435 */
1462 1436
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1437 /* if this is not the head or flag has been passed, don't check walk on status */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1438 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1439 {
1466 if (check_move_on(op, originator)) 1440 if (check_move_on (op, originator))
1467 return NULL; 1441 return 0;
1468 1442
1469 /* If we are a multi part object, lets work our way through the check 1443 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1444 * walk on's.
1471 */ 1445 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1446 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1447 if (check_move_on (tmp, originator))
1474 return NULL; 1448 return 0;
1475 } 1449 }
1450
1476 return op; 1451 return op;
1477} 1452}
1478 1453
1479/* this function inserts an object in the map, but if it 1454/* this function inserts an object in the map, but if it
1480 * finds an object of its own type, it'll remove that one first. 1455 * finds an object of its own type, it'll remove that one first.
1481 * op is the object to insert it under: supplies x and the map. 1456 * op is the object to insert it under: supplies x and the map.
1482 */ 1457 */
1458void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1459replace_insert_ob_in_map (const char *arch_string, object *op)
1484 object *tmp; 1460{
1485 object *tmp1; 1461 object *tmp, *tmp1;
1486 1462
1487 /* first search for itself and remove any old instances */ 1463 /* first search for itself and remove any old instances */
1488 1464
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1465 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1466 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1491 remove_ob(tmp); 1467 tmp->destroy ();
1492 free_object(tmp);
1493 }
1494 }
1495 1468
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1469 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1470
1498 1471 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1472 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1473 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1474}
1475
1476object *
1477object::insert_at (object *where, object *originator, int flags)
1478{
1479 return where->map->insert (this, where->x, where->y, originator, flags);
1480}
1502 1481
1503/* 1482/*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1505 * is returned contains nr objects, and the remaining parts contains 1484 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0). 1485 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the 1486 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1487 * global static errmsg array.
1509 */ 1488 */
1510 1489object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1490get_split_ob (object *orig_ob, uint32 nr)
1491{
1512 object *newob; 1492 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1493 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1494
1515 if(orig_ob->nrof<nr) { 1495 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1496 {
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1497 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL; 1498 return NULL;
1519 } 1499 }
1500
1520 newob = object_create_clone(orig_ob); 1501 newob = object_create_clone (orig_ob);
1502
1521 if((orig_ob->nrof-=nr)<1) { 1503 if ((orig_ob->nrof -= nr) < 1)
1522 if ( ! is_removed) 1504 orig_ob->destroy (1);
1523 remove_ob(orig_ob);
1524 free_object2(orig_ob, 1);
1525 }
1526 else if ( ! is_removed) { 1505 else if (!is_removed)
1506 {
1527 if(orig_ob->env!=NULL) 1507 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1508 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1509 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1510 {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1511 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531 LOG(llevDebug,
1532 "Error, Tried to split object whose map is not in memory.\n"); 1512 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL; 1513 return NULL;
1534 } 1514 }
1535 } 1515 }
1516
1536 newob->nrof=nr; 1517 newob->nrof = nr;
1537 1518
1538 return newob; 1519 return newob;
1539} 1520}
1540 1521
1541/* 1522/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1523 * decrease_ob_nr(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1524 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1525 * is subsequently removed and freed.
1545 * 1526 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1527 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1528 */
1548 1529object *
1549object *decrease_ob_nr (object *op, uint32 i) 1530decrease_ob_nr (object *op, uint32 i)
1550{ 1531{
1551 object *tmp; 1532 object *tmp;
1552 player *pl;
1553 1533
1554 if (i == 0) /* objects with op->nrof require this check */ 1534 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1535 return op;
1556 1536
1557 if (i > op->nrof) 1537 if (i > op->nrof)
1558 i = op->nrof; 1538 i = op->nrof;
1559 1539
1560 if (QUERY_FLAG (op, FLAG_REMOVED)) 1540 if (QUERY_FLAG (op, FLAG_REMOVED))
1541 op->nrof -= i;
1542 else if (op->env)
1543 {
1544 /* is this object in the players inventory, or sub container
1545 * therein?
1546 */
1547 tmp = op->in_player ();
1548 /* nope. Is this a container the player has opened?
1549 * If so, set tmp to that player.
1550 * IMO, searching through all the players will mostly
1551 * likely be quicker than following op->env to the map,
1552 * and then searching the map for a player.
