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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.204 by root, Fri Apr 11 17:01:52 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 1.21 2006/09/09 21:48:28 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>
42int nrofallocobjects = 0;
43 35
44object *objects; /* Pointer to the list of used objects */ 36#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 37
38UUID UUID::cur;
39static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19;
41
42objectvec objects;
43activevec actives;
44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = {
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, 46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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}; 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
50};
50short freearr_y[SIZEOFFREE]= 51short freearr_y[SIZEOFFREE] = {
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, 52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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}; 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
56};
53int maxfree[SIZEOFFREE]= 57int maxfree[SIZEOFFREE] = {
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, 58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
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}; 61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
62};
56int freedir[SIZEOFFREE]= { 63int 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, 64 0,
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}; 65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
68};
69
70static void
71write_uuid (uval64 skip, bool sync)
72{
73 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip));
75 CALL_ARG_SV (boolSV (sync));
76 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END;
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
88
89 FILE *fp;
90
91 if (!(fp = fopen (filename, "r")))
92 {
93 if (errno == ENOENT)
94 {
95 LOG (llevInfo, "RESET uid to 1\n");
96 UUID::cur.seq = 0;
97 write_uuid (UUID_GAP, true);
98 return;
99 }
100
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1);
103 }
104
105 UUID::BUF buf;
106 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
110 {
111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
112 _exit (1);
113 }
114
115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
118 fclose (fp);
119}
120
121UUID
122UUID::gen ()
123{
124 UUID uid;
125
126 uid.seq = ++cur.seq;
127
128 if (expect_false (cur.seq >= seq_next_save))
129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
134
135 return uid;
136}
137
138void
139UUID::init ()
140{
141 read_uuid ();
142}
59 143
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
145static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 146compare_ob_value_lists_one (const object *wants, const object *has)
147{
62 key_value * wants_field; 148 key_value *wants_field;
63 149
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 151 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 152 * different structure or at least keep the lists sorted...
67 */ 153 */
68 154
69 /* For each field in wants, */ 155 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
157 {
71 key_value * has_field; 158 key_value *has_field;
72 159
73 /* Look for a field in has with the same key. */ 160 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (has_field == NULL)
75 164 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 165 /* No field with that name. */
78 return FALSE; 166 return FALSE;
79 }
80 167 }
168
81 /* Found the matching field. */ 169 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 170 if (has_field->value != wants_field->value)
171 {
83 /* Values don't match, so this half of the comparison is false. */ 172 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 173 return FALSE;
85 } 174 }
86 175
87 /* If we get here, we found a match. Now for the next field in wants. */ 176 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 177 }
178
90 /* If we get here, every field in wants has a matching field in has. */ 179 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 180 return TRUE;
92} 181}
93 182
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 183/* Returns TRUE if ob1 has the same key_values as ob2. */
184static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 185compare_ob_value_lists (const object *ob1, const object *ob2)
186{
96 /* However, there may be fields in has which aren't partnered in wants, 187 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 188 * so we need to run the comparison *twice*. :(
98 */ 189 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 190 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 191}
101 192
102/* Function examines the 2 objects given to it, and returns true if 193/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 194 * they can be merged together.
104 * 195 *
105 * Note that this function appears a lot longer than the macro it 196 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 197 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 198 * reduce this to the same efficiency.
108 * 199 *
109 * Check nrof variable *before* calling CAN_MERGE() 200 * Check nrof variable *before* calling can_merge()
110 * 201 *
111 * Improvements made with merge: Better checking on potion, and also 202 * Improvements made with merge: Better checking on potion, and also
112 * check weight 203 * check weight
113 */ 204 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 205bool object::can_merge_slow (object *ob1, object *ob2)
117{ 206{
118 /* A couple quicksanity checks */ 207 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 208 if (ob1 == ob2
209 || ob1->type != ob2->type
210 || ob1->speed != ob2->speed
211 || ob1->value != ob2->value
212 || ob1->name != ob2->name)
120 return 0; 213 return 0;
121 214
122 if (ob1->speed != ob2->speed) 215 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 216 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 217 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 218 * used to store nrof).
128 */ 219 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 220 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 230 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 231
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 233 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 234
144 235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 236 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 237 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 238 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 239 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 240 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 241 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 242 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 243 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 244 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 245 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 246 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 247 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 248 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 249 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 250 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 251 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 252 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 253 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 254 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 255 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 256 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 257 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 258 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 259 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 260 return 0;
178 261
179 /* This is really a spellbook check - really, we should 262 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 263 * check all objects in the inventory.
181 */ 264 */
182 if (ob1->inv || ob2->inv) 265 if (ob1->inv || ob2->inv)
183 { 266 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 267 if (!(ob1->inv && ob2->inv))
190 return 0; 268 return 0; /* inventories differ in length */
269
270 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */
272
273 if (!object::can_merge (ob1->inv, ob2->inv))
274 return 0; /* inventory objexts differ */
191 275
192 /* inventory ok - still need to check rest of this object to see 276 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 277 * if it is valid.
194 */ 278 */
195 } 279 }
203 287
204 /* Note sure why the following is the case - either the object has to 288 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 289 * be animated or have a very low speed. Is this an attempted monster
206 * check? 290 * check?
207 */ 291 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 292 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 293 return 0;
211 294
212 switch (ob1->type) 295 switch (ob1->type)
213 { 296 {
214 case SCROLL: 297 case SCROLL:
215 if (ob1->level != ob2->level) 298 if (ob1->level != ob2->level)
216 return 0; 299 return 0;
217 break; 300 break;
218 } 301 }
219 302
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 303 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 304 {
222 /* At least one of these has key_values. */ 305 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 306 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 307 /* One has fields, but the other one doesn't. */
225 return 0; 308 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 309 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 310 return 0;
228 } 311 }
229 312
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
232 { 314 {
233 ob1->optimise (); 315 ob1->optimise ();
234 ob2->optimise (); 316 ob2->optimise ();
235 317
236 if (ob1->self || ob2->self) 318 if (ob1->self || ob2->self)
237 return 0; 319 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322
323 if (k1 != k2)
324 return 0;
325 else if (k1 == 0)
326 return 1;
327 else if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
238 } 330 }
239 331
240 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
241 return 1; 333 return 1;
242} 334}
335
243/* 336/*
244 * sum_weight() is a recursive function which calculates the weight 337 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 338 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 339 * containers are carrying, and sums it up.
