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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.201 by root, Tue Jan 22 16:22:45 2008 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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 197bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 198{
117
118 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
205 return 0;
120 206
121 if (ob1->speed != ob2->speed) return 0; 207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
209 * value could not be stored in a sint32 (which unfortunately sometimes is
210 * used to store nrof).
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0;
214
215 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning.
220 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name
230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id
241 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0;
253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 if (!(ob1->inv && ob2->inv))
260 return 0; /* inventories differ in length */
261
262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */
267
268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid.
270 */
271 }
272
273 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge.
276 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
122 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
123 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
124 * check? 282 * check?
125 */ 283 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
127 return 0; 300 return 0;
128 301 else if (!compare_ob_value_lists (ob1, ob2))
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
130 * value could not be stored in a sint32 (which unfortunately sometimes is
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 302 return 0;
303 }
135 304
136 /* This is really a spellbook check - really, we should 305 if (ob1->self || ob2->self)
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see
147 * if it is valid.
148 */
149 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
150 309
151 /* If the objects have been identified, set the BEEN_APPLIED flag. 310 if (ob1->self || ob2->self)
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 ) 311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
197 return 0; 316 return 0;
198 317 else if (k1 == 0)
199 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge.
202 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
204 return 0; 318 return 1;
205 319 else if (!cfperl_can_merge (ob1, ob2))
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0; 320 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) {
218 return 0;
219 } 321 }
220 } 322 }
221 323
222 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
223 return 1; 325 return 1;
224} 326}
225 327
226/* 328/*
227 * sum_weight() is a recursive function which calculates the weight 329 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 330 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 331 * containers are carrying, and sums it up.
230 */ 332 */
231signed long sum_weight(object *op) { 333long
334sum_weight (object *op)
335{
232 signed long sum; 336 long sum;
233 object *inv; 337 object *inv;
338
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
340 {
235 if (inv->inv) 341 if (inv->inv)
236 sum_weight(inv); 342 sum_weight (inv);
343
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 345 }
346
239 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
349
241 if(op->carrying != sum) 350 if (op->carrying != sum)
242 op->carrying = sum; 351 op->carrying = sum;
352
243 return sum; 353 return sum;
244} 354}
245 355
246/** 356/**
247 * Return the outermost environment object for a given object. 357 * Return the outermost environment object for a given object.
248 */ 358 */
249 359
360object *
250object *object_get_env_recursive (object *op) { 361object_get_env_recursive (object *op)
362{
251 while (op->env != NULL) 363 while (op->env != NULL)
252 op = op->env; 364 op = op->env;
253 return op; 365 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 366}
268 367
269/* 368/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 370 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
273 */ 372 */
274 373char *
275void dump_object2(object *op) {
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 374dump_object (object *op)
322 if(op==NULL) { 375{
323 strcpy(errmsg,"[NULL pointer]"); 376 if (!op)
324 return; 377 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 378
330void dump_all_objects(void) { 379 object_freezer freezer;
331 object *op; 380 op->write (freezer);
332 for(op=objects;op!=NULL;op=op->next) { 381 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 382}
337 383
338/* 384/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
342 */ 388 */
343 389object *
344object *get_nearest_part(object *op, const object *pl) { 390get_nearest_part (object *op, const object *pl)
391{
345 object *tmp,*closest; 392 object *tmp, *closest;
346 int last_dist,i; 393 int last_dist, i;
394
347 if(op->more==NULL) 395 if (op->more == NULL)
348 return op; 396 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 397 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 398 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 399 closest = tmp, last_dist = i;
352 return closest; 400 return closest;
353} 401}
354 402
355/* 403/*
356 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
357 */ 405 */
358 406object *
359object *find_object(tag_t i) { 407find_object (tag_t i)
360 object *op; 408{
361 for(op=objects;op!=NULL;op=op->next) 409 for_all_objects (op)
362 if(op->count==i) 410 if (op->count == i)
363 break;
364 return op; 411 return op;
412
413 return 0;
365} 414}
366 415
367/* 416/*
368 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
371 */ 420 */
372 421object *
373object *find_object_name(const char *str) { 422find_object_name (const char *str)
374 const char *name = shstr::find (str); 423{
424 shstr_cmp str_ (str);
375 object *op; 425 object *op;
376 for(op=objects;op!=NULL;op=op->next) 426
427 for_all_objects (op)
377 if(&op->name == name) 428 if (op->name == str_)
378 break; 429 break;
379 430
380 return op; 431 return op;
381} 432}
382 433
434void
383void free_all_object_data () 435free_all_object_data ()
384{ 436{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 438}
422 439
423/* 440/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
426 */ 444 */
427void set_owner (object *op, object *owner) 445void
446object::set_owner (object *owner)
428{ 447{
429 if(owner==NULL||op==NULL) 448 // allow objects which own objects
449 if (owner)
450 while (owner->owner)
451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
430 return; 456 return;
457 }
431 458
432 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid.
438 */
439 while (owner->owner && owner!=owner->owner &&
440 owner->ownercount==owner->owner->count) owner=owner->owner;
441
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 459 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452} 460}
453 461
454/* Set the owner to clone's current owner and set the skill and experience 462int
455 * objects to clone's objects (typically those objects that where the owner's 463object::slottype () const
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{ 464{
466 object *owner = get_owner (clone); 465 if (type == SKILL)
467 if (owner == NULL) { 466 {
468 /* players don't have owners - they own themselves. Update 467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
469 * as appropriate. 468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
478
479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
470 */ 502 {
471 if (clone->type == PLAYER) owner=clone; 503 current_weapon = chosen_skill = 0;
472 else return; 504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
473 } 519 {
474 set_owner(op, owner); 520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
475 524
525 return true;
476} 526}
477 527
478/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 529 * refcounts and freeing the links.
480 */ 530 */
531static void
481static void free_key_values(object * op) 532free_key_values (object *op)
482{ 533{
483 for (key_value *i = op->key_values; i != 0; ) 534 for (key_value *i = op->key_values; i; )
484 { 535 {
485 key_value *next = i->next; 536 key_value *next = i->next;
486 delete i; 537 delete i;
538
487 i = next; 539 i = next;
488 } 540 }
489 541
490 op->key_values = 0; 542 op->key_values = 0;
491} 543}
492 544
493void object::clear () 545object &
546object::operator =(const object &src)
494{ 547{
495 attachable_base::clear (); 548 bool is_freed = flag [FLAG_FREED];
549 bool is_removed = flag [FLAG_REMOVED];
496 550
497 free_key_values (this); 551 *(object_copy *)this = src;
498 552
499 name = 0; 553 flag [FLAG_FREED] = is_freed;
500 name_pl = 0; 554 flag [FLAG_REMOVED] = is_removed;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object,
557 * and then copies the contends of the first object into the second
558 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object
561 * will point at garbage.
562 */
563
564void copy_object (object *op2, object *op)
565{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
568
569 op2->clone (op);
570
571 if (is_freed) SET_FLAG (op, FLAG_FREED);
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
573
574 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
576 555
577 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 557 if (src.key_values)
579 { 558 {
580 key_value *tail = NULL; 559 key_value *tail = 0;
581 key_value *i;
582
583 op->key_values = NULL; 560 key_values = 0;
584 561
585 for (i = op2->key_values; i != NULL; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
586 { 563 {
587 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
588 565
589 new_link->next = NULL; 566 new_link->next = 0;
590 new_link->key = i->key; 567 new_link->key = i->key;
591 new_link->value = i->value; 568 new_link->value = i->value;
592 569
593 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 571 if (!key_values)
595 { 572 {
596 op->key_values = new_link; 573 key_values = new_link;
597 tail = new_link; 574 tail = new_link;
598 } 575 }
599 else 576 else
600 { 577 {
601 tail->next = new_link; 578 tail->next = new_link;
602 tail = new_link; 579 tail = new_link;
603 } 580 }
604 } 581 }
605 } 582 }
606
607 update_ob_speed (op);
608} 583}
609 584
610/* 585/*
611 * get_object() grabs an object from the list of unused objects, makes 586 * copy_to first frees everything allocated by the dst object,
612 * sure it is initialised, and returns it. 587 * and then copies the contents of itself into the second
613 * If there are no free objects, expand_objects() is called to get more. 588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
600
601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
614 */ 616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
615 619
616object *get_object () 620 attachable::instantiate ();
617{ 621}
618 object *op = new object;
619 622
620 op->count = ++ob_count; 623object *
621 624object::clone ()
622 op->active_next = 0; 625{
623 op->active_prev = 0; 626 object *neu = create ();
624 627 copy_to (neu);
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 628 return neu;
640} 629}
641 630
642/* 631/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 632 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * to the closest player being on the other side, this function can 633 * to the closest player being on the other side, this function can
645 * be called to update the face variable, _and_ how it looks on the map. 634 * be called to update the face variable, _and_ how it looks on the map.
646 */ 635 */
647 636void
648void update_turn_face(object *op) { 637update_turn_face (object *op)
638{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
650 return; 640 return;
641
651 SET_ANIMATION(op, op->direction); 642 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 643 update_object (op, UP_OBJ_FACE);
653} 644}
654 645
655/* 646/*
656 * Updates the speed of an object. If the speed changes from 0 to another 647 * Updates the speed of an object. If the speed changes from 0 to another
657 * value, or vice versa, then add/remove the object from the active list. 648 * value, or vice versa, then add/remove the object from the active list.
658 * This function needs to be called whenever the speed of an object changes. 649 * This function needs to be called whenever the speed of an object changes.