1553 */
1554 if (!tmp)
1555 for_all_players (pl)
1556 if (pl->ob->container == op->env)
1557 {
1558 tmp = pl->ob;
1559 break;
1560 }
1561
1562 if (i < op->nrof)
1563 {
1564 sub_weight (op->env, op->weight * i);
1565 op->nrof -= i;
1566 if (tmp)
1567 esrv_send_item (tmp, op);
1568 }
1569 else
1570 {
1571 op->remove ();
1572 op->nrof = 0;
1573 if (tmp)
1574 esrv_del_item (tmp->contr, op->count);
1575 }
1561 { 1576 }
1577 else
1578 {
1579 object *above = op->above;
1580
1581 if (i < op->nrof)
1562 op->nrof -= i; 1582 op->nrof -= i;
1563 } 1583 else
1564 else if (op->env != NULL)
1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */
1569 tmp = is_player_inv (op->env);
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 } 1584 {
1582
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op); 1585 op->remove ();
1591 op->nrof = 0; 1586 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 } 1587 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600 1588
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */ 1589 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1590 for (tmp = above; tmp; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1591 if (tmp->type == PLAYER)
1592 {
1610 if (op->nrof) 1593 if (op->nrof)
1611 esrv_send_item(tmp, op); 1594 esrv_send_item (tmp, op);
1612 else 1595 else
1613 esrv_del_item(tmp->contr, op->count); 1596 esrv_del_item (tmp->contr, op->count);
1614 } 1597 }
1615 } 1598 }
1616 1599
1617 if (op->nrof) { 1600 if (op->nrof)
1618 return op; 1601 return op;
1619 } else { 1602 else
1620 free_object (op); 1603 {
1604 op->destroy ();
1621 return NULL; 1605 return 0;
1622 } 1606 }
1623} 1607}
1624 1608
1625/* 1609/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1610 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1611 * and also updates how much the environment(s) is/are carrying.
1628 */ 1612 */
1629 1613void
1630void add_weight (object *op, signed long weight) { 1614add_weight (object *op, signed long weight)
1615{
1631 while (op!=NULL) { 1616 while (op != NULL)
1617 {
1632 if (op->type == CONTAINER) { 1618 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1619 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1620
1635 op->carrying+=weight; 1621 op->carrying += weight;
1636 op=op->env; 1622 op = op->env;
1637 } 1623 }
1638} 1624}
1639 1625
1626object *
1627insert_ob_in_ob (object *op, object *where)
1628{
1629 if (!where)
1630 {
1631 char *dump = dump_object (op);
1632 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1633 free (dump);
1634 return op;
1635 }
1636
1637 if (where->head_ () != where)
1638 {
1639 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1640 where = where->head;
1641 }
1642
1643 return where->insert (op);
1644}
1645
1640/* 1646/*
1641 * insert_ob_in_ob(op,environment): 1647 * env->insert (op)
1642 * This function inserts the object op in the linked list 1648 * This function inserts the object op in the linked list
1643 * inside the object environment. 1649 * inside the object environment.
1644 * 1650 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * The function returns now pointer to inserted item, and return value can 1651 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1652 * be != op, if items are merged. -Tero
1652 */ 1653 */
1653 1654object *
1654object *insert_ob_in_ob(object *op,object *where) { 1655object::insert (object *op)
1655 object *tmp, *otmp; 1656{
1656
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 dump_object(op); 1658 op->remove ();
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1659
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1660 if (op->more)
1661 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1663 return op;
1676 } 1664 }
1665
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668
1679 if(op->nrof) { 1669 if (op->nrof)
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1670 {
1681 if ( CAN_MERGE(tmp,op) ) { 1671 for (object *tmp = inv; tmp; tmp = tmp->below)
1672 if (object::can_merge (tmp, op))
1673 {
1682 /* return the original object and remove inserted object 1674 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1675 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1676 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1677 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1678 * tmp->nrof, we need to increase the weight.
1687 */ 1679 */
1688 add_weight (where, op->weight*op->nrof); 1680 add_weight (this, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1681 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1682 op->destroy (); /* free the inserted object */
1691 op = tmp; 1683 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1684 op->remove (); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1685 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1686 break;
1695 } 1687 }
1696 1688
1697 /* I assume combined objects have no inventory 1689 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1690 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1691 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do 1692 * the weight, so we need to add it in again, since we actually do
1701 * the linking below 1693 * the linking below
1702 */ 1694 */
1703 add_weight (where, op->weight*op->nrof); 1695 add_weight (this, op->weight * op->nrof);
1696 }
1704 } else 1697 else
1705 add_weight (where, (op->weight+op->carrying)); 1698 add_weight (this, (op->weight + op->carrying));
1706 1699
1707 otmp=is_player_inv(where); 1700 if (object *otmp = this->in_player ())
1708 if (otmp&&otmp->contr!=NULL) {
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1702 otmp->update_stats ();
1711 }
1712 1703
1713 op->map=NULL; 1704 op->owner = 0; // its his/hers now. period.
1714 op->env=where; 1705 op->map = 0;
1706 op->env = this;
1715 op->above=NULL; 1707 op->above = 0;
1716 op->below=NULL; 1708 op->below = 0;
1717 op->x=0,op->y=0; 1709 op->x = op->y = 0;
1718 1710
1719 /* reset the light list and los of the players on the map */ 1711 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1712 if (op->glow_radius && map)
1721 { 1713 {
1722#ifdef DEBUG_LIGHTS 1714#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1715 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1716#endif /* DEBUG_LIGHTS */
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1717 if (map->darkness)
1718 update_all_los (map, x, y);
1727 } 1719 }
1728 1720
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1721 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function... 1722 * It sure simplifies this function...