247 */ 340 */
248signed long sum_weight(object *op) { 341long
342sum_weight (object *op)
343{
249 signed long sum; 344 long sum;
250 object *inv; 345 object *inv;
346
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 347 for (sum = 0, inv = op->inv; inv; inv = inv->below)
348 {
252 if (inv->inv) 349 if (inv->inv)
253 sum_weight(inv); 350 sum_weight (inv);
351
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 353 }
354
256 if (op->type == CONTAINER && op->stats.Str) 355 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 356 sum = (sum * (100 - op->stats.Str)) / 100;
357
258 if(op->carrying != sum) 358 if (op->carrying != sum)
259 op->carrying = sum; 359 op->carrying = sum;
360
260 return sum; 361 return sum;
261} 362}
262 363
263/** 364/**
264 * Return the outermost environment object for a given object. 365 * Return the outermost environment object for a given object.
265 */ 366 */
266 367
368object *
267object *object_get_env_recursive (object *op) { 369object_get_env_recursive (object *op)
370{
268 while (op->env != NULL) 371 while (op->env != NULL)
269 op = op->env; 372 op = op->env;
270 return op; 373 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 374}
285 375
286/* 376/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 378 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 379 * The result of the dump is stored in the static global errmsg array.
290 */ 380 */
291 381char *
292void dump_object2(object *op) {
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 382dump_object (object *op)
339 if(op==NULL) { 383{
340 strcpy(errmsg,"[NULL pointer]"); 384 if (!op)
341 return; 385 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 386
347void dump_all_objects(void) { 387 object_freezer freezer;
348 object *op; 388 op->write (freezer);
349 for(op=objects;op!=NULL;op=op->next) { 389 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 390}
354 391
355/* 392/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
359 */ 396 */
360 397object *
361object *get_nearest_part(object *op, const object *pl) { 398get_nearest_part (object *op, const object *pl)
399{
362 object *tmp,*closest; 400 object *tmp, *closest;
363 int last_dist,i; 401 int last_dist, i;
402
364 if(op->more==NULL) 403 if (op->more == NULL)
365 return op; 404 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 405 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 406 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 407 closest = tmp, last_dist = i;
369 return closest; 408 return closest;
370} 409}
371 410
372/* 411/*
373 * Returns the object which has the count-variable equal to the argument. 412 * Returns the object which has the count-variable equal to the argument.
374 */ 413 */
375 414object *
376object *find_object(tag_t i) { 415find_object (tag_t i)
377 object *op; 416{
378 for(op=objects;op!=NULL;op=op->next) 417 for_all_objects (op)
379 if(op->count==i) 418 if (op->count == i)
380 break;
381 return op; 419 return op;
420
421 return 0;
382} 422}
383 423
384/* 424/*
385 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
388 */ 428 */
389 429object *
390object *find_object_name(const char *str) { 430find_object_name (const char *str)
391 const char *name = shstr::find (str); 431{
432 shstr_cmp str_ (str);
392 object *op; 433 object *op;
393 for(op=objects;op!=NULL;op=op->next) 434
435 for_all_objects (op)
394 if(&op->name == name) 436 if (op->name == str_)
395 break; 437 break;
396 438
397 return op; 439 return op;
398}
399
400void free_all_object_data ()
401{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 440}
439 441
440/* 442/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 443 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 444 * skill and experience objects.
445 * ACTUALLY NO! investigate! TODO
443 */ 446 */
444void set_owner (object *op, object *owner) 447void
448object::set_owner (object *owner)
445{ 449{
446 if(owner==NULL||op==NULL) 450 // allow objects which own objects
451 if (owner)
452 while (owner->owner)
453 owner = owner->owner;
454
455 if (flag [FLAG_FREED])
456 {
457 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
447 return; 458 return;
459 }
448 460
449 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid.
455 */
456 while (owner->owner && owner!=owner->owner &&
457 owner->ownercount==owner->owner->count) owner=owner->owner;
458
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 461 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469} 462}
470 463
471/* Set the owner to clone's current owner and set the skill and experience 464int
472 * objects to clone's objects (typically those objects that where the owner's 465object::slottype () const
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{ 466{
483 object *owner = get_owner (clone); 467 if (type == SKILL)
484 if (owner == NULL) { 468 {
485 /* players don't have owners - they own themselves. Update 469 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
486 * as appropriate. 470 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
471 }
472 else
473 {
474 if (slot [body_combat].info) return slot_combat;
475 if (slot [body_range ].info) return slot_ranged;
476 }
477
478 return slot_none;
479}
480
481bool
482object::change_weapon (object *ob)
483{
484 if (current_weapon == ob)
485 return true;
486
487 if (chosen_skill)
488 chosen_skill->flag [FLAG_APPLIED] = false;
489
490 current_weapon = ob;
491 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
492
493 if (chosen_skill)
494 chosen_skill->flag [FLAG_APPLIED] = true;
495
496 update_stats ();
497
498 if (ob)
499 {
500 // now check wether any body locations became invalid, in which case
501 // we cannot apply the weapon at the moment.
502 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
503 if (slot[i].used < 0)
487 */ 504 {
488 if (clone->type == PLAYER) owner=clone; 505 current_weapon = chosen_skill = 0;
489 else return; 506 update_stats ();
507
508 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name);
512 return false;
513 }
514
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 }
517 else
518 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
519
520 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
490 } 521 {
491 set_owner(op, owner); 522 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
523 &name, ob->debug_desc ());
524 return false;
525 }
492 526
527 return true;
493} 528}
494 529
495/* Zero the key_values on op, decrementing the shared-string 530/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 531 * refcounts and freeing the links.