659 */ 650 */
660 651void
661void update_ob_speed(object *op) { 652object::set_speed (float speed)
662 extern int arch_init; 653{
663 654 if (flag [FLAG_FREED] && speed)
664 /* No reason putting the archetypes objects on the speed list, 655 {
665 * since they never really need to be updated.
666 */
667
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
670#ifdef MANY_CORES
671 abort();
672#else
673 op->speed = 0; 657 speed = 0;
674#endif
675 } 658 }
676 if (arch_init) {
677 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 659
684 /* process_events() expects us to insert the object at the beginning 660 this->speed = speed;
685 * of the list. */ 661
686 op->active_next = active_objects; 662 if (has_active_speed ())
687 if (op->active_next!=NULL) 663 activate ();
688 op->active_next->active_prev = op;
689 active_objects = op;
690 }
691 else { 664 else
692 /* If not on the active list, nothing needs to be done */ 665 deactivate ();
693 if (!op->active_next && !op->active_prev && op!=active_objects)
694 return;
695
696 if (op->active_prev==NULL) {
697 active_objects = op->active_next;
698 if (op->active_next!=NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else {
702 op->active_prev->active_next = op->active_next;
703 if (op->active_next)
704 op->active_next->active_prev = op->active_prev;
705 }
706 op->active_next = NULL;
707 op->active_prev = NULL;
708 }
709} 666}
710 667
711/* This function removes object 'op' from the list of active
712 * objects.
713 * This should only be used for style maps or other such
714 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object.
718 */
719void remove_from_active_list(object *op)
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects)
723 return;
724
725 if (op->active_prev==NULL) {
726 active_objects = op->active_next;
727 if (op->active_next!=NULL)
728 op->active_next->active_prev = NULL;
729 }
730 else {
731 op->active_prev->active_next = op->active_next;
732 if (op->active_next)
733 op->active_next->active_prev = op->active_prev;
734 }
735 op->active_next = NULL;
736 op->active_prev = NULL;
737}
738
739/* 668/*
740 * update_object() updates the array which represents the map. 669 * update_object() updates the the map.
741 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
742 * by invisible objects by whatever is below them (unless it's another 671 * by invisible objects by whatever is below them (unless it's another
743 * invisible object, etc...) 672 * invisible object, etc...)
744 * If the object being updated is beneath a player, the look-window 673 * If the object being updated is beneath a player, the look-window
745 * of that player is updated (this might be a suboptimal way of 674 * of that player is updated (this might be a suboptimal way of
746 * updating that window, though, since update_object() is called _often_) 675 * updating that window, though, since update_object() is called _often_)
747 * 676 *
748 * action is a hint of what the caller believes need to be done. 677 * action is a hint of what the caller believes need to be done.
749 * For example, if the only thing that has changed is the face (due to
750 * an animation), we don't need to call update_position until that actually
751 * comes into view of a player. OTOH, many other things, like addition/removal
752 * of walls or living creatures may need us to update the flags now.
753 * current action are: 678 * current action are:
754 * UP_OBJ_INSERT: op was inserted 679 * UP_OBJ_INSERT: op was inserted
755 * UP_OBJ_REMOVE: op was removed 680 * UP_OBJ_REMOVE: op was removed
756 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 681 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
757 * as that is easier than trying to look at what may have changed. 682 * as that is easier than trying to look at what may have changed.
758 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
759 */ 684 */
760 685void
761void update_object(object *op, int action) { 686update_object (object *op, int action)
762 int update_now=0, flags; 687{
763 MoveType move_on, move_off, move_block, move_slow;
764
765 if (op == NULL) { 688 if (op == NULL)
689 {
766 /* this should never happen */ 690 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 692 return;
769 }
770 693 }
771 if(op->env!=NULL) { 694
695 if (op->env)
696 {
772 /* Animation is currently handled by client, so nothing 697 /* Animation is currently handled by client, so nothing
773 * to do in this case. 698 * to do in this case.
774 */ 699 */
775 return; 700 return;
776 } 701 }
777 702
778 /* If the map is saving, don't do anything as everything is 703 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways. 704 * going to get freed anyways.
780 */ 705 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 706 if (!op->map || op->map->in_memory == MAP_SAVING)
782 707 return;
708
783 /* make sure the object is within map boundaries */ 709 /* make sure the object is within map boundaries */
784 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 711 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 712 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 713#ifdef MANY_CORES
788 abort(); 714 abort ();
789#endif 715#endif
790 return; 716 return;
791 }
792 717 }
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799 718
719 mapspace &m = op->ms ();
720
721 if (!(m.flags_ & P_UPTODATE))
722 /* nop */;
800 if (action == UP_OBJ_INSERT) { 723 else if (action == UP_OBJ_INSERT)
724 {
725 // this is likely overkill, TODO: revisit (schmorp)
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
802 update_now=1;
803
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
805 update_now=1; 728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
806 729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
808 update_now=1; 732 || (m.move_on | op->move_on ) != m.move_on
809
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1;
812
813 if ((move_on | op->move_on) != move_on) update_now=1;
814 if ((move_off | op->move_off) != move_off) update_now=1; 733 || (m.move_off | op->move_off ) != m.move_off
734 || (m.move_slow | op->move_slow) != m.move_slow
815 /* This isn't perfect, but I don't expect a lot of objects to 735 /* This isn't perfect, but I don't expect a lot of objects to
816 * to have move_allow right now. 736 * to have move_allow right now.
817 */ 737 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
819 update_now=1; 739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 740 m.flags_ = 0;
821 } 741 }
822 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 744 * that is being removed.
825 */ 745 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 747 m.flags_ = 0;
828 } else if (action == UP_OBJ_FACE) { 748 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 749 /* Nothing to do for that case */ ;
830 }
831 else { 750 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 752
835 if (update_now) {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y);
838 }
839
840 if(op->more!=NULL) 753 if (op->more)
841 update_object(op->more, action); 754 update_object (op->more, action);
842} 755}
843 756
757object::object ()
758{
759 SET_FLAG (this, FLAG_REMOVED);
844 760
845/* 761 expmul = 1.0;
846 * free_object() frees everything allocated by an object, removes 762 face = blank_face;
847 * it from the list of used objects, and puts it on the list of 763}
848 * free objects. The IS_FREED() flag is set in the object. 764
849 * The object must have been removed by remove_ob() first for 765object::~object ()
850 * this function to succeed. 766{
851 * 767 unlink ();
852 * If free_inventory is set, free inventory as well. Else drop items in 768
853 * inventory to the ground. 769 free_key_values (this);
854 */ 770}
771
772static int object_count;
773
774void object::link ()
775{
776 assert (!index);//D
777 uuid = gen_uuid ();
778 count = ++object_count;
779
780 refcnt_inc ();
781 objects.insert (this);
782}
783
784void object::unlink ()
785{
786 if (!index)
787 return;
788
789 objects.erase (this);
790 refcnt_dec ();
791}
855 792
856void 793void
857free_object (object * ob) 794object::activate ()
858{ 795{
859 free_object2 (ob, 0); 796 /* If already on active list, don't do anything */
797 if (active)
798 return;
799
800 if (has_active_speed ())
801 actives.insert (this);
860} 802}
861 803
862void 804void
863free_object2 (object * ob, int free_inventory) 805object::activate_recursive ()
864{ 806{
865 object *tmp, *op; 807 activate ();
866 808
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 809 for (object *op = inv; op; op = op->below)
868 { 810 op->activate_recursive ();
869 LOG (llevDebug, "Free object called with non removed object\n"); 811}
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 812
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 813/* This function removes object 'op' from the list of active
877 { 814 * objects.
878 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 815 * This should only be used for style maps or other such
879 remove_friendly_object (ob); 816 * reference maps where you don't want an object that isn't
880 } 817 * in play chewing up cpu time getting processed.
881 818 * The reverse of this is to call update_ob_speed, which
882 if (QUERY_FLAG (ob, FLAG_FREED)) 819 * will do the right thing based on the speed of the object.
883 { 820 */
884 dump_object (ob); 821void
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 822object::deactivate ()
823{
824 /* If not on the active list, nothing needs to be done */
825 if (!active)
886 return; 826 return;
827
828 actives.erase (this);
829}
830
831void
832object::deactivate_recursive ()
833{
834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
836
837 deactivate ();
838}
839
840void
841object::set_flag_inv (int flag, int value)
842{
843 for (object *op = inv; op; op = op->below)
887 } 844 {
888 845 op->flag [flag] = value;
889 if (ob->more != NULL) 846 op->set_flag_inv (flag, value);
890 { 847 }
891 free_object2 (ob->more, free_inventory); 848}
892 ob->more = NULL;
893 }
894 849
850/*
851 * Remove and free all objects in the inventory of the given object.
852 * object.c ?
853 */
854void
855object::destroy_inv (bool drop_to_ground)
856{
857 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory,
861 // cf will crash below with off-map x and y
895 if (ob->inv) 862 if (!inv)
896 { 863 return;
864
897 /* Only if the space blocks everything do we not process - 865 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 866 * if some form of movement is allowed, let objects
899 * drop on that space. 867 * drop on that space.