1731 */ 1723 */
1732 if (where->inv==NULL) 1724 if (!inv)
1733 where->inv=op; 1725 inv = op;
1734 else { 1726 else
1727 {
1735 op->below = where->inv; 1728 op->below = inv;
1736 op->below->above = op; 1729 op->below->above = op;
1737 where->inv = op; 1730 inv = op;
1738 } 1731 }
1732
1733 INVOKE_OBJECT (INSERT, this);
1734
1739 return op; 1735 return op;
1740} 1736}
1741 1737
1742/* 1738/*
1743 * Checks if any objects has a move_type that matches objects 1739 * Checks if any objects has a move_type that matches objects
1757 * 1753 *
1758 * MSW 2001-07-08: Check all objects on space, not just those below 1754 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects 1755 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1756 * on top.
1761 */ 1757 */
1762 1758int
1763int check_move_on (object *op, object *originator) 1759check_move_on (object *op, object *originator)
1764{ 1760{
1765 object *tmp; 1761 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1762 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1763 int x = op->x, y = op->y;
1764
1769 MoveType move_on, move_slow, move_block; 1765 MoveType move_on, move_slow, move_block;
1770 1766
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1767 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1768 return 0;
1773 1769
1774 tag = op->count;
1775
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1770 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1777 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1771 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1778 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1772 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1773
1780 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1781 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1782 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1777 * as walking.
1784 */ 1778 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1779 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1780 return 0;
1787 1781
1788 /* This is basically inverse logic of that below - basically, 1782 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1783 * if the object can avoid the move on or slow move, they do so,
1790 * but can't do it if the alternate movement they are using is 1784 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1785 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1786 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1787 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1788 return 0;
1795 1789
1796 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1798 */ 1792 */
1799 1793
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1794 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1801 tmp->above!=NULL; tmp=tmp->above) { 1795 {
1802 /* Trim the search when we find the first other spell effect 1796 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1797 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1798 * we don't need to check all of them.
1805 */ 1799 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1800 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1801 break;
1802 }
1803
1804 for (; tmp; tmp = tmp->below)
1807 } 1805 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1806 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1807 continue; /* Can't apply yourself */
1810 1808
1811 /* Check to see if one of the movement types should be slowed down. 1809 /* Check to see if one of the movement types should be slowed down.
1812 * Second check makes sure that the movement types not being slowed 1810 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1811 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1812 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1813 * swim on that space, can't use it to avoid the penalty.
1816 */ 1814 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1815 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1816 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1818 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1819 {
1821 1820
1822 float diff; 1821 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1822 diff = tmp->move_slow_penalty * fabs (op->speed);
1823
1825 if (op->type == PLAYER) { 1824 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1825 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1826 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1827 diff /= 4.0;
1829 } 1828
1830 }
1831 op->speed_left -= diff; 1829 op->speed_left -= diff;
1832 } 1830 }
1833 } 1831 }
1834 1832
1835 /* Basically same logic as above, except now for actual apply. */ 1833 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1834 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1835 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 1836 {
1840 move_apply(tmp, op, originator); 1837 move_apply (tmp, op, originator);
1838
1841 if (was_destroyed (op, tag)) 1839 if (op->destroyed ())
1842 return 1; 1840 return 1;
1843 1841
1844 /* what the person/creature stepped onto has moved the object 1842 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1843 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1844 * have a feeling strange problems would result.
1847 */ 1845 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 1846 if (op->map != m || op->x != x || op->y != y)
1847 return 0;
1849 } 1848 }
1850 } 1849 }
1850
1851 return 0; 1851 return 0;
1852} 1852}
1853 1853
1854/* 1854/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1855 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1856 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1857 * The first matching object is returned, or NULL if none.