497 */ 532 */
533static void
498static void free_key_values(object * op) 534free_key_values (object *op)
499{ 535{
500 for (key_value *i = op->key_values; i != 0; ) 536 for (key_value *i = op->key_values; i; )
501 { 537 {
502 key_value *next = i->next; 538 key_value *next = i->next;
503 delete i; 539 delete i;
540
504 i = next; 541 i = next;
505 } 542 }
506 543
507 op->key_values = 0; 544 op->key_values = 0;
508} 545}
509 546
510void object::clear () 547object &
548object::operator =(const object &src)
511{ 549{
512 attachable_base::clear (); 550 bool is_freed = flag [FLAG_FREED];
551 bool is_removed = flag [FLAG_REMOVED];
513 552
514 free_key_values (this); 553 *(object_copy *)this = src;
515 554
516 name = 0; 555 flag [FLAG_FREED] = is_freed;
517 name_pl = 0; 556 flag [FLAG_REMOVED] = is_removed;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object,
574 * and then copies the contends of the first object into the second
575 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object
578 * will point at garbage.
579 */
580
581void copy_object (object *op2, object *op)
582{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585
586 op2->clone (op);
587
588 if (is_freed) SET_FLAG (op, FLAG_FREED);
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
590
591 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
593 557
594 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 559 if (src.key_values)
596 { 560 {
597 key_value *tail = NULL; 561 key_value *tail = 0;
598 key_value *i;
599
600 op->key_values = NULL; 562 key_values = 0;
601 563
602 for (i = op2->key_values; i != NULL; i = i->next) 564 for (key_value *i = src.key_values; i; i = i->next)
603 { 565 {
604 key_value *new_link = new key_value; 566 key_value *new_link = new key_value;
605 567
606 new_link->next = NULL; 568 new_link->next = 0;
607 new_link->key = i->key; 569 new_link->key = i->key;
608 new_link->value = i->value; 570 new_link->value = i->value;
609 571
610 /* Try and be clever here, too. */ 572 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 573 if (!key_values)
612 { 574 {
613 op->key_values = new_link; 575 key_values = new_link;
614 tail = new_link; 576 tail = new_link;
615 } 577 }
616 else 578 else
617 { 579 {
618 tail->next = new_link; 580 tail->next = new_link;
619 tail = new_link; 581 tail = new_link;
620 } 582 }
621 } 583 }
622 } 584 }
585}
623 586
624 update_ob_speed (op); 587/*
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599
600 if (speed < 0)
601 dst->speed_left -= rndm ();
602
603 dst->set_speed (dst->speed);
604}
605
606void
607object::instantiate ()
608{
609 if (!uuid.seq) // HACK
610 uuid = UUID::gen ();
611
612 speed_left = -0.1f;
613 /* copy the body_info to the body_used - this is only really
614 * need for monsters, but doesn't hurt to do it for everything.
615 * by doing so, when a monster is created, it has good starting
616 * values for the body_used info, so when items are created
617 * for it, they can be properly equipped.
618 */
619 for (int i = NUM_BODY_LOCATIONS; i--; )
620 slot[i].used = slot[i].info;
621
622 attachable::instantiate ();
623}
624
625object *
626object::clone ()
627{
628 object *neu = create ();
629 copy_to (neu);
630 return neu;
625} 631}
626 632
627/* 633/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 634 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 635 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 636 * be called to update the face variable, _and_ how it looks on the map.
631 */ 637 */
632 638void
633void update_turn_face(object *op) { 639update_turn_face (object *op)
640{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 641 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 642 return;
643
636 SET_ANIMATION(op, op->direction); 644 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 645 update_object (op, UP_OBJ_FACE);
638} 646}
639 647
640/* 648/*
641 * Updates the speed of an object. If the speed changes from 0 to another 649 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 650 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 651 * This function needs to be called whenever the speed of an object changes.
644 */ 652 */
645 653void
646void update_ob_speed(object *op) { 654object::set_speed (float speed)
647 extern int arch_init; 655{
648 656 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 657 {
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 659 speed = 0;
659#endif
660 } 660 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 661
669 /* process_events() expects us to insert the object at the beginning 662 this->speed = speed;
670 * of the list. */ 663
671 op->active_next = active_objects; 664 if (has_active_speed ())
672 if (op->active_next!=NULL) 665 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 666 else
677 /* If not on the active list, nothing needs to be done */ 667 deactivate ();
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694} 668}
695 669
696/* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704void remove_from_active_list(object *op)
705{
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 670/*
725 * update_object() updates the array which represents the map. 671 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 672 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 673 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 674 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 675 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 676 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 677 * updating that window, though, since update_object() is called _often_)
732 * 678 *
733 * action is a hint of what the caller believes need to be done. 679 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 680 * current action are:
739 * UP_OBJ_INSERT: op was inserted 681 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 682 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 683 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 684 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 685 * UP_OBJ_FACE: only the objects face has changed.
744 */ 686 */
745 687void
746void update_object(object *op, int action) { 688update_object (object *op, int action)
747 int update_now=0, flags; 689{
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL) { 690 if (op == NULL)
691 {
751 /* this should never happen */ 692 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 693 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 694 return;
754 }
755 695 }
756 if(op->env!=NULL) { 696
697 if (op->env)
698 {
757 /* Animation is currently handled by client, so nothing 699 /* Animation is currently handled by client, so nothing
758 * to do in this case. 700 * to do in this case.
759 */ 701 */
760 return; 702 return;
761 } 703 }
762 704
763 /* If the map is saving, don't do anything as everything is 705 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 706 * going to get freed anyways.
765 */ 707 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 708 if (!op->map || op->map->in_memory == MAP_SAVING)
767 709 return;
710
768 /* make sure the object is within map boundaries */ 711 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 713 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 714 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 715#ifdef MANY_CORES
773 abort(); 716 abort ();
774#endif 717#endif
775 return; 718 return;
776 }
777 719 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 720
721 mapspace &m = op->ms ();
722
723 if (!(m.flags_ & P_UPTODATE))
724 /* nop */;
785 if (action == UP_OBJ_INSERT) { 725 else if (action == UP_OBJ_INSERT)
726 {
727 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 729 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 730 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 731 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
732 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 734 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 735 || (m.move_off | op->move_off ) != m.move_off
804 736 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 737 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 738 * to have move_allow right now.