900 */ 868 */
901 if (free_inventory || ob->map == NULL 869 if (!drop_to_ground
870 || !map
902 || ob->map->in_memory != MAP_IN_MEMORY 871 || map->in_memory != MAP_IN_MEMORY
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 872 || map->nodrop
904 { 873 || ms ().move_block == MOVE_ALL)
905 op = ob->inv;
906
907 while (op != NULL)
908 { 874 {
909 tmp = op->below; 875 while (inv)
910 remove_ob (op); 876 {
911 free_object2 (op, free_inventory); 877 inv->destroy_inv (drop_to_ground);
912 op = tmp; 878 inv->destroy ();
913 } 879 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 op = ob->inv;
918
919 while (op != NULL)
920 {
921 tmp = op->below;
922 remove_ob (op);
923
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
927 free_object (op);
928 else
929 {
930 op->x = ob->x;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
933 }
934
935 op = tmp;
936 }
937 }
938 }
939
940 /* Remove object from the active list */
941 ob->speed = 0;
942 update_ob_speed (ob);
943
944 SET_FLAG (ob, FLAG_FREED);
945 ob->count = 0;
946
947 /* Remove this object from the list of used objects */
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 } 880 }
955 else 881 else
882 { /* Put objects in inventory onto this space */
883 while (inv)
884 {
885 object *op = inv;
886
887 if (op->flag [FLAG_STARTEQUIP]
888 || op->flag [FLAG_NO_DROP]
889 || op->type == RUNE
890 || op->type == TRAP
891 || op->flag [FLAG_IS_A_TEMPLATE]
892 || op->flag [FLAG_DESTROY_ON_DEATH])
893 op->destroy ();
894 else
895 map->insert (op, x, y);
896 }
897 }
898}
899
900object *object::create ()
901{
902 object *op = new object;
903 op->link ();
904 return op;
905}
906
907void
908object::do_destroy ()
909{
910 attachable::do_destroy ();
911
912 if (flag [FLAG_IS_LINKED])
913 remove_button_link (this);
914
915 if (flag [FLAG_FRIENDLY])
916 remove_friendly_object (this);
917
918 if (!flag [FLAG_REMOVED])
919 remove ();
920
921 destroy_inv (true);
922
923 deactivate ();
924 unlink ();
925
926 flag [FLAG_FREED] = 1;
927
928 // hack to ensure that freed objects still have a valid map
929 {
930 static maptile *freed_map; // freed objects are moved here to avoid crashes
931
932 if (!freed_map)
956 { 933 {
957 ob->prev->next = ob->next; 934 freed_map = new maptile;
958 935
959 if (ob->next != NULL) 936 freed_map->path = "<freed objects map>";
960 ob->next->prev = ob->prev; 937 freed_map->name = "/internal/freed_objects_map";
938 freed_map->width = 3;
939 freed_map->height = 3;
940 freed_map->nodrop = 1;
941
942 freed_map->alloc ();
943 freed_map->in_memory = MAP_IN_MEMORY;
961 } 944 }
962 945
963 free_key_values (ob); 946 map = freed_map;
947 x = 1;
948 y = 1;
949 }
964 950
965 /* Now link it with the free_objects list: */ 951 if (more)
966 ob->prev = 0; 952 {
967 ob->next = 0; 953 more->destroy ();
954 more = 0;
955 }
968 956
969 delete ob; 957 head = 0;
958
959 // clear those pointers that likely might cause circular references
960 owner = 0;
961 enemy = 0;
962 attacked_by = 0;
963 current_weapon = 0;
964}
965
966void
967object::destroy (bool destroy_inventory)
968{
969 if (destroyed ())
970 return;
971
972 if (destroy_inventory)
973 destroy_inv (false);
974
975 if (is_head ())
976 if (sound_destroy)
977 play_sound (sound_destroy);
978 else if (flag [FLAG_MONSTER])
979 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
980
981 attachable::destroy ();
970} 982}
971 983
972/* 984/*
973 * sub_weight() recursively (outwards) subtracts a number from the 985 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 986 * weight of an object (and what is carried by it's environment(s)).
975 */ 987 */
976 988void
977void sub_weight (object *op, signed long weight) { 989sub_weight (object *op, signed long weight)
990{
978 while (op != NULL) { 991 while (op != NULL)
992 {
979 if (op->type == CONTAINER) { 993 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 994 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 995
982 op->carrying-=weight; 996 op->carrying -= weight;
983 op = op->env; 997 op = op->env;
984 } 998 }
985} 999}
986 1000
987/* remove_ob(op): 1001/* op->remove ():
988 * This function removes the object op from the linked list of objects 1002 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 1003 * which it is currently tied to. When this function is done, the
990 * object will have no environment. If the object previously had an 1004 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 1005 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1006 * the previous environment.
993 * Beware: This function is called from the editor as well!
994 */ 1007 */
995 1008void
996void remove_ob(object *op) { 1009object::do_remove ()
1010{
997 object *tmp,*last=NULL; 1011 object *tmp, *last = 0;
998 object *otmp; 1012 object *otmp;
999 tag_t tag;
1000 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 1013
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1014 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 1015 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1016
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 1017 SET_FLAG (this, FLAG_REMOVED);
1018 INVOKE_OBJECT (REMOVE, this);
1025 1019
1020 if (more)
1021 more->remove ();
1022
1026 /* 1023 /*
1027 * In this case, the object to be removed is in someones 1024 * In this case, the object to be removed is in someones
1028 * inventory. 1025 * inventory.
1029 */ 1026 */
1030 if(op->env!=NULL) { 1027 if (env)
1028 {
1031 if(op->nrof) 1029 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 1030 sub_weight (env, weight * nrof);
1033 else 1031 else
1034 sub_weight(op->env, op->weight+op->carrying); 1032 sub_weight (env, weight + carrying);
1035 1033
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1034 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1035 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1036 * to save cpu time.
1039 */ 1037 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1038 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1039 otmp->update_stats ();
1042 fix_player(otmp);
1043 1040
1044 if(op->above!=NULL) 1041 if (above)
1045 op->above->below=op->below; 1042 above->below = below;
1046 else 1043 else
1047 op->env->inv=op->below; 1044 env->inv = below;
1048 1045
1049 if(op->below!=NULL) 1046 if (below)
1050 op->below->above=op->above; 1047 below->above = above;
1051 1048
1052 /* we set up values so that it could be inserted into 1049 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 1050 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 1051 * to the caller to decide what we want to do.
1052 */
1053 x = env->x, y = env->y;
1054 map = env->map;
1055 above = 0, below = 0;
1056 env = 0;
1057 }
1058 else if (map)
1059 {
1060 if (type == PLAYER)
1061 {
1062 // leaving a spot always closes any open container on the ground
1063 if (container && !container->env)
1064 // this causes spurious floorbox updates, but it ensures
1065 // that the CLOSE event is being sent.
1066 close_container ();
1067
1068 --map->players;
1069 map->touch ();
1070 }
1071
1072 map->dirty = true;
1073 mapspace &ms = this->ms ();
1074
1075 /* link the object above us */
1076 if (above)
1077 above->below = below;
1078 else
1079 ms.top = below; /* we were top, set new top */
1080
1081 /* Relink the object below us, if there is one */
1082 if (below)
1083 below->above = above;
1084 else
1085 {
1086 /* Nothing below, which means we need to relink map object for this space
1087 * use translated coordinates in case some oddness with map tiling is
1088 * evident
1055 */ 1089 */
1056 op->x=op->env->x,op->y=op->env->y; 1090 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1091 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 ());
1058 op->above=NULL,op->below=NULL; 1092
1059 op->env=NULL; 1093 ms.bot = above; /* goes on above it. */
1094 }
1095
1096 above = 0;
1097 below = 0;
1098
1099 if (map->in_memory == MAP_SAVING)
1060 return; 1100 return;
1061 }
1062 1101
1063 /* If we get here, we are removing it from a map */ 1102 int check_walk_off = !flag [FLAG_NO_APPLY];
1064 if (op->map == NULL) return;
1065 1103
1066 x = op->x; 1104 if (object *pl = ms.player ())
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 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);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 } 1105 {
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1106 if (pl->container == this)
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1119 /* No point updating the players look faces if he is the object
1120 * being removed.
1121 */
1122
1123 if(tmp->type==PLAYER && tmp!=op) {
1124 /* If a container that the player is currently using somehow gets 1107 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1108 * removed (most likely destroyed), update the player view
1126 * appropriately. 1109 * appropriately.
1127 */ 1110 */
1128 if (tmp->container==op) { 1111 pl->close_container ();
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1112
1130 tmp->container=NULL; 1113 pl->contr->ns->floorbox_update ();
1114 }
1115
1116 for (tmp = ms.bot; tmp; tmp = tmp->above)
1117 {
1118 /* No point updating the players look faces if he is the object
1119 * being removed.
1120 */
1121
1122 /* See if object moving off should effect something */
1123 if (check_walk_off
1124 && ((move_type & tmp->move_off)
1125 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1126 {
1127 move_apply (tmp, this, 0);
1128
1129 if (destroyed ())
1130 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1131 } 1131 }
1132 tmp->contr->socket.update_look=1;
1133 }
1134 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1137 1132
1138 move_apply(tmp, op, NULL);
1139 if (was_destroyed (op, tag)) {
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 }
1143 }
1144
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146
1147 if(tmp->above == tmp)
1148 tmp->above = NULL;
1149 last=tmp; 1133 last = tmp;
1150 } 1134 }
1135
1151 /* last == NULL of there are no objects on this space */ 1136 /* last == NULL if there are no objects on this space */
1152 if (last==NULL) { 1137 //TODO: this makes little sense, why only update the topmost object?
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1138 if (!last)
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1139 map->at (x, y).flags_ = 0;
1155 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways.