1858 */ 1858 */
1859 1859object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1860present_arch (const archetype *at, maptile *m, int x, int y)
1861 object *tmp; 1861{
1862 if(m==NULL || out_of_map(m,x,y)) { 1862 if (!m || out_of_map (m, x, y))
1863 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1864 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1865 return NULL;
1865 } 1866 }
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1867
1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1867 if(tmp->arch == at) 1869 if (tmp->arch == at)
1868 return tmp; 1870 return tmp;
1871
1869 return NULL; 1872 return NULL;
1870} 1873}
1871 1874
1872/* 1875/*
1873 * present(type, map, x, y) searches for any objects with 1876 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1877 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1876 */ 1879 */
1877 1880object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1881present (unsigned char type, maptile *m, int x, int y)
1879 object *tmp; 1882{
1880 if(out_of_map(m,x,y)) { 1883 if (out_of_map (m, x, y))
1884 {
1881 LOG(llevError,"Present called outside map.\n"); 1885 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1886 return NULL;
1883 } 1887 }
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1885 if(tmp->type==type) 1890 if (tmp->type == type)
1886 return tmp; 1891 return tmp;
1892
1887 return NULL; 1893 return NULL;
1888} 1894}
1889 1895
1890/* 1896/*
1891 * present_in_ob(type, object) searches for any objects with 1897 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1898 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
1894 */ 1900 */
1895 1901object *
1896object *present_in_ob(unsigned char type, const object *op) { 1902present_in_ob (unsigned char type, const object *op)
1897 object *tmp; 1903{
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 1905 if (tmp->type == type)
1900 return tmp; 1906 return tmp;
1907
1901 return NULL; 1908 return NULL;
1902} 1909}
1903 1910
1904/* 1911/*
1905 * present_in_ob (type, str, object) searches for any objects with 1912 * present_in_ob (type, str, object) searches for any objects with
1913 * str is the string to match against. Note that we match against 1920 * str is the string to match against. Note that we match against
1914 * the object name, not the archetype name. this is so that the 1921 * the object name, not the archetype name. this is so that the
1915 * spell code can use one object type (force), but change it's name 1922 * spell code can use one object type (force), but change it's name
1916 * to be unique. 1923 * to be unique.
1917 */ 1924 */
1918 1925object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 1926present_in_ob_by_name (int type, const char *str, const object *op)
1920 object *tmp; 1927{
1921
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1929 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1930 return tmp;
1925 } 1931
1926 return NULL; 1932 return 0;
1927} 1933}
1928 1934
1929/* 1935/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1936 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1937 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
1933 */ 1939 */
1934 1940object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 1941present_arch_in_ob (const archetype *at, const object *op)
1936 object *tmp; 1942{
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 1944 if (tmp->arch == at)
1939 return tmp; 1945 return tmp;
1946
1940 return NULL; 1947 return NULL;
1941} 1948}
1942 1949
1943/* 1950/*
1944 * activate recursively a flag on an object inventory 1951 * activate recursively a flag on an object inventory
1945 */ 1952 */
1953void
1946void flag_inv(object*op, int flag){ 1954flag_inv (object *op, int flag)
1947 object *tmp; 1955{
1948 if(op->inv) 1956 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1957 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 {
1950 SET_FLAG(tmp, flag); 1959 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 1960 flag_inv (tmp, flag);
1952 } 1961 }
1962}
1963
1953}/* 1964/*
1954 * desactivate recursively a flag on an object inventory 1965 * deactivate recursively a flag on an object inventory
1955 */ 1966 */
1967void
1956void unflag_inv(object*op, int flag){ 1968unflag_inv (object *op, int flag)
1957 object *tmp; 1969{
1958 if(op->inv) 1970 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1972 {
1960 CLEAR_FLAG(tmp, flag); 1973 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 1974 unflag_inv (tmp, flag);
1962 } 1975 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971
1972void set_cheat(object *op) {
1973 SET_FLAG(op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ);
1975} 1976}
1976 1977
1977/* 1978/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
1993 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
1994 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
1995 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 1997 * customized, changed states, etc.
1997 */ 1998 */
1998 1999int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{
2002 int altern[SIZEOFFREE];
2000 int i,index=0, flag; 2003 int index = 0, flag;
2001 static int altern[SIZEOFFREE];
2002 2004
2003 for(i=start;i<stop;i++) { 2005 for (int i = start; i < stop; i++)
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2006 {
2005 if(!flag) 2007 mapxy pos (m, x, y); pos.move (i);
2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2006 altern[index++]=i; 2023 altern [index++] = i;
2024 continue;
2025 }
2007 2026
2008 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
2009 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
2010 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
2011 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2012 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2015 */ 2034 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2017 stop=maxfree[i]; 2037 stop = maxfree[i];
2018 } 2038 continue;
2019 if(!index) return -1; 2039 }
2020 return altern[RANDOM()%index];
2021}
2022 2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 altern [index++] = i;
2048 }
2049
2050 if (!index)
2051 return -1;
2052
2053 return altern [rndm (index)];
2054}
2055
2023/* 2056/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2057 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2058 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2059 * But it will return the first available spot, not a random choice.
2027 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2060 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2061 */
2029 2062int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2031 int i; 2064{
2032 for(i=0;i<SIZEOFFREE;i++) { 2065 for (int i = 0; i < SIZEOFFREE; i++)
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2066 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2067 return i;
2035 } 2068
2036 return -1; 2069 return -1;
2037} 2070}
2038 2071
2039/* 2072/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2073 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2074 * arr[begin..end-1].