807 */ 739 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 742 m.flags_ = 0;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 743 }
814 /* if the object is being removed, we can't make intelligent 744 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 745 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 746 * that is being removed.
817 */ 747 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 749 m.flags_ = 0;
820 } else if (action == UP_OBJ_FACE) { 750 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 751 /* Nothing to do for that case */ ;
822 }
823 else { 752 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 753 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 754
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 755 if (op->more)
833 update_object(op->more, action); 756 update_object (op->more, action);
834}
835
836static std::vector<object *> mortals;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844} 757}
845 758
846object::object () 759object::object ()
847{ 760{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 761 SET_FLAG (this, FLAG_REMOVED);
859 762
860 expmul = 1.0; 763 expmul = 1.0;
861 face = blank_face; 764 face = blank_face;
862 attacked_by_count = -1;
863} 765}
864 766
865object::~object () 767object::~object ()
866{ 768{
769 unlink ();
770
771 free_key_values (this);
772}
773
774static int object_count;
775
776void object::link ()
777{
778 assert (!index);//D
779 uuid = UUID::gen ();
780 count = ++object_count;
781
782 refcnt_inc ();
783 objects.insert (this);
784}
785
786void object::unlink ()
787{
788 if (!index)
789 return;
790
791 objects.erase (this);
792 refcnt_dec ();
793}
794
795void
796object::activate ()
797{
798 /* If already on active list, don't do anything */
799 if (active)
800 return;
801
802 if (has_active_speed ())
803 actives.insert (this);
804}
805
806void
807object::activate_recursive ()
808{
809 activate ();
810
811 for (object *op = inv; op; op = op->below)
812 op->activate_recursive ();
813}
814
815/* This function removes object 'op' from the list of active
816 * objects.
817 * This should only be used for style maps or other such
818 * reference maps where you don't want an object that isn't
819 * in play chewing up cpu time getting processed.
820 * The reverse of this is to call update_ob_speed, which
821 * will do the right thing based on the speed of the object.
822 */
823void
824object::deactivate ()
825{
826 /* If not on the active list, nothing needs to be done */
827 if (!active)
828 return;
829
830 actives.erase (this);
831}
832
833void
834object::deactivate_recursive ()
835{
836 for (object *op = inv; op; op = op->below)
837 op->deactivate_recursive ();
838
839 deactivate ();
840}
841
842void
843object::set_flag_inv (int flag, int value)
844{
845 for (object *op = inv; op; op = op->below)
846 {
847 op->flag [flag] = value;
848 op->set_flag_inv (flag, value);
849 }
850}
851
852/*
853 * Remove and free all objects in the inventory of the given object.
854 * object.c ?
855 */
856void
857object::destroy_inv (bool drop_to_ground)
858{
859 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory,
863 // cf will crash below with off-map x and y
864 if (!inv)
865 return;
866
867 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects
869 * drop on that space.
870 */
871 if (!drop_to_ground
872 || !map
873 || map->in_memory != MAP_IN_MEMORY
874 || map->nodrop
875 || ms ().move_block == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]
894 || op->flag [FLAG_DESTROY_ON_DEATH])
895 op->destroy ();
896 else
897 map->insert (op, x, y);
898 }
899 }
867} 900}
868 901
869object *object::create () 902object *object::create ()
870{ 903{
871 return new object; 904 object *op = new object;
905 op->link ();
906 return op;
872} 907}
873 908
874/*
875 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for
879 * this function to succeed.
880 *
881 * If free_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground.
883 */
884void 909void
885object::free (bool free_inventory) 910object::do_destroy ()
886{ 911{
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 912 attachable::do_destroy ();
888 {
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895 913
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 914 if (flag [FLAG_IS_LINKED])
897 { 915 remove_button_link (this);
898 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 916
917 if (flag [FLAG_FRIENDLY])
899 remove_friendly_object (this); 918 remove_friendly_object (this);
900 }
901 919
902 if (QUERY_FLAG (this, FLAG_FREED)) 920 if (!flag [FLAG_REMOVED])
921 remove ();
922
923 destroy_inv (true);
924
925 deactivate ();
926 unlink ();
927
928 flag [FLAG_FREED] = 1;
929
930 // hack to ensure that freed objects still have a valid map
931 {
932 static maptile *freed_map; // freed objects are moved here to avoid crashes
933
934 if (!freed_map)
903 { 935 {
904 dump_object (this); 936 freed_map = new maptile;
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 937
906 return; 938 freed_map->path = "<freed objects map>";
939 freed_map->name = "/internal/freed_objects_map";
940 freed_map->width = 3;
941 freed_map->height = 3;
942 freed_map->nodrop = 1;
943
944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
907 } 946 }
947
948 map = freed_map;
949 x = 1;
950 y = 1;
951 }
908 952
909 if (more) 953 if (more)
910 { 954 {
911 more->free (free_inventory); 955 more->destroy ();
912 more = 0; 956 more = 0;
913 } 957 }
914 958
915 if (inv)
916 {
917 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects
919 * drop on that space.