1157 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y);
1160 }
1161 else 1140 else
1162 update_object(last, UP_OBJ_REMOVE); 1141 update_object (last, UP_OBJ_REMOVE);
1163 1142
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1143 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1144 update_all_los (map, x, y);
1166 1145 }
1167} 1146}
1168 1147
1169/* 1148/*
1170 * merge_ob(op,top): 1149 * merge_ob(op,top):
1171 * 1150 *
1172 * This function goes through all objects below and including top, and 1151 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1152 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1153 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1154 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1155 */
1177 1156object *
1178object *merge_ob(object *op, object *top) { 1157merge_ob (object *op, object *top)
1158{
1179 if(!op->nrof) 1159 if (!op->nrof)
1180 return 0; 1160 return 0;
1181 if(top==NULL) 1161
1162 if (!top)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1163 for (top = op; top && top->above; top = top->above)
1164 ;
1165
1183 for(;top!=NULL;top=top->below) { 1166 for (; top; top = top->below)
1167 {
1184 if(top==op) 1168 if (top == op)
1185 continue; 1169 continue;
1186 if (CAN_MERGE(op,top)) 1170
1187 { 1171 if (object::can_merge (op, top))
1172 {
1188 top->nrof+=op->nrof; 1173 top->nrof += op->nrof;
1174
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1175/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1176 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1177 op->destroy ();
1192 free_object(op);
1193 return top; 1178 return top;
1194 } 1179 }
1195 } 1180 }
1181
1196 return NULL; 1182 return 0;
1197} 1183}
1198 1184
1185void
1186object::expand_tail ()
1187{
1188 if (more)
1189 return;
1190
1191 object *prev = this;
1192
1193 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1194 {
1195 object *op = arch_to_object (at);
1196
1197 op->name = name;
1198 op->name_pl = name_pl;
1199 op->title = title;
1200
1201 op->head = this;
1202 prev->more = op;
1203
1204 prev = op;
1205 }
1206}
1207
1199/* 1208/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1209 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1201 * job preparing multi-part monsters 1210 * job preparing multi-part monsters.
1202 */ 1211 */
1212object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1213insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204 object* tmp; 1214{
1205 if (op->head) 1215 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 op=op->head; 1216 {
1207 for (tmp=op;tmp;tmp=tmp->more){
1208 tmp->x=x+tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->x;
1209 tmp->y=y+tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->y;
1210 } 1219 }
1220
1211 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1212} 1222}
1213 1223
1214/* 1224/*
1215 * insert_ob_in_map (op, map, originator, flag): 1225 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1226 * This function inserts the object in the two-way linked list
1229 * Return value: 1239 * Return value:
1230 * new object if 'op' was merged with other object 1240 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1241 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1242 * just 'op' otherwise
1233 */ 1243 */
1234 1244object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1245insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1246{
1247 assert (!op->flag [FLAG_FREED]);
1248
1237 object *tmp, *top, *floor=NULL; 1249 object *top, *floor = NULL;
1238 sint16 x,y;
1239 1250
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1251 op->remove ();
1241 LOG (llevError, "Trying to insert freed object!\n");
1242 return NULL;
1243 }
1244 if(m==NULL) {
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op;
1248 }
1249 if(out_of_map(m,op->x,op->y)) {
1250 dump_object(op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1252
1269 object *more = op->more;
1270
1271 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it.
1275 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1277 more->map = get_map_from_coord(m, &more->x, &more->y);
1278 } else if (!more->map) {
1279 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent.
1281 */
1282 more->map = m;
1283 }
1284
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1286 if ( ! op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1288 return NULL;
1289 }
1290 }
1291 CLEAR_FLAG(op,FLAG_REMOVED);
1292
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1253 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now 1254 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work 1255 * need extra work
1296 */ 1256 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y); 1257 if (!xy_normalise (m, op->x, op->y))
1298 x = op->x; 1258 {
1299 y = op->y; 1259 op->destroy ();
1260 return 0;
1261 }
1300 1262
1263 if (object *more = op->more)
1264 if (!insert_ob_in_map (more, m, originator, flag))
1265 return 0;
1266
1267 CLEAR_FLAG (op, FLAG_REMOVED);
1268
1269 op->map = m;
1270 mapspace &ms = op->ms ();
1271
1301 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1302 */ 1273 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) { 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1305 if (CAN_MERGE(op,tmp)) { 1276 if (object::can_merge (op, tmp))
1277 {
1306 op->nrof+=tmp->nrof; 1278 op->nrof += tmp->nrof;
1307 remove_ob(tmp); 1279 tmp->destroy ();
1308 free_object(tmp); 1280 }
1281
1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1283 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1284
1285 if (!QUERY_FLAG (op, FLAG_ALIVE))
1286 CLEAR_FLAG (op, FLAG_NO_STEAL);
1287
1288 if (flag & INS_BELOW_ORIGINATOR)
1289 {
1290 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1291 {
1292 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1293 abort ();
1294 }
1295
1296 op->above = originator;
1297 op->below = originator->below;
1298
1299 if (op->below)
1300 op->below->above = op;
1301 else
1302 ms.bot = op;
1303
1304 /* since *below* originator, no need to update top */
1305 originator->below = op;
1306 }
1307 else
1308 {
1309 top = ms.bot;
1310
1311 /* If there are other objects, then */
1312 if (top)
1313 {
1314 object *last = 0;
1315
1316 /*
1317 * If there are multiple objects on this space, we do some trickier handling.
1318 * We've already dealt with merging if appropriate.
1319 * Generally, we want to put the new object on top. But if
1320 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1321 * floor, we want to insert above that and no further.
1322 * Also, if there are spell objects on this space, we stop processing
1323 * once we get to them. This reduces the need to traverse over all of
1324 * them when adding another one - this saves quite a bit of cpu time
1325 * when lots of spells are cast in one area. Currently, it is presumed
1326 * that flying non pickable objects are spell objects.
1327 */
1328 for (top = ms.bot; top; top = top->above)
1329 {
1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1331 floor = top;
1332
1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1334 {
1335 /* We insert above top, so we want this object below this */
1336 top = top->below;
1337 break;
1338 }
1339
1340 last = top;
1309 } 1341 }
1310 }
1311 1342
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1343 /* Don't want top to be NULL, so set it to the last valid object */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1344 top = last;
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316 1345
1317 if (flag & INS_BELOW_ORIGINATOR) { 1346 /* We let update_position deal with figuring out what the space
1318 if (originator->map != op->map || originator->x != op->x || 1347 * looks like instead of lots of conditions here.
1319 originator->y != op->y) { 1348 * makes things faster, and effectively the same result.
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /* 1349 */
1334 * If there are multiple objects on this space, we do some trickier handling. 1350
1335 * We've already dealt with merging if appropriate. 1351 /* Have object 'fall below' other objects that block view.
1336 * Generally, we want to put the new object on top. But if 1352 * Unless those objects are exits.
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1353 * If INS_ON_TOP is used, don't do this processing
1338 * floor, we want to insert above that and no further. 1354 * Need to find the object that in fact blocks view, otherwise
1339 * Also, if there are spell objects on this space, we stop processing 1355 * stacking is a bit odd.
1340 * once we get to them. This reduces the need to traverse over all of 1356 */
1341 * them when adding another one - this saves quite a bit of cpu time 1357 if (!(flag & INS_ON_TOP)
1342 * when lots of spells are cast in one area. Currently, it is presumed 1358 && ms.flags () & P_BLOCKSVIEW
1343 * that flying non pickable objects are spell objects. 1359 && (op->face && !faces [op->face].visibility))
1360 {
1361 for (last = top; last != floor; last = last->below)
1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1363 break;
1364
1365 /* Check to see if we found the object that blocks view,
1366 * and make sure we have a below pointer for it so that
1367 * we can get inserted below this one, which requires we
1368 * set top to the object below us.
1344 */ 1369 */
1345 1370 if (last && last->below && last != floor)
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above; 1371 top = last->below;
1359 } 1372 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */ 1373 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD) 1374
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1375 if (flag & INS_ABOVE_FLOOR_ONLY)
1376 top = floor;
1390 1377
1391 /* Top is the object that our object (op) is going to get inserted above. 1378 /* Top is the object that our object (op) is going to get inserted above.
1392 */ 1379 */
1393 1380
1394 /* First object on this space */ 1381 /* First object on this space */
1395 if (!top) { 1382 if (!top)
1396 op->above = GET_MAP_OB(op->map, op->x, op->y); 1383 {
1384 op->above = ms.bot;
1385
1386 if (op->above)
1397 if (op->above) op->above->below = op; 1387 op->above->below = op;
1388
1398 op->below = NULL; 1389 op->below = 0;
1399 SET_MAP_OB(op->map, op->x, op->y, op); 1390 ms.bot = op;
1391 }
1392 else
1400 } else { /* get inserted into the stack above top */ 1393 { /* get inserted into the stack above top */
1401 op->above = top->above; 1394 op->above = top->above;
1395
1396 if (op->above)
1402 if (op->above) op->above->below = op; 1397 op->above->below = op;
1398
1403 op->below = top; 1399 op->below = top;
1404 top->above = op; 1400 top->above = op;
1405 } 1401 }
1402
1406 if (op->above==NULL) 1403 if (!op->above)
1407 SET_MAP_TOP(op->map,op->x, op->y, op); 1404 ms.top = op;
1408 } /* else not INS_BELOW_ORIGINATOR */ 1405 } /* else not INS_BELOW_ORIGINATOR */
1409 1406
1410 if(op->type==PLAYER) 1407 if (op->type == PLAYER)
1408 {
1411 op->contr->do_los=1; 1409 op->contr->do_los = 1;
1410 ++op->map->players;
1411 op->map->touch ();
1412 }
1412 1413
1413 /* If we have a floor, we know the player, if any, will be above 1414 op->map->dirty = true;
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421 1415
1416 if (object *pl = ms.player ())
1417 pl->contr->ns->floorbox_update ();
1418
1422 /* If this object glows, it may affect lighting conditions that are 1419 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really 1420 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players 1421 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well 1422 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way - 1423 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range, 1424 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area 1425 * or just updating the P_UPTODATE for spaces within this area
1429 * of effect may be sufficient. 1426 * of effect may be sufficient.