2075 * now uses a fisher-yates shuffle, old permute was broken
2042 */ 2076 */
2077static void
2043static void permute(int *arr, int begin, int end) 2078permute (int *arr, int begin, int end)
2044{ 2079{
2045 int i, j, tmp, len; 2080 arr += begin;
2081 end -= begin;
2046 2082
2047 len = end-begin; 2083 while (--end)
2048 for(i = begin; i < end; i++) 2084 swap (arr [end], arr [rndm (end + 1)]);
2049 {
2050 j = begin+RANDOM()%len;
2051
2052 tmp = arr[i];
2053 arr[i] = arr[j];
2054 arr[j] = tmp;
2055 }
2056} 2085}
2057 2086
2058/* new function to make monster searching more efficient, and effective! 2087/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2088 * This basically returns a randomized array (in the passed pointer) of
2060 * the spaces to find monsters. In this way, it won't always look for 2089 * the spaces to find monsters. In this way, it won't always look for
2061 * monsters to the north first. However, the size of the array passed 2090 * monsters to the north first. However, the size of the array passed
2062 * covers all the spaces, so within that size, all the spaces within 2091 * covers all the spaces, so within that size, all the spaces within
2063 * the 3x3 area will be searched, just not in a predictable order. 2092 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2093 */
2094void
2065void get_search_arr(int *search_arr) 2095get_search_arr (int *search_arr)
2066{ 2096{
2067 int i; 2097 int i;
2068 2098
2069 for(i = 0; i < SIZEOFFREE; i++) 2099 for (i = 0; i < SIZEOFFREE; i++)
2070 {
2071 search_arr[i] = i; 2100 search_arr[i] = i;
2072 }
2073 2101
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2102 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2103 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2104 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2105}
2078 2106
2079/* 2107/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2108 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2109 * given map at the given coordinates for live objects.
2086 * Perhaps incorrectly, but I'm making the assumption that exclude 2114 * Perhaps incorrectly, but I'm making the assumption that exclude
2087 * is actually want is going to try and move there. We need this info 2115 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move 2116 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2117 * there is capable of.
2090 */ 2118 */
2091 2119int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2120find_dir (maptile *m, int x, int y, object *exclude)
2121{
2093 int i,max=SIZEOFFREE, mflags; 2122 int i, max = SIZEOFFREE, mflags;
2123
2094 sint16 nx, ny; 2124 sint16 nx, ny;
2095 object *tmp; 2125 object *tmp;
2096 mapstruct *mp; 2126 maptile *mp;
2127
2097 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2098 2129
2099 if (exclude && exclude->head) { 2130 if (exclude && exclude->head_ () != exclude)
2131 {
2100 exclude = exclude->head; 2132 exclude = exclude->head;
2101 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2102 } else { 2134 }
2135 else
2136 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2137 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2138 move_type = MOVE_ALL;
2139 }
2140
2141 for (i = 1; i < max; i++)
2105 } 2142 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2143 mp = m;
2109 nx = x + freearr_x[i]; 2144 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2145 ny = y + freearr_y[i];
2111 2146
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2147 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2148
2113 if (mflags & P_OUT_OF_MAP) { 2149 if (mflags & P_OUT_OF_MAP)
2150 max = maxfree[i];
2151 else
2152 {
2153 mapspace &ms = mp->at (nx, ny);
2154
2155 blocked = ms.move_block;
2156
2157 if ((move_type & blocked) == move_type)
2114 max = maxfree[i]; 2158 max = maxfree[i];
2115 } else {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2117
2118 if ((move_type & blocked) == move_type) {
2119 max=maxfree[i];
2120 } else if (mflags & P_IS_ALIVE) { 2159 else if (mflags & P_IS_ALIVE)
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2160 {
2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2124 break; 2164 break;
2125 } 2165
2126 }
2127 if(tmp) { 2166 if (tmp)
2128 return freedir[i]; 2167 return freedir[i];
2129 }
2130 } 2168 }
2131 } 2169 }
2132 } 2170 }
2171
2133 return 0; 2172 return 0;
2134} 2173}
2135 2174
2136/* 2175/*
2137 * distance(object 1, object 2) will return the square of the 2176 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2177 * distance between the two given objects.
2139 */ 2178 */
2140 2179int
2141int distance(const object *ob1, const object *ob2) { 2180distance (const object *ob1, const object *ob2)
2142 int i; 2181{
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2145 return i;
2146} 2183}
2147 2184
2148/* 2185/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction in which
2150 * an object which has subtracted the x and y coordinates of another 2187 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2188 * object, needs to travel toward it.