920 */
921 if (free_inventory || !map
922 || map->in_memory != MAP_IN_MEMORY
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv;
926
927 while (op)
928 {
929 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory);
932 op = tmp;
933 }
934 }
935 else
936 { /* Put objects in inventory onto this space */
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 remove_ob (op);
943
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
947 free_object (op);
948 else
949 {
950 op->x = x;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 }
954
955 op = tmp;
956 }
957 }
958 }
959
960 /* Remove object from the active list */
961 speed = 0; 959 head = 0;
962 update_ob_speed (this);
963 960
964 SET_FLAG (this, FLAG_FREED); 961 // clear those pointers that likely might cause circular references
965 962 owner = 0;
966 mortalise (); 963 enemy = 0;
964 attacked_by = 0;
965 current_weapon = 0;
967} 966}
968 967
969void 968void
970object::mortalise () 969object::destroy (bool destroy_inventory)
971{ 970{
972 count = 0; 971 if (destroyed ())
972 return;
973 973
974 /* Remove this object from the list of used objects */ 974 if (destroy_inventory)
975 if (prev) prev->next = next; 975 destroy_inv (false);
976 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978 976
979 free_key_values (this); 977 if (is_head ())
978 if (sound_destroy)
979 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
980 982
981 mortals.push_back (this); 983 attachable::destroy ();
982} 984}
983 985
984/* 986/*
985 * sub_weight() recursively (outwards) subtracts a number from the 987 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)). 988 * weight of an object (and what is carried by it's environment(s)).
987 */ 989 */
988 990void
989void sub_weight (object *op, signed long weight) { 991sub_weight (object *op, signed long weight)
992{
990 while (op != NULL) { 993 while (op != NULL)
994 {
991 if (op->type == CONTAINER) { 995 if (op->type == CONTAINER)
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 996 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 997
994 op->carrying-=weight; 998 op->carrying -= weight;
995 op = op->env; 999 op = op->env;
996 } 1000 }
997} 1001}
998 1002
999/* remove_ob(op): 1003/* op->remove ():
1000 * This function removes the object op from the linked list of objects 1004 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the 1005 * which it is currently tied to. When this function is done, the
1002 * object will have no environment. If the object previously had an 1006 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 1007 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 1008 * the previous environment.
1005 * Beware: This function is called from the editor as well!
1006 */ 1009 */
1007 1010void
1008void remove_ob(object *op) { 1011object::do_remove ()
1012{
1009 object *tmp,*last=NULL; 1013 object *tmp, *last = 0;
1010 object *otmp; 1014 object *otmp;
1011 tag_t tag;
1012 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 1015
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1016 if (QUERY_FLAG (this, FLAG_REMOVED))
1018 dump_object(op); 1017 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 1018
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this);
1037 1021
1022 if (more)
1023 more->remove ();
1024
1038 /* 1025 /*
1039 * In this case, the object to be removed is in someones 1026 * In this case, the object to be removed is in someones
1040 * inventory. 1027 * inventory.
1041 */ 1028 */
1042 if(op->env!=NULL) { 1029 if (env)
1030 {
1043 if(op->nrof) 1031 if (nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 1032 sub_weight (env, weight * nrof);
1045 else 1033 else
1046 sub_weight(op->env, op->weight+op->carrying); 1034 sub_weight (env, weight + carrying);
1047 1035
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1036 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1037 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1038 * to save cpu time.
1051 */ 1039 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1041 otmp->update_stats ();
1054 fix_player(otmp);
1055 1042
1056 if(op->above!=NULL) 1043 if (above)
1057 op->above->below=op->below; 1044 above->below = below;
1058 else 1045 else
1059 op->env->inv=op->below; 1046 env->inv = below;
1060 1047
1061 if(op->below!=NULL) 1048 if (below)
1062 op->below->above=op->above; 1049 below->above = above;
1063 1050
1064 /* we set up values so that it could be inserted into 1051 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1052 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1053 * to the caller to decide what we want to do.
1054 */
1055 x = env->x, y = env->y;
1056 map = env->map;
1057 above = 0, below = 0;
1058 env = 0;
1059 }
1060 else if (map)
1061 {
1062 if (type == PLAYER)
1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1069
1070 --map->players;
1071 map->touch ();
1072 }
1073
1074 map->dirty = true;
1075 mapspace &ms = this->ms ();
1076
1077 /* link the object above us */
1078 if (above)
1079 above->below = below;
1080 else
1081 ms.top = below; /* we were top, set new top */
1082
1083 /* Relink the object below us, if there is one */
1084 if (below)
1085 below->above = above;
1086 else
1087 {
1088 /* Nothing below, which means we need to relink map object for this space
1089 * use translated coordinates in case some oddness with map tiling is
1090 * evident
1067 */ 1091 */
1068 op->x=op->env->x,op->y=op->env->y; 1092 if (GET_MAP_OB (map, x, y) != this)
1069 op->map=op->env->map; 1093 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 ());
1070 op->above=NULL,op->below=NULL; 1094
1071 op->env=NULL; 1095 ms.bot = above; /* goes on above it. */
1096 }
1097
1098 above = 0;
1099 below = 0;
1100
1101 if (map->in_memory == MAP_SAVING)
1072 return; 1102 return;
1073 }
1074 1103
1075 /* If we get here, we are removing it from a map */ 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
1076 if (op->map == NULL) return;
1077 1105
1078 x = op->x; 1106 if (object *pl = ms.player ())
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 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);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 } 1107 {
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1108 if (pl->container == this)
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1131 /* No point updating the players look faces if he is the object
1132 * being removed.
1133 */
1134
1135 if(tmp->type==PLAYER && tmp!=op) {
1136 /* If a container that the player is currently using somehow gets 1109 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1110 * removed (most likely destroyed), update the player view
1138 * appropriately. 1111 * appropriately.
1139 */ 1112 */
1140 if (tmp->container==op) { 1113 pl->close_container ();
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1114
1142 tmp->container=NULL; 1115 pl->contr->ns->floorbox_update ();
1116 }
1117
1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1119 {
1120 /* No point updating the players look faces if he is the object
1121 * being removed.
1122 */
1123
1124 /* See if object moving off should effect something */
1125 if (check_walk_off
1126 && ((move_type & tmp->move_off)
1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1128 {
1129 move_apply (tmp, this, 0);
1130
1131 if (destroyed ())
1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1143 } 1133 }
1144 tmp->contr->socket.update_look=1;
1145 }
1146 /* See if player moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1149 1134
1150 move_apply(tmp, op, NULL);
1151 if (was_destroyed (op, tag)) {
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 }
1155 }
1156
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158
1159 if(tmp->above == tmp)
1160 tmp->above = NULL;
1161 last=tmp; 1135 last = tmp;
1162 } 1136 }
1137
1163 /* last == NULL of there are no objects on this space */ 1138 /* last == NULL if there are no objects on this space */
1164 if (last==NULL) { 1139 //TODO: this makes little sense, why only update the topmost object?