1430 */ 1427 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1428 if (op->map->darkness && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y); 1429 update_all_los (op->map, op->x, op->y);
1433 1430
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1431 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT); 1432 update_object (op, UP_OBJ_INSERT);
1437 1433
1434 INVOKE_OBJECT (INSERT, op);
1438 1435
1439 /* Don't know if moving this to the end will break anything. However, 1436 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this. 1437 * we want to have floorbox_update called before calling this.
1441 * 1438 *
1442 * check_move_on() must be after this because code called from 1439 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like 1440 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by 1441 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1442 * update_object().
1446 */ 1443 */
1447 1444
1448 /* if this is not the head or flag has been passed, don't check walk on status */ 1445 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1446 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1447 {
1451 if (check_move_on(op, originator)) 1448 if (check_move_on (op, originator))
1452 return NULL; 1449 return 0;
1453 1450
1454 /* If we are a multi part object, lets work our way through the check 1451 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1452 * walk on's.
1456 */ 1453 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1454 for (object *tmp = op->more; tmp; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1455 if (check_move_on (tmp, originator))
1459 return NULL; 1456 return 0;
1460 } 1457 }
1458
1461 return op; 1459 return op;
1462} 1460}
1463 1461
1464/* this function inserts an object in the map, but if it 1462/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1463 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1464 * op is the object to insert it under: supplies x and the map.
1467 */ 1465 */
1466void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1467replace_insert_ob_in_map (const char *arch_string, object *op)
1469 object *tmp; 1468{
1470 object *tmp1; 1469 object *tmp, *tmp1;
1471 1470
1472 /* first search for itself and remove any old instances */ 1471 /* first search for itself and remove any old instances */
1473 1472
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1473 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1474 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1475 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1476
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1477 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1478
1483 1479 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1480 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1481 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1482}
1483
1484object *
1485object::insert_at (object *where, object *originator, int flags)
1486{
1487 return where->map->insert (this, where->x, where->y, originator, flags);
1488}
1487 1489
1488/* 1490/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains 1492 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1493 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1494 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1495 * global static errmsg array.
1494 */ 1496 */
1495 1497object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1498get_split_ob (object *orig_ob, uint32 nr)
1499{
1497 object *newob; 1500 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1502
1500 if(orig_ob->nrof<nr) { 1503 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1504 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1506 return NULL;
1504 } 1507 }
1508
1505 newob = object_create_clone(orig_ob); 1509 newob = object_create_clone (orig_ob);
1510
1506 if((orig_ob->nrof-=nr)<1) { 1511 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1512 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1513 else if (!is_removed)
1514 {
1512 if(orig_ob->env!=NULL) 1515 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1518 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n"); 1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1521 return NULL;
1519 } 1522 }
1520 } 1523 }
1524
1521 newob->nrof=nr; 1525 newob->nrof = nr;
1522 1526
1523 return newob; 1527 return newob;
1524} 1528}
1525 1529
1526/* 1530/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1531 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1530 * 1534 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1536 */
1533 1537object *
1534object *decrease_ob_nr (object *op, uint32 i) 1538decrease_ob_nr (object *op, uint32 i)
1535{ 1539{
1536 object *tmp; 1540 object *tmp;
1537 player *pl;
1538 1541
1539 if (i == 0) /* objects with op->nrof require this check */ 1542 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1543 return op;
1541 1544
1542 if (i > op->nrof) 1545 if (i > op->nrof)
1543 i = op->nrof; 1546 i = op->nrof;
1544 1547
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1549 op->nrof -= i;
1550 else if (op->env)
1551 {
1552 /* is this object in the players inventory, or sub container
1553 * therein?
1554 */
1555 tmp = op->in_player ();
1556 /* nope. Is this a container the player has opened?
1557 * If so, set tmp to that player.
1558 * IMO, searching through all the players will mostly
1559 * likely be quicker than following op->env to the map,
1560 * and then searching the map for a player.
1561 */
1562 if (!tmp)
1563 for_all_players (pl)
1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1567 break;
1568 }
1569
1570 if (i < op->nrof)
1571 {
1572 sub_weight (op->env, op->weight * i);
1573 op->nrof -= i;
1574 if (tmp)
1575 esrv_send_item (tmp, op);
1576 }
1577 else
1578 {
1579 op->remove ();
1580 op->nrof = 0;
1581 if (tmp)
1582 esrv_del_item (tmp->contr, op->count);
1583 }
1546 { 1584 }
1585 else
1586 {
1587 object *above = op->above;
1588
1589 if (i < op->nrof)
1547 op->nrof -= i; 1590 op->nrof -= i;
1548 } 1591 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1592 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1593 op->remove ();
1576 op->nrof = 0; 1594 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1595 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1596
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1597 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1598 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1599 if (tmp->type == PLAYER)
1600 {
1595 if (op->nrof) 1601 if (op->nrof)
1596 esrv_send_item(tmp, op); 1602 esrv_send_item (tmp, op);
1597 else 1603 else
1598 esrv_del_item(tmp->contr, op->count); 1604 esrv_del_item (tmp->contr, op->count);
1599 } 1605 }
1600 } 1606 }
1601 1607
1602 if (op->nrof) { 1608 if (op->nrof)
1603 return op; 1609 return op;
1604 } else { 1610 else
1605 free_object (op); 1611 {
1612 op->destroy ();
1606 return NULL; 1613 return 0;
1607 } 1614 }
1608} 1615}
1609 1616
1610/* 1617/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1618 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1619 * and also updates how much the environment(s) is/are carrying.
1613 */ 1620 */
1614 1621void
1615void add_weight (object *op, signed long weight) { 1622add_weight (object *op, signed long weight)
1623{
1616 while (op!=NULL) { 1624 while (op != NULL)
1625 {
1617 if (op->type == CONTAINER) { 1626 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1627 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1628
1620 op->carrying+=weight; 1629 op->carrying += weight;
1621 op=op->env; 1630 op = op->env;
1622 } 1631 }
1623} 1632}
1624 1633
1634object *
1635insert_ob_in_ob (object *op, object *where)
1636{
1637 if (!where)
1638 {
1639 char *dump = dump_object (op);
1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1641 free (dump);
1642 return op;
1643 }
1644
1645 if (where->head_ () != where)
1646 {
1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1648 where = where->head;
1649 }
1650
1651 return where->insert (op);
1652}
1653
1625/* 1654/*
1626 * insert_ob_in_ob(op,environment): 1655 * env->insert (op)
1627 * This function inserts the object op in the linked list 1656 * This function inserts the object op in the linked list
1628 * inside the object environment. 1657 * inside the object environment.
1629 * 1658 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * The function returns now pointer to inserted item, and return value can 1659 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1637 */ 1661 */
1638 1662object *
1639object *insert_ob_in_ob(object *op,object *where) { 1663object::insert (object *op)
1640 object *tmp, *otmp; 1664{
1641
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1666 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1667
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1668 if (op->more)
1669 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1670 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1671 return op;
1661 } 1672 }
1673
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1664 if(op->nrof) { 1677 if (op->nrof)
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1678 {
1666 if ( CAN_MERGE(tmp,op) ) { 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 if (object::can_merge (tmp, op))
1681 {
1667 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1683 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1685 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1686 * tmp->nrof, we need to increase the weight.
1672 */ 1687 */
1673 add_weight (where, op->weight*op->nrof); 1688 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1689 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1690 op->destroy (); /* free the inserted object */
1676 op = tmp; 1691 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1692 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1693 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1694 break;
1680 } 1695 }
1681 1696
1682 /* I assume combined objects have no inventory 1697 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1698 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1699 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1700 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1701 * the linking below
1687 */ 1702 */
1688 add_weight (where, op->weight*op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1704 }
1689 } else 1705 else
1690 add_weight (where, (op->weight+op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1691 1707
1692 otmp=is_player_inv(where); 1708 if (object *otmp = this->in_player ())
1693 if (otmp&&otmp->contr!=NULL) {
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1710 otmp->update_stats ();
1696 }
1697 1711
1698 op->map=NULL; 1712 op->owner = 0; // its his/hers now. period.
1699 op->env=where; 1713 op->map = 0;
1714 op->env = this;
1700 op->above=NULL; 1715 op->above = 0;
1701 op->below=NULL; 1716 op->below = 0;
1702 op->x=0,op->y=0; 1717 op->x = op->y = 0;
1703 1718
1704 /* reset the light list and los of the players on the map */ 1719 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1720 if (op->glow_radius && map)
1706 { 1721 {
1707#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1725 if (map->darkness)
1726 update_all_los (map, x, y);
1712 } 1727 }
1713 1728
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1729 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1730 * It sure simplifies this function...