2152 */ 2189 */
2153 2190int
2154int find_dir_2(int x, int y) { 2191find_dir_2 (int x, int y)
2192{
2155 int q; 2193 int q;
2156 2194
2157 if(y) 2195 if (y)
2158 q=x*100/y; 2196 q = x * 100 / y;
2159 else if (x) 2197 else if (x)
2160 q= -300*x; 2198 q = -300 * x;
2161 else 2199 else
2162 return 0; 2200 return 0;
2163 2201
2164 if(y>0) { 2202 if (y > 0)
2203 {
2165 if(q < -242) 2204 if (q < -242)
2166 return 3 ; 2205 return 3;
2167 if (q < -41) 2206 if (q < -41)
2168 return 2 ; 2207 return 2;
2169 if (q < 41) 2208 if (q < 41)
2170 return 1 ; 2209 return 1;
2171 if (q < 242) 2210 if (q < 242)
2172 return 8 ; 2211 return 8;
2173 return 7 ; 2212 return 7;
2174 } 2213 }
2175 2214
2176 if (q < -242) 2215 if (q < -242)
2177 return 7 ; 2216 return 7;
2178 if (q < -41) 2217 if (q < -41)
2179 return 6 ; 2218 return 6;
2180 if (q < 41) 2219 if (q < 41)
2181 return 5 ; 2220 return 5;
2182 if (q < 242) 2221 if (q < 242)
2183 return 4 ; 2222 return 4;
2184 2223
2185 return 3 ; 2224 return 3;
2186}
2187
2188/*
2189 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction).
2192 */
2193
2194int absdir(int d) {
2195 while(d<1) d+=8;
2196 while(d>8) d-=8;
2197 return d;
2198} 2225}
2199 2226
2200/* 2227/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2229 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2230 */
2204 2231int
2205int dirdiff(int dir1, int dir2) { 2232dirdiff (int dir1, int dir2)
2233{
2206 int d; 2234 int d;
2235
2207 d = abs(dir1 - dir2); 2236 d = abs (dir1 - dir2);
2208 if(d>4) 2237 if (d > 4)
2209 d = 8 - d; 2238 d = 8 - d;
2239
2210 return d; 2240 return d;
2211} 2241}
2212 2242
2213/* peterm: 2243/* peterm:
2214 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2244 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2217 * This basically means that if direction is 15, then it could either go 2247 * This basically means that if direction is 15, then it could either go
2218 * direction 4, 14, or 16 to get back to where we are. 2248 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2249 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2250 * functions.
2221 */ 2251 */
2222
2223int reduction_dir[SIZEOFFREE][3] = { 2252int reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2253 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2254 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2255 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2256 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2257 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2258 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2259 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2260 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2261 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2262 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2263 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2264 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2265 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2266 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2267 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2268 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2269 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2270 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2271 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2272 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2273 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2274 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2275 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2276 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2277 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2278 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2279 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2280 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2281 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2282 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2283 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2284 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2285 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2286 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2287 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2288 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2289 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2290 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2291 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2292 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2293 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2294 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2295 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2296 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2297 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2298 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2299 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2300 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2301 {24, 9, -1}
2302}; /* 48 */
2273 2303
2274/* Recursive routine to step back and see if we can 2304/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2305 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2306 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2307 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2308 * Modified to be map tile aware -.MSW
2279 */ 2309 */
2280 2310int
2281
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2311can_see_monsterP (maptile *m, int x, int y, int dir)
2312{
2283 sint16 dx, dy; 2313 sint16 dx, dy;
2284 int mflags; 2314 int mflags;
2285 2315
2316 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2317 return 0; /* exit condition: invalid direction */
2287 2318
2288 dx = x + freearr_x[dir]; 2319 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2320 dy = y + freearr_y[dir];
2290 2321
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2322 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2323
2293 /* This functional arguably was incorrect before - it was 2324 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2325 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2326 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2327 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or 2328 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2329 * at least its move type.
2299 */ 2330 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2331 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2332 return 0;
2301 2333
2302 /* yes, can see. */ 2334 /* yes, can see. */
2303 if(dir < 9) return 1; 2335 if (dir < 9)
2336 return 1;
2337
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2338 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2339 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2340 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2307} 2341}
2308 2342
2309
2310
2311/* 2343/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2344 * can_pick(picker, item): finds out if an object is possible to be
2313 * picked up by the picker. Returnes 1 if it can be 2345 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2346 * picked up, otherwise 0.
2315 * 2347 *
2316 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2317 * core dumps if they do. 2349 * core dumps if they do.