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1140 if (!last)
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1141 map->at (x, y).flags_ = 0;
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y);
1172 }
1173 else 1142 else
1174 update_object(last, UP_OBJ_REMOVE); 1143 update_object (last, UP_OBJ_REMOVE);
1175 1144
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los(op->map, op->x, op->y); 1146 update_all_los (map, x, y);
1178 1147 }
1179} 1148}
1180 1149
1181/* 1150/*
1182 * merge_ob(op,top): 1151 * merge_ob(op,top):
1183 * 1152 *
1184 * This function goes through all objects below and including top, and 1153 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1154 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1155 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1156 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1157 */
1189 1158object *
1190object *merge_ob(object *op, object *top) { 1159merge_ob (object *op, object *top)
1160{
1191 if(!op->nrof) 1161 if (!op->nrof)
1192 return 0; 1162 return 0;
1193 if(top==NULL) 1163
1164 if (!top)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1165 for (top = op; top && top->above; top = top->above)
1166 ;
1167
1195 for(;top!=NULL;top=top->below) { 1168 for (; top; top = top->below)
1169 {
1196 if(top==op) 1170 if (top == op)
1197 continue; 1171 continue;
1198 if (CAN_MERGE(op,top)) 1172
1199 { 1173 if (object::can_merge (op, top))
1174 {
1200 top->nrof+=op->nrof; 1175 top->nrof += op->nrof;
1176
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1177/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1178 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1179 op->destroy ();
1204 free_object(op);
1205 return top; 1180 return top;
1206 } 1181 }
1207 } 1182 }
1183
1208 return NULL; 1184 return 0;
1209} 1185}
1210 1186
1187void
1188object::expand_tail ()
1189{
1190 if (more)
1191 return;
1192
1193 object *prev = this;
1194
1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1196 {
1197 object *op = arch_to_object (at);
1198
1199 op->name = name;
1200 op->name_pl = name_pl;
1201 op->title = title;
1202
1203 op->head = this;
1204 prev->more = op;
1205
1206 prev = op;
1207 }
1208}
1209
1211/* 1210/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1211 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1213 * job preparing multi-part monsters 1212 * job preparing multi-part monsters.
1214 */ 1213 */
1214object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216 object* tmp; 1216{
1217 if (op->head) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 op=op->head; 1218 {
1219 for (tmp=op;tmp;tmp=tmp->more){
1220 tmp->x=x+tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1221 tmp->y=y+tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1222 } 1221 }
1222
1223 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1224} 1224}
1225 1225
1226/* 1226/*
1227 * insert_ob_in_map (op, map, originator, flag): 1227 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1228 * This function inserts the object in the two-way linked list
1241 * Return value: 1241 * Return value:
1242 * new object if 'op' was merged with other object 1242 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1243 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1244 * just 'op' otherwise
1245 */ 1245 */
1246 1246object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1248{
1249 assert (!op->flag [FLAG_FREED]);
1250
1249 object *tmp, *top, *floor=NULL; 1251 object *top, *floor = NULL;
1250 sint16 x,y;
1251 1252
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1253 op->remove ();
1253 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL;
1255 }
1256 if(m==NULL) {
1257 dump_object(op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1259 return op;
1260 }
1261 if(out_of_map(m,op->x,op->y)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1264#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted.
1268 */
1269 abort();
1270#endif
1271 return op;
1272 }
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1274 dump_object(op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1276 return op;
1277 }
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */
1280 1254
1281 object *more = op->more;
1282
1283 /* We really need the caller to normalize coordinates - if
1284 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it.
1287 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1289 more->map = get_map_from_coord(m, &more->x, &more->y);
1290 } else if (!more->map) {
1291 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent.
1293 */
1294 more->map = m;
1295 }
1296
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1298 if ( ! op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1300 return NULL;
1301 }
1302 }
1303 CLEAR_FLAG(op,FLAG_REMOVED);
1304
1305 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work 1257 * need extra work
1308 */ 1258 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1310 x = op->x; 1260 {
1311 y = op->y; 1261 op->destroy ();
1262 return 0;
1263 }
1312 1264
1265 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0;
1268
1269 CLEAR_FLAG (op, FLAG_REMOVED);
1270
1271 op->map = m;
1272 mapspace &ms = op->ms ();
1273
1313 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1314 */ 1275 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) { 1276 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1317 if (CAN_MERGE(op,tmp)) { 1278 if (object::can_merge (op, tmp))
1279 {
1318 op->nrof+=tmp->nrof; 1280 op->nrof += tmp->nrof;
1319 remove_ob(tmp); 1281 tmp->destroy ();
1320 free_object(tmp); 1282 }
1283
1284 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1285 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1286
1287 if (!QUERY_FLAG (op, FLAG_ALIVE))
1288 CLEAR_FLAG (op, FLAG_NO_STEAL);
1289
1290 if (flag & INS_BELOW_ORIGINATOR)
1291 {
1292 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1293 {
1294 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1295 abort ();
1296 }
1297
1298 op->above = originator;
1299 op->below = originator->below;
1300
1301 if (op->below)
1302 op->below->above = op;
1303 else
1304 ms.bot = op;
1305
1306 /* since *below* originator, no need to update top */
1307 originator->below = op;
1308 }
1309 else
1310 {
1311 top = ms.bot;
1312
1313 /* If there are other objects, then */
1314 if (top)
1315 {
1316 object *last = 0;
1317
1318 /*
1319 * If there are multiple objects on this space, we do some trickier handling.
1320 * We've already dealt with merging if appropriate.
1321 * Generally, we want to put the new object on top. But if
1322 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1323 * floor, we want to insert above that and no further.