1716 */ 1731 */
1717 if (where->inv==NULL) 1732 if (!inv)
1718 where->inv=op; 1733 inv = op;
1719 else { 1734 else
1735 {
1720 op->below = where->inv; 1736 op->below = inv;
1721 op->below->above = op; 1737 op->below->above = op;
1722 where->inv = op; 1738 inv = op;
1723 } 1739 }
1740
1741 INVOKE_OBJECT (INSERT, this);
1742
1724 return op; 1743 return op;
1725} 1744}
1726 1745
1727/* 1746/*
1728 * Checks if any objects has a move_type that matches objects 1747 * Checks if any objects has a move_type that matches objects
1742 * 1761 *
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1762 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1763 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1764 * on top.
1746 */ 1765 */
1747 1766int
1748int check_move_on (object *op, object *originator) 1767check_move_on (object *op, object *originator)
1749{ 1768{
1750 object *tmp; 1769 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1770 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1771 int x = op->x, y = op->y;
1772
1754 MoveType move_on, move_slow, move_block; 1773 MoveType move_on, move_slow, move_block;
1755 1774
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1776 return 0;
1758 1777
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1778 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1781
1765 /* if nothing on this space will slow op down or be applied, 1782 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1783 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1784 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1785 * as walking.
1769 */ 1786 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1788 return 0;
1772 1789
1773 /* This is basically inverse logic of that below - basically, 1790 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1791 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1792 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1793 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1794 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1795 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1796 return 0;
1780 1797
1781 /* The objects have to be checked from top to bottom. 1798 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1799 * Hence, we first go to the top:
1783 */ 1800 */
1784 1801
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1803 {
1787 /* Trim the search when we find the first other spell effect 1804 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1805 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1806 * we don't need to check all of them.
1790 */ 1807 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1809 break;
1810 }
1811
1812 for (; tmp; tmp = tmp->below)
1792 } 1813 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1814 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1815 continue; /* Can't apply yourself */
1795 1816
1796 /* Check to see if one of the movement types should be slowed down. 1817 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1818 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1819 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1820 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1821 * swim on that space, can't use it to avoid the penalty.
1801 */ 1822 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1824 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1827 {
1806 1828
1807 float diff; 1829 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1830 diff = tmp->move_slow_penalty * fabs (op->speed);
1831
1810 if (op->type == PLAYER) { 1832 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1835 diff /= 4.0;
1814 } 1836
1815 }
1816 op->speed_left -= diff; 1837 op->speed_left -= diff;
1817 } 1838 }
1818 } 1839 }
1819 1840
1820 /* Basically same logic as above, except now for actual apply. */ 1841 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1842 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1843 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1844 {
1825 move_apply(tmp, op, originator); 1845 move_apply (tmp, op, originator);
1846
1826 if (was_destroyed (op, tag)) 1847 if (op->destroyed ())
1827 return 1; 1848 return 1;
1828 1849
1829 /* what the person/creature stepped onto has moved the object 1850 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1851 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1852 * have a feeling strange problems would result.
1832 */ 1853 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1854 if (op->map != m || op->x != x || op->y != y)
1855 return 0;
1834 } 1856 }
1835 } 1857 }
1858
1836 return 0; 1859 return 0;
1837} 1860}
1838 1861
1839/* 1862/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1863 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1864 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1843 */ 1866 */
1844 1867object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1868present_arch (const archetype *at, maptile *m, int x, int y)
1846 object *tmp; 1869{
1847 if(m==NULL || out_of_map(m,x,y)) { 1870 if (!m || out_of_map (m, x, y))
1871 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1872 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1873 return NULL;
1850 } 1874 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1875
1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1852 if(tmp->arch == at) 1877 if (tmp->arch == at)
1853 return tmp; 1878 return tmp;
1879
1854 return NULL; 1880 return NULL;
1855} 1881}
1856 1882
1857/* 1883/*
1858 * present(type, map, x, y) searches for any objects with 1884 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1885 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1861 */ 1887 */
1862 1888object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1889present (unsigned char type, maptile *m, int x, int y)
1864 object *tmp; 1890{
1865 if(out_of_map(m,x,y)) { 1891 if (out_of_map (m, x, y))
1892 {
1866 LOG(llevError,"Present called outside map.\n"); 1893 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1894 return NULL;
1868 } 1895 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1896
1897 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 if(tmp->type==type) 1898 if (tmp->type == type)
1871 return tmp; 1899 return tmp;
1900
1872 return NULL; 1901 return NULL;
1873} 1902}
1874 1903
1875/* 1904/*
1876 * present_in_ob(type, object) searches for any objects with 1905 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1906 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
1879 */ 1908 */
1880 1909object *
1881object *present_in_ob(unsigned char type, const object *op) { 1910present_in_ob (unsigned char type, const object *op)
1882 object *tmp; 1911{
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1913 if (tmp->type == type)
1885 return tmp; 1914 return tmp;
1915
1886 return NULL; 1916 return NULL;
1887} 1917}
1888 1918
1889/* 1919/*
1890 * present_in_ob (type, str, object) searches for any objects with 1920 * present_in_ob (type, str, object) searches for any objects with
1898 * str is the string to match against. Note that we match against 1928 * str is the string to match against. Note that we match against
1899 * the object name, not the archetype name. this is so that the 1929 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 1930 * spell code can use one object type (force), but change it's name
1901 * to be unique. 1931 * to be unique.
1902 */ 1932 */
1903 1933object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 1934present_in_ob_by_name (int type, const char *str, const object *op)
1905 object *tmp; 1935{
1906
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1937 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 1938 return tmp;
1910 } 1939
1911 return NULL; 1940 return 0;
1912} 1941}
1913 1942
1914/* 1943/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 1944 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 1945 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 1946 * The first matching object is returned, or NULL if none.
1918 */ 1947 */
1919 1948object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 1949present_arch_in_ob (const archetype *at, const object *op)
1921 object *tmp; 1950{
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 1952 if (tmp->arch == at)
1924 return tmp; 1953 return tmp;
1954
1925 return NULL; 1955 return NULL;
1926} 1956}
1927 1957
1928/* 1958/*
1929 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
1930 */ 1960 */
1961void
1931void flag_inv(object*op, int flag){ 1962flag_inv (object *op, int flag)
1932 object *tmp; 1963{
1933 if(op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1935 SET_FLAG(tmp, flag); 1966 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 1967 flag_inv (tmp, flag);
1937 } 1968 }
1969}
1970
1938}/* 1971/*
1939 * desactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
1940 */ 1973 */
1974void
1941void unflag_inv(object*op, int flag){ 1975unflag_inv (object *op, int flag)
1942 object *tmp; 1976{
1943 if(op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 {
1945 CLEAR_FLAG(tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 1980 unflag_inv (tmp, flag);
1947 } 1981 }
1948}
1949
1950/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956
1957void set_cheat(object *op) {
1958 SET_FLAG(op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ);
1960} 1982}
1961 1983
1962/* 1984/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 1985 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 1986 * a spot at the given map and coordinates which will be able to contain
1966 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
1967 * It returns a random choice among the alternatives found. 1989 * It returns a random choice among the alternatives found.
1968 * start and stop are where to start relative to the free_arr array (1,9 1990 * start and stop are where to start relative to the free_arr array (1,9
1969 * does all 4 immediate directions). This returns the index into the 1991 * does all 4 immediate directions). This returns the index into the
1970 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1971 * Note - this only checks to see if there is space for the head of the
1972 * object - if it is a multispace object, this should be called for all
1973 * pieces.
1974 * Note2: This function does correctly handle tiled maps, but does not 1993 * Note: This function does correctly handle tiled maps, but does not
1975 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
1976 * necessary, so the caller shouldn't need to do any special work. 1995 * necessary, so the caller shouldn't need to do any special work.
1977 * Note - updated to take an object instead of archetype - this is necessary 1996 * Note - updated to take an object instead of archetype - this is necessary
1978 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
1979 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 1999 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 2000 * customized, changed states, etc.
1982 */ 2001 */
1983 2002int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2004{
2005 int altern[SIZEOFFREE];
1985 int i,index=0, flag; 2006 int index = 0, flag;
1986 static int altern[SIZEOFFREE];
1987 2007
1988 for(i=start;i<stop;i++) { 2008 for (int i = start; i < stop; i++)
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2009 {
1990 if(!flag) 2010 mapxy pos (m, x, y); pos.move (i);
2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
1991 altern[index++]=i; 2026 altern [index++] = i;
2027 continue;
2028 }
1992 2029
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2000 */ 2037 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
2002 stop=maxfree[i]; 2040 stop = maxfree[i];
2003 } 2041 continue;
2004 if(!index) return -1; 2042 }
2005 return altern[RANDOM()%index];
2006}
2007 2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
2054 }
2055
2056 if (!index)
2057 return -1;
2058
2059 return altern [rndm (index)];
2060}
2061
2008/* 2062/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2063 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2064 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2065 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2066 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2067 */
2014 2068int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2069find_first_free_spot (const object *ob, maptile *m, int x, int y)
2016 int i; 2070{
2017 for(i=0;i<SIZEOFFREE;i++) { 2071 for (int i = 0; i < SIZEOFFREE; i++)
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2073 return i;
2020 } 2074
2021 return -1; 2075 return -1;
2022} 2076}
2023 2077
2024/* 2078/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2079 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2080 * arr[begin..end-1].