2318 * 2350 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2351 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2352 */
2321 2353int
2322int can_pick(const object *who, const object *item) { 2354can_pick (const object *who, const object *item)
2355{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2358 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2359}
2328
2329 2360
2330/* 2361/*
2331 * create clone from object to another 2362 * create clone from object to another
2332 */ 2363 */
2364object *
2333object *object_create_clone (object *asrc) { 2365object_create_clone (object *asrc)
2366{
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2367 object *dst = 0, *tmp, *src, *prev, *item;
2335 2368
2336 if(!asrc) return NULL; 2369 if (!asrc)
2337 src = asrc; 2370 return 0;
2338 if(src->head) 2371
2339 src = src->head; 2372 src = asrc->head_ ();
2340 2373
2341 prev = NULL; 2374 prev = 0;
2342 for(part = src; part; part = part->more) { 2375 for (object *part = src; part; part = part->more)
2343 tmp = get_object(); 2376 {
2344 copy_object(part,tmp); 2377 tmp = part->clone ();
2345 tmp->x -= src->x; 2378 tmp->x -= src->x;
2346 tmp->y -= src->y; 2379 tmp->y -= src->y;
2380
2347 if(!part->head) { 2381 if (!part->head)
2382 {
2348 dst = tmp; 2383 dst = tmp;
2349 tmp->head = NULL; 2384 tmp->head = 0;
2385 }
2350 } else { 2386 else
2351 tmp->head = dst; 2387 tmp->head = dst;
2352 } 2388
2353 tmp->more = NULL; 2389 tmp->more = 0;
2390
2354 if(prev) 2391 if (prev)
2355 prev->more = tmp; 2392 prev->more = tmp;
2393
2356 prev = tmp; 2394 prev = tmp;
2357 } 2395 }
2358 /*** copy inventory ***/ 2396
2359 for(item = src->inv; item; item = item->below) { 2397 for (item = src->inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2361 }
2362 2399
2363 return dst; 2400 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372}
2373
2374/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */
2380
2381object* load_object_str(const char *obstr)
2382{
2383 object *op;
2384 char filename[MAX_BUF];
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2386
2387 FILE *tempfile=fopen(filename,"w");
2388 if (tempfile == NULL)
2389 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n");
2391 return NULL;
2392 };
2393 fprintf(tempfile,obstr);
2394 fclose(tempfile);
2395
2396 op=get_object();
2397
2398 object_thawer thawer (filename);
2399
2400 if (thawer)
2401 load_object(thawer,op,0);
2402
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED);
2405
2406 return op;
2407} 2401}
2408 2402
2409/* This returns the first object in who's inventory that 2403/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2404 * has the same type and subtype match.
2411 * returns NULL if no match. 2405 * returns NULL if no match.
2412 */ 2406 */
2407object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2409{
2415 object *tmp;
2416
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2411 if (tmp->type == type && tmp->subtype == subtype)
2412 return tmp;
2419 2413
2420 return NULL; 2414 return 0;
2421} 2415}
2422 2416
2423/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL. 2418 * otherwise return NULL.
2425 * 2419 *
2426 * key must be a passed in shared string - otherwise, this won't 2420 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing. 2421 * do the desired thing.
2428 */ 2422 */
2423key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2424get_ob_key_link (const object *ob, const char *key)
2430 key_value * link; 2425{
2431
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2426 for (key_value *link = ob->key_values; link; link = link->next)
2433 if (link->key == key) { 2427 if (link->key == key)
2434 return link; 2428 return link;
2435 } 2429
2436 } 2430 return 0;
2437 2431}
2438 return NULL;
2439}
2440 2432
2441/* 2433/*
2442 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2443 * 2435 *
2444 * The argument doesn't need to be a shared string. 2436 * The argument doesn't need to be a shared string.
2445 * 2437 *
2446 * The returned string is shared. 2438 * The returned string is shared.
2447 */ 2439 */
2440const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2441get_ob_key_value (const object *op, const char *const key)
2442{
2449 key_value * link; 2443 key_value *link;
2450 const char * canonical_key; 2444 shstr_cmp canonical_key (key);
2445
2446 if (!canonical_key)
2451 2447 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2448 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2449 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2450 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2451 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2452 */
2460 return NULL; 2453 return 0;
2461 } 2454 }
2462 2455
2463 /* This is copied from get_ob_key_link() above - 2456 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2457 * only 4 lines, and saves the function call overhead.
2465 */ 2458 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2459 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2460 if (link->key == canonical_key)
2468 return link->value; 2461 return link->value;
2469 }
2470 }
2471 return NULL;
2472}
2473 2462
2463 return 0;
2464}
2474 2465
2475/* 2466/*
2476 * Updates the canonical_key in op to value. 2467 * Updates the canonical_key in op to value.
2477 * 2468 *
2478 * canonical_key is a shared string (value doesn't have to be). 2469 * canonical_key is a shared string (value doesn't have to be).
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2471 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2472 * keys.
2482 * 2473 *
2483 * Returns TRUE on success. 2474 * Returns TRUE on success.
2484 */ 2475 */
2476int
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2477set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2478{
2486 key_value * field = NULL, *last=NULL; 2479 key_value *field = NULL, *last = NULL;
2487 2480
2488 for (field=op->key_values; field != NULL; field=field->next) { 2481 for (field = op->key_values; field != NULL; field = field->next)
2482 {
2489 if (field->key != canonical_key) { 2483 if (field->key != canonical_key)
2484 {
2490 last = field; 2485 last = field;
2491 continue; 2486 continue;
2492 } 2487 }
2493 2488
2494 if (value) 2489 if (value)
2495 field->value = value; 2490 field->value = value;
2496 else { 2491 else
2492 {
2497 /* Basically, if the archetype has this key set, 2493 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2494 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2495 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2496 * we get this value back again.