1324 * Also, if there are spell objects on this space, we stop processing
1325 * once we get to them. This reduces the need to traverse over all of
1326 * them when adding another one - this saves quite a bit of cpu time
1327 * when lots of spells are cast in one area. Currently, it is presumed
1328 * that flying non pickable objects are spell objects.
1329 */
1330 for (top = ms.bot; top; top = top->above)
1331 {
1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1333 floor = top;
1334
1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1336 {
1337 /* We insert above top, so we want this object below this */
1338 top = top->below;
1339 break;
1340 }
1341
1342 last = top;
1321 } 1343 }
1322 }
1323 1344
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1345 /* Don't want top to be NULL, so set it to the last valid object */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1346 top = last;
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328 1347
1329 if (flag & INS_BELOW_ORIGINATOR) { 1348 /* We let update_position deal with figuring out what the space
1330 if (originator->map != op->map || originator->x != op->x || 1349 * looks like instead of lots of conditions here.
1331 originator->y != op->y) { 1350 * makes things faster, and effectively the same result.
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /* 1351 */
1346 * If there are multiple objects on this space, we do some trickier handling. 1352
1347 * We've already dealt with merging if appropriate. 1353 /* Have object 'fall below' other objects that block view.
1348 * Generally, we want to put the new object on top. But if 1354 * Unless those objects are exits.
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1355 * If INS_ON_TOP is used, don't do this processing
1350 * floor, we want to insert above that and no further. 1356 * Need to find the object that in fact blocks view, otherwise
1351 * Also, if there are spell objects on this space, we stop processing 1357 * stacking is a bit odd.
1352 * once we get to them. This reduces the need to traverse over all of 1358 */
1353 * them when adding another one - this saves quite a bit of cpu time 1359 if (!(flag & INS_ON_TOP)
1354 * when lots of spells are cast in one area. Currently, it is presumed 1360 && ms.flags () & P_BLOCKSVIEW
1355 * that flying non pickable objects are spell objects. 1361 && (op->face && !faces [op->face].visibility))
1362 {
1363 for (last = top; last != floor; last = last->below)
1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1365 break;
1366
1367 /* Check to see if we found the object that blocks view,
1368 * and make sure we have a below pointer for it so that
1369 * we can get inserted below this one, which requires we
1370 * set top to the object below us.
1356 */ 1371 */
1357 1372 if (last && last->below && last != floor)
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above; 1373 top = last->below;
1371 } 1374 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */ 1375 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD) 1376
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor;
1402 1379
1403 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1404 */ 1381 */
1405 1382
1406 /* First object on this space */ 1383 /* First object on this space */
1407 if (!top) { 1384 if (!top)
1408 op->above = GET_MAP_OB(op->map, op->x, op->y); 1385 {
1386 op->above = ms.bot;
1387
1388 if (op->above)
1409 if (op->above) op->above->below = op; 1389 op->above->below = op;
1390
1410 op->below = NULL; 1391 op->below = 0;
1411 SET_MAP_OB(op->map, op->x, op->y, op); 1392 ms.bot = op;
1393 }
1394 else
1412 } else { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1413 op->above = top->above; 1396 op->above = top->above;
1397
1398 if (op->above)
1414 if (op->above) op->above->below = op; 1399 op->above->below = op;
1400
1415 op->below = top; 1401 op->below = top;
1416 top->above = op; 1402 top->above = op;
1417 } 1403 }
1404
1418 if (op->above==NULL) 1405 if (!op->above)
1419 SET_MAP_TOP(op->map,op->x, op->y, op); 1406 ms.top = op;
1420 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1421 1408
1422 if(op->type==PLAYER) 1409 if (op->type == PLAYER)
1410 {
1423 op->contr->do_los=1; 1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1424 1415
1425 /* If we have a floor, we know the player, if any, will be above 1416 op->map->dirty = true;
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1430 if (tmp->type == PLAYER)
1431 tmp->contr->socket.update_look=1;
1432 }
1433 1417
1418 if (object *pl = ms.player ())
1419 pl->contr->ns->floorbox_update ();
1420
1434 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1422 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players 1423 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well 1424 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way - 1425 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range, 1426 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area 1427 * or just updating the P_UPTODATE for spaces within this area
1441 * of effect may be sufficient. 1428 * of effect may be sufficient.
1442 */ 1429 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1430 if (op->map->darkness && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y); 1431 update_all_los (op->map, op->x, op->y);
1445 1432
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1433 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT); 1434 update_object (op, UP_OBJ_INSERT);
1449 1435
1436 INVOKE_OBJECT (INSERT, op);
1450 1437
1451 /* Don't know if moving this to the end will break anything. However, 1438 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this. 1439 * we want to have floorbox_update called before calling this.
1453 * 1440 *
1454 * check_move_on() must be after this because code called from 1441 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like 1442 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by 1443 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object(). 1444 * update_object().
1458 */ 1445 */
1459 1446
1460 /* if this is not the head or flag has been passed, don't check walk on status */ 1447 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1449 {
1463 if (check_move_on(op, originator)) 1450 if (check_move_on (op, originator))
1464 return NULL; 1451 return 0;
1465 1452
1466 /* If we are a multi part object, lets work our way through the check 1453 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1454 * walk on's.
1468 */ 1455 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1457 if (check_move_on (tmp, originator))
1471 return NULL; 1458 return 0;
1472 } 1459 }
1460
1473 return op; 1461 return op;
1474} 1462}
1475 1463
1476/* this function inserts an object in the map, but if it 1464/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1465 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1466 * op is the object to insert it under: supplies x and the map.
1479 */ 1467 */
1468void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1469replace_insert_ob_in_map (const char *arch_string, object *op)
1481 object *tmp; 1470{
1482 object *tmp1; 1471 object *tmp, *tmp1;
1483 1472
1484 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1485 1474
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1477 tmp->destroy ();
1489 free_object(tmp);
1490 }
1491 }
1492 1478
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1480
1495 1481 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1482 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1483 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1484}
1485
1486object *
1487object::insert_at (object *where, object *originator, int flags)
1488{
1489 return where->map->insert (this, where->x, where->y, originator, flags);
1490}
1499 1491
1500/* 1492/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1494 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1495 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1496 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1497 * global static errmsg array.