2081 * now uses a fisher-yates shuffle, old permute was broken
2027 */ 2082 */
2083static void
2028static void permute(int *arr, int begin, int end) 2084permute (int *arr, int begin, int end)
2029{ 2085{
2030 int i, j, tmp, len; 2086 arr += begin;
2087 end -= begin;
2031 2088
2032 len = end-begin; 2089 while (--end)
2033 for(i = begin; i < end; i++) 2090 swap (arr [end], arr [rndm (end + 1)]);
2034 {
2035 j = begin+RANDOM()%len;
2036
2037 tmp = arr[i];
2038 arr[i] = arr[j];
2039 arr[j] = tmp;
2040 }
2041} 2091}
2042 2092
2043/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2094 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2095 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2096 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2097 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2098 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2099 */
2100void
2050void get_search_arr(int *search_arr) 2101get_search_arr (int *search_arr)
2051{ 2102{
2052 int i; 2103 int i;
2053 2104
2054 for(i = 0; i < SIZEOFFREE; i++) 2105 for (i = 0; i < SIZEOFFREE; i++)
2055 {
2056 search_arr[i] = i; 2106 search_arr[i] = i;
2057 }
2058 2107
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2108 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2111}
2063 2112
2064/* 2113/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2114 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2115 * given map at the given coordinates for live objects.
2071 * Perhaps incorrectly, but I'm making the assumption that exclude 2120 * Perhaps incorrectly, but I'm making the assumption that exclude
2072 * is actually want is going to try and move there. We need this info 2121 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2122 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2123 * there is capable of.
2075 */ 2124 */
2076 2125int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2126find_dir (maptile *m, int x, int y, object *exclude)
2127{
2078 int i,max=SIZEOFFREE, mflags; 2128 int i, max = SIZEOFFREE, mflags;
2129
2079 sint16 nx, ny; 2130 sint16 nx, ny;
2080 object *tmp; 2131 object *tmp;
2081 mapstruct *mp; 2132 maptile *mp;
2133
2082 MoveType blocked, move_type; 2134 MoveType blocked, move_type;
2083 2135
2084 if (exclude && exclude->head) { 2136 if (exclude && exclude->head_ () != exclude)
2137 {
2085 exclude = exclude->head; 2138 exclude = exclude->head;
2086 move_type = exclude->move_type; 2139 move_type = exclude->move_type;
2087 } else { 2140 }
2141 else
2142 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2143 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2144 move_type = MOVE_ALL;
2145 }
2146
2147 for (i = 1; i < max; i++)
2090 } 2148 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2149 mp = m;
2094 nx = x + freearr_x[i]; 2150 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2151 ny = y + freearr_y[i];
2096 2152
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2153 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2154
2098 if (mflags & P_OUT_OF_MAP) { 2155 if (mflags & P_OUT_OF_MAP)
2156 max = maxfree[i];
2157 else
2158 {
2159 mapspace &ms = mp->at (nx, ny);
2160
2161 blocked = ms.move_block;
2162
2163 if ((move_type & blocked) == move_type)
2099 max = maxfree[i]; 2164 max = maxfree[i];
2100 } else {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102
2103 if ((move_type & blocked) == move_type) {
2104 max=maxfree[i];
2105 } else if (mflags & P_IS_ALIVE) { 2165 else if (mflags & P_IS_ALIVE)
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2166 {
2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2109 break; 2170 break;
2110 } 2171
2111 }
2112 if(tmp) { 2172 if (tmp)
2113 return freedir[i]; 2173 return freedir[i];
2114 }
2115 } 2174 }
2116 } 2175 }
2117 } 2176 }
2177
2118 return 0; 2178 return 0;
2119} 2179}
2120 2180
2121/* 2181/*
2122 * distance(object 1, object 2) will return the square of the 2182 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2183 * distance between the two given objects.
2124 */ 2184 */
2125 2185int
2126int distance(const object *ob1, const object *ob2) { 2186distance (const object *ob1, const object *ob2)
2127 int i; 2187{
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2130 return i;
2131} 2189}
2132 2190
2133/* 2191/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2192 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2193 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2194 * object, needs to travel toward it.
2137 */ 2195 */
2138 2196int
2139int find_dir_2(int x, int y) { 2197find_dir_2 (int x, int y)
2198{
2140 int q; 2199 int q;
2141 2200
2142 if(y) 2201 if (y)
2143 q=x*100/y; 2202 q = x * 100 / y;
2144 else if (x) 2203 else if (x)
2145 q= -300*x; 2204 q = -300 * x;
2146 else 2205 else
2147 return 0; 2206 return 0;
2148 2207
2149 if(y>0) { 2208 if (y > 0)
2209 {
2150 if(q < -242) 2210 if (q < -242)
2151 return 3 ; 2211 return 3;
2152 if (q < -41) 2212 if (q < -41)
2153 return 2 ; 2213 return 2;
2154 if (q < 41) 2214 if (q < 41)
2155 return 1 ; 2215 return 1;
2156 if (q < 242) 2216 if (q < 242)
2157 return 8 ; 2217 return 8;
2158 return 7 ; 2218 return 7;
2159 } 2219 }
2160 2220
2161 if (q < -242) 2221 if (q < -242)
2162 return 7 ; 2222 return 7;
2163 if (q < -41) 2223 if (q < -41)
2164 return 6 ; 2224 return 6;
2165 if (q < 41) 2225 if (q < 41)
2166 return 5 ; 2226 return 5;
2167 if (q < 242) 2227 if (q < 242)
2168 return 4 ; 2228 return 4;
2169 2229
2170 return 3 ; 2230 return 3;
2171}
2172
2173/*
2174 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction).
2177 */
2178
2179int absdir(int d) {
2180 while(d<1) d+=8;
2181 while(d>8) d-=8;
2182 return d;
2183} 2231}
2184 2232
2185/* 2233/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2235 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2236 */
2189 2237int
2190int dirdiff(int dir1, int dir2) { 2238dirdiff (int dir1, int dir2)
2239{
2191 int d; 2240 int d;
2241
2192 d = abs(dir1 - dir2); 2242 d = abs (dir1 - dir2);
2193 if(d>4) 2243 if (d > 4)
2194 d = 8 - d; 2244 d = 8 - d;
2245
2195 return d; 2246 return d;
2196} 2247}
2197 2248
2198/* peterm: 2249/* peterm:
2199 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2202 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2256 * functions.
2206 */ 2257 */
2207
2208int reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2264 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2265 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2266 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2267 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2268 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2269 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2270 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2271 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2272 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2273 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2274 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2275 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2276 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2277 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2278 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2279 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2280 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2281 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2282 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2283 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2284 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2285 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2286 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2287 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2288 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2289 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2290 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2291 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2292 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2293 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2294 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2295 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2296 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2297 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2298 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2299 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2300 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2301 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2302 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2303 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2304 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2305 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2306 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2307 {24, 9, -1}
2308}; /* 48 */
2258 2309
2259/* Recursive routine to step back and see if we can 2310/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2313 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2264 */ 2315 */
2265 2316int
2266
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2318{
2268 sint16 dx, dy; 2319 sint16 dx, dy;
2269 int mflags; 2320 int mflags;
2270 2321
2322 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2272 2324
2273 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2326 dy = y + freearr_y[dir];
2275 2327
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2328 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2329
2278 /* This functional arguably was incorrect before - it was 2330 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2331 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2332 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2333 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2334 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2335 * at least its move type.
2284 */ 2336 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2337 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2338 return 0;
2286 2339
2287 /* yes, can see. */ 2340 /* yes, can see. */
2288 if(dir < 9) return 1; 2341 if (dir < 9)
2342 return 1;
2343
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292} 2347}
2293 2348
2294
2295
2296/* 2349/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2350 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2300 * 2353 *
2301 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2302 * core dumps if they do. 2355 * core dumps if they do.
2303 * 2356 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2358 */
2306 2359int
2307int can_pick(const object *who, const object *item) { 2360can_pick (const object *who, const object *item)
2361{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2365}
2313
2314 2366
2315/* 2367/*
2316 * create clone from object to another 2368 * create clone from object to another
2317 */ 2369 */
2370object *
2318object *object_create_clone (object *asrc) { 2371object_create_clone (object *asrc)
2372{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2373 object *dst = 0, *tmp, *src, *prev, *item;
2320 2374
2321 if(!asrc) return NULL; 2375 if (!asrc)
2322 src = asrc; 2376 return 0;
2323 if(src->head) 2377
2324 src = src->head; 2378 src = asrc->head_ ();
2325 2379
2326 prev = NULL; 2380 prev = 0;
2327 for(part = src; part; part = part->more) { 2381 for (object *part = src; part; part = part->more)
2328 tmp = get_object(); 2382 {
2329 copy_object(part,tmp); 2383 tmp = part->clone ();
2330 tmp->x -= src->x; 2384 tmp->x -= src->x;
2331 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2332 if(!part->head) { 2387 if (!part->head)
2388 {
2333 dst = tmp; 2389 dst = tmp;
2334 tmp->head = NULL; 2390 tmp->head = 0;
2391 }
2335 } else { 2392 else
2336 tmp->head = dst; 2393 tmp->head = dst;
2337 } 2394
2338 tmp->more = NULL; 2395 tmp->more = 0;
2396
2339 if(prev) 2397 if (prev)
2340 prev->more = tmp; 2398 prev->more = tmp;
2399
2341 prev = tmp; 2400 prev = tmp;
2342 } 2401 }
2343 /*** copy inventory ***/ 2402
2344 for(item = src->inv; item; item = item->below) { 2403 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2405
2348 return dst; 2406 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357}
2358
2359/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */
2365
2366object* load_object_str(const char *obstr)
2367{
2368 object *op;
2369 char filename[MAX_BUF];
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2371
2372 FILE *tempfile=fopen(filename,"w");
2373 if (tempfile == NULL)
2374 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n");
2376 return NULL;
2377 };
2378 fprintf(tempfile,obstr);
2379 fclose(tempfile);
2380
2381 op=get_object();
2382
2383 object_thawer thawer (filename);
2384
2385 if (thawer)
2386 load_object(thawer,op,0);
2387
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED);
2390
2391 return op;
2392} 2407}
2393 2408
2394/* This returns the first object in who's inventory that 2409/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2410 * has the same type and subtype match.