2501 */ 2497 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2498 if (get_ob_key_link (op->arch, canonical_key))
2503 field->value = 0; 2499 field->value = 0;
2500 else
2501 {
2502 if (last)
2503 last->next = field->next;
2504 else 2504 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2505 op->key_values = field->next;
2508 2506
2509 delete field; 2507 delete field;
2510 } 2508 }
2511 } 2509 }
2512 return TRUE; 2510 return TRUE;
2513 } 2511 }
2514 /* IF we get here, key doesn't exist */ 2512 /* IF we get here, key doesn't exist */
2515 2513
2516 /* No field, we'll have to add it. */ 2514 /* No field, we'll have to add it. */
2517 2515
2518 if (!add_key) { 2516 if (!add_key)
2519 return FALSE; 2517 return FALSE;
2520 } 2518
2521 /* There isn't any good reason to store a null 2519 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2520 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2521 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2522 * be here. If user wants to store empty strings,
2525 * should pass in "" 2523 * should pass in ""
2526 */ 2524 */
2527 if (value == NULL) return TRUE; 2525 if (value == NULL)
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE; 2526 return TRUE;
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE;
2538} 2537}
2539 2538
2540/* 2539/*
2541 * Updates the key in op to value. 2540 * Updates the key in op to value.
2542 * 2541 *
2544 * and not add new ones. 2543 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key 2544 * In general, should be little reason FALSE is ever passed in for add_key
2546 * 2545 *
2547 * Returns TRUE on success. 2546 * Returns TRUE on success.
2548 */ 2547 */
2548int
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2549set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{ 2550{
2551 shstr key_ (key); 2551 shstr key_ (key);
2552
2552 return set_ob_key_value_s (op, key_, value, add_key); 2553 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2554}
2555
2556object::depth_iterator::depth_iterator (object *container)
2557: iterator_base (container)
2558{
2559 while (item->inv)
2560 item = item->inv;
2561}
2562
2563void
2564object::depth_iterator::next ()
2565{
2566 if (item->below)
2567 {
2568 item = item->below;
2569
2570 while (item->inv)
2571 item = item->inv;
2572 }
2573 else
2574 item = item->env;
2575}
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2605// return a suitable string describing an object in enough detail to find it
2606const char *
2607object::debug_desc (char *info) const
2608{
2609 char flagdesc[512];
2610 char info2[256 * 4];
2611 char *p = info;
2612
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq,
2615 &name,
2616 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2619
2620 if (!this->flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622
2623 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625
2626 return info;
2627}
2628
2629const char *
2630object::debug_desc () const
2631{
2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2635 return debug_desc (info [++info_idx % 3]);
2636}
2637
2638struct region *
2639object::region () const
2640{
2641 return map ? map->region (x, y)
2642 : region::default_region ();
2643}
2644
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mt = name_to_material (materialname))
2649 return mt;
2650
2651 return name_to_material (shstr_unknown);
2652}
2653
2654void
2655object::open_container (object *new_container)
2656{
2657 if (container == new_container)
2658 return;
2659
2660 if (object *old_container = container)
2661 {
2662 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2663 return;
2664
2665#if 0
2666 // remove the "Close old_container" object.
2667 if (object *closer = old_container->inv)
2668 if (closer->type == CLOSE_CON)
2669 closer->destroy ();
2670#endif
2671
2672 old_container->flag [FLAG_APPLIED] = 0;
2673 container = 0;
2674
2675 esrv_update_item (UPD_FLAGS, this, old_container);
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2677 play_sound (sound_find ("chest_close"));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 play_sound (sound_find ("chest_open"));
2704 }
2705}
2706
2707object *
2708object::force_find (const shstr name)
2709{
2710 /* cycle through his inventory to look for the MARK we want to
2711 * place
2712 */
2713 for (object *tmp = inv; tmp; tmp = tmp->below)
2714 if (tmp->type == FORCE && tmp->slaying == name)
2715 return splay (tmp);
2716
2717 return 0;
2718}
2719
2720void
2721object::force_add (const shstr name, int duration)
2722{
2723 if (object *force = force_find (name))
2724 force->destroy ();
2725
2726 object *force = get_archetype (FORCE_NAME);
2727
2728 force->slaying = name;
2729 force->stats.food = 1;
2730 force->speed_left = -1.f;
2731
2732 force->set_speed (duration ? 1.f / duration : 0.f);
2733 force->flag [FLAG_IS_USED_UP] = true;
2734 force->flag [FLAG_APPLIED] = true;
2735
2736 insert (force);
2737}
2738
2739void
2740object::play_sound (faceidx sound) const
2741{
2742 if (!sound)
2743 return;
2744
2745 if (flag [FLAG_REMOVED])
2746 return;
2747
2748 if (env)
2749 {
2750 if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752 }
2753 else
2754 map->play_sound (sound, x, y);
2755}
2756

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