2396 * returns NULL if no match. 2411 * returns NULL if no match.
2397 */ 2412 */
2413object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2414find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2415{
2400 object *tmp;
2401
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2416 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2417 if (tmp->type == type && tmp->subtype == subtype)
2418 return tmp;
2404 2419
2405 return NULL; 2420 return 0;
2406} 2421}
2407 2422
2408/* If ob has a field named key, return the link from the list, 2423/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2424 * otherwise return NULL.
2410 * 2425 *
2411 * key must be a passed in shared string - otherwise, this won't 2426 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2427 * do the desired thing.
2413 */ 2428 */
2429key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2430get_ob_key_link (const object *ob, const char *key)
2415 key_value * link; 2431{
2416
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2432 for (key_value *link = ob->key_values; link; link = link->next)
2418 if (link->key == key) { 2433 if (link->key == key)
2419 return link; 2434 return link;
2420 } 2435
2421 } 2436 return 0;
2422 2437}
2423 return NULL;
2424}
2425 2438
2426/* 2439/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2440 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2441 *
2429 * The argument doesn't need to be a shared string. 2442 * The argument doesn't need to be a shared string.
2430 * 2443 *
2431 * The returned string is shared. 2444 * The returned string is shared.
2432 */ 2445 */
2446const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2447get_ob_key_value (const object *op, const char *const key)
2448{
2434 key_value * link; 2449 key_value *link;
2435 const char * canonical_key; 2450 shstr_cmp canonical_key (key);
2451
2452 if (!canonical_key)
2436 2453 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2454 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2455 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2456 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2457 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2458 */
2445 return NULL; 2459 return 0;
2446 } 2460 }
2447 2461
2448 /* This is copied from get_ob_key_link() above - 2462 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2463 * only 4 lines, and saves the function call overhead.
2450 */ 2464 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2465 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2466 if (link->key == canonical_key)
2453 return link->value; 2467 return link->value;
2454 }
2455 }
2456 return NULL;
2457}
2458 2468
2469 return 0;
2470}
2459 2471
2460/* 2472/*
2461 * Updates the canonical_key in op to value. 2473 * Updates the canonical_key in op to value.
2462 * 2474 *
2463 * canonical_key is a shared string (value doesn't have to be). 2475 * canonical_key is a shared string (value doesn't have to be).
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2478 * keys.
2467 * 2479 *
2468 * Returns TRUE on success. 2480 * Returns TRUE on success.
2469 */ 2481 */
2482int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2484{
2471 key_value * field = NULL, *last=NULL; 2485 key_value *field = NULL, *last = NULL;
2472 2486
2473 for (field=op->key_values; field != NULL; field=field->next) { 2487 for (field = op->key_values; field != NULL; field = field->next)
2488 {
2474 if (field->key != canonical_key) { 2489 if (field->key != canonical_key)
2490 {
2475 last = field; 2491 last = field;
2476 continue; 2492 continue;
2477 } 2493 }
2478 2494
2479 if (value) 2495 if (value)
2480 field->value = value; 2496 field->value = value;
2481 else { 2497 else
2498 {
2482 /* Basically, if the archetype has this key set, 2499 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2500 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2501 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2502 * we get this value back again.
2486 */ 2503 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2504 if (get_ob_key_link (op->arch, canonical_key))
2488 field->value = 0; 2505 field->value = 0;
2506 else
2507 {
2508 if (last)
2509 last->next = field->next;
2489 else 2510 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2511 op->key_values = field->next;
2493 2512
2494 delete field; 2513 delete field;
2495 } 2514 }
2496 } 2515 }
2497 return TRUE; 2516 return TRUE;
2498 } 2517 }
2499 /* IF we get here, key doesn't exist */ 2518 /* IF we get here, key doesn't exist */
2500 2519
2501 /* No field, we'll have to add it. */ 2520 /* No field, we'll have to add it. */
2502 2521
2503 if (!add_key) { 2522 if (!add_key)
2504 return FALSE; 2523 return FALSE;
2505 } 2524
2506 /* There isn't any good reason to store a null 2525 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2526 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2527 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2528 * be here. If user wants to store empty strings,
2510 * should pass in "" 2529 * should pass in ""
2511 */ 2530 */
2512 if (value == NULL) return TRUE; 2531 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2532 return TRUE;
2533
2534 field = new key_value;
2535
2536 field->key = canonical_key;
2537 field->value = value;
2538 /* Usual prepend-addition. */
2539 field->next = op->key_values;
2540 op->key_values = field;
2541
2542 return TRUE;
2523} 2543}
2524 2544
2525/* 2545/*
2526 * Updates the key in op to value. 2546 * Updates the key in op to value.
2527 * 2547 *
2529 * and not add new ones. 2549 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2550 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2551 *
2532 * Returns TRUE on success. 2552 * Returns TRUE on success.
2533 */ 2553 */
2554int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2555set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2556{
2536 shstr key_ (key); 2557 shstr key_ (key);
2558
2537 return set_ob_key_value_s (op, key_, value, add_key); 2559 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2560}
2561
2562object::depth_iterator::depth_iterator (object *container)
2563: iterator_base (container)
2564{
2565 while (item->inv)
2566 item = item->inv;
2567}
2568
2569void
2570object::depth_iterator::next ()
2571{
2572 if (item->below)
2573 {
2574 item = item->below;
2575
2576 while (item->inv)
2577 item = item->inv;
2578 }
2579 else
2580 item = item->env;
2581}
2582
2583const char *
2584object::flag_desc (char *desc, int len) const
2585{
2586 char *p = desc;
2587 bool first = true;
2588
2589 *p = 0;
2590
2591 for (int i = 0; i < NUM_FLAGS; i++)
2592 {
2593 if (len <= 10) // magic constant!
2594 {
2595 snprintf (p, len, ",...");
2596 break;
2597 }
2598
2599 if (flag [i])
2600 {
2601 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2602 len -= cnt;
2603 p += cnt;
2604 first = false;
2605 }
2606 }
2607
2608 return desc;
2609}
2610
2611// return a suitable string describing an object in enough detail to find it
2612const char *
2613object::debug_desc (char *info) const
2614{
2615 char flagdesc[512];
2616 char info2[256 * 4];
2617 char *p = info;
2618
2619 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2620 count, uuid.seq,
2621 &name,
2622 title ? "\",title:\"" : "",
2623 title ? (const char *)title : "",
2624 flag_desc (flagdesc, 512), type);
2625
2626 if (!this->flag[FLAG_REMOVED] && env)
2627 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2628
2629 if (map)
2630 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2631
2632 return info;
2633}
2634
2635const char *
2636object::debug_desc () const
2637{
2638 static char info[3][256 * 4];
2639 static int info_idx;
2640
2641 return debug_desc (info [++info_idx % 3]);
2642}
2643
2644struct region *
2645object::region () const
2646{
2647 return map ? map->region (x, y)
2648 : region::default_region ();
2649}
2650
2651const materialtype_t *
2652object::dominant_material () const
2653{
2654 if (materialtype_t *mt = name_to_material (materialname))
2655 return mt;
2656
2657 return name_to_material (shstr_unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 play_sound (sound_find ("chest_close"));
2684 }
2685
2686 if (new_container)
2687 {
2688 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2689 return;
2690
2691 // TODO: this does not seem to serve any purpose anymore?
2692#if 0
2693 // insert the "Close Container" object.
2694 if (archetype *closer = new_container->other_arch)
2695 {
2696 object *closer = arch_to_object (new_container->other_arch);
2697 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2698 new_container->insert (closer);
2699 }
2700#endif
2701
2702 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2703
2704 new_container->flag [FLAG_APPLIED] = 1;
2705 container = new_container;
2706
2707 esrv_update_item (UPD_FLAGS, this, new_container);
2708 esrv_send_inventory (this, new_container);
2709 play_sound (sound_find ("chest_open"));
2710 }
2711}
2712
2713object *
2714object::force_find (const shstr name)
2715{
2716 /* cycle through his inventory to look for the MARK we want to
2717 * place
2718 */
2719 for (object *tmp = inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE && tmp->slaying == name)
2721 return splay (tmp);
2722
2723 return 0;
2724}
2725
2726void
2727object::force_add (const shstr name, int duration)
2728{
2729 if (object *force = force_find (name))
2730 force->destroy ();
2731
2732 object *force = get_archetype (FORCE_NAME);
2733
2734 force->slaying = name;
2735 force->stats.food = 1;
2736 force->speed_left = -1.f;
2737
2738 force->set_speed (duration ? 1.f / duration : 0.f);
2739 force->flag [FLAG_IS_USED_UP] = true;
2740 force->flag [FLAG_APPLIED] = true;
2741
2742 insert (force);
2743}
2744
2745void
2746object::play_sound (faceidx sound) const
2747{
2748 if (!sound)
2749 return;
2750
2751 if (flag [FLAG_REMOVED])
2752 return;
2753
2754 if (env)
2755 {
2756 if (object *pl = in_player ())
2757 pl->contr->play_sound (sound);
2758 }
2759 else
2760 map->play_sound (sound, x, y);
2761}
2762

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