1506 */ 1498 */
1507 1499object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1500get_split_ob (object *orig_ob, uint32 nr)
1501{
1509 object *newob; 1502 object *newob;
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1504
1512 if(orig_ob->nrof<nr) { 1505 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1506 {
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1507 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1515 return NULL; 1508 return NULL;
1516 } 1509 }
1510
1517 newob = object_create_clone(orig_ob); 1511 newob = object_create_clone (orig_ob);
1512
1518 if((orig_ob->nrof-=nr)<1) { 1513 if ((orig_ob->nrof -= nr) < 1)
1519 if ( ! is_removed) 1514 orig_ob->destroy (1);
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) { 1515 else if (!is_removed)
1516 {
1524 if(orig_ob->env!=NULL) 1517 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1518 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1519 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1520 {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1521 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n"); 1522 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL; 1523 return NULL;
1531 } 1524 }
1532 } 1525 }
1526
1533 newob->nrof=nr; 1527 newob->nrof = nr;
1534 1528
1535 return newob; 1529 return newob;
1536} 1530}
1537 1531
1538/* 1532/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1533 * decrease_ob_nr(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1542 * 1536 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1538 */
1545 1539object *
1546object *decrease_ob_nr (object *op, uint32 i) 1540decrease_ob_nr (object *op, uint32 i)
1547{ 1541{
1548 object *tmp; 1542 object *tmp;
1549 player *pl;
1550 1543
1551 if (i == 0) /* objects with op->nrof require this check */ 1544 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1545 return op;
1553 1546
1554 if (i > op->nrof) 1547 if (i > op->nrof)
1555 i = op->nrof; 1548 i = op->nrof;
1556 1549
1557 if (QUERY_FLAG (op, FLAG_REMOVED)) 1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1551 op->nrof -= i;
1552 else if (op->env)
1553 {
1554 /* is this object in the players inventory, or sub container
1555 * therein?
1556 */
1557 tmp = op->in_player ();
1558 /* nope. Is this a container the player has opened?
1559 * If so, set tmp to that player.
1560 * IMO, searching through all the players will mostly
1561 * likely be quicker than following op->env to the map,
1562 * and then searching the map for a player.
1563 */
1564 if (!tmp)
1565 for_all_players (pl)
1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1569 break;
1570 }
1571
1572 if (i < op->nrof)
1573 {
1574 sub_weight (op->env, op->weight * i);
1575 op->nrof -= i;
1576 if (tmp)
1577 esrv_send_item (tmp, op);
1578 }
1579 else
1580 {
1581 op->remove ();
1582 op->nrof = 0;
1583 if (tmp)
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1558 { 1586 }
1587 else
1588 {
1589 object *above = op->above;
1590
1591 if (i < op->nrof)
1559 op->nrof -= i; 1592 op->nrof -= i;
1560 } 1593 else
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 } 1594 {
1579
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op); 1595 op->remove ();
1588 op->nrof = 0; 1596 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 } 1597 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597 1598
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */ 1599 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1600 for (tmp = above; tmp; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1601 if (tmp->type == PLAYER)
1602 {
1607 if (op->nrof) 1603 if (op->nrof)
1608 esrv_send_item(tmp, op); 1604 esrv_send_item (tmp, op);
1609 else 1605 else
1610 esrv_del_item(tmp->contr, op->count); 1606 esrv_del_item (tmp->contr, op->count);
1611 } 1607 }
1612 } 1608 }
1613 1609
1614 if (op->nrof) { 1610 if (op->nrof)
1615 return op; 1611 return op;
1616 } else { 1612 else
1617 free_object (op); 1613 {
1614 op->destroy ();
1618 return NULL; 1615 return 0;
1619 } 1616 }
1620} 1617}
1621 1618
1622/* 1619/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1620 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1621 * and also updates how much the environment(s) is/are carrying.
1625 */ 1622 */
1626 1623void
1627void add_weight (object *op, signed long weight) { 1624add_weight (object *op, signed long weight)
1625{
1628 while (op!=NULL) { 1626 while (op != NULL)
1627 {
1629 if (op->type == CONTAINER) { 1628 if (op->type == CONTAINER)
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1629 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1630
1632 op->carrying+=weight; 1631 op->carrying += weight;
1633 op=op->env; 1632 op = op->env;
1634 } 1633 }
1635} 1634}
1636 1635
1636object *
1637insert_ob_in_ob (object *op, object *where)
1638{
1639 if (!where)
1640 {
1641 char *dump = dump_object (op);
1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1643 free (dump);
1644 return op;
1645 }
1646
1647 if (where->head_ () != where)
1648 {
1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1650 where = where->head;
1651 }
1652
1653 return where->insert (op);
1654}
1655
1637/* 1656/*
1638 * insert_ob_in_ob(op,environment): 1657 * env->insert (op)
1639 * This function inserts the object op in the linked list 1658 * This function inserts the object op in the linked list
1640 * inside the object environment. 1659 * inside the object environment.
1641 * 1660 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * The function returns now pointer to inserted item, and return value can 1661 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1649 */ 1663 */
1650 1664object *
1651object *insert_ob_in_ob(object *op,object *where) { 1665object::insert (object *op)
1652 object *tmp, *otmp; 1666{
1653
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1655 dump_object(op); 1668 op->remove ();
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1669
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) { 1670 if (op->more)
1671 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1672 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1673 return op;
1673 } 1674 }
1675
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1676 if(op->nrof) { 1679 if (op->nrof)
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1680 {
1678 if ( CAN_MERGE(tmp,op) ) { 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op))
1683 {
1679 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1685 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1687 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1688 * tmp->nrof, we need to increase the weight.
1684 */ 1689 */
1685 add_weight (where, op->weight*op->nrof); 1690 add_weight (this, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1691 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1692 op->destroy (); /* free the inserted object */
1688 op = tmp; 1693 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1694 op->remove (); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1695 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1696 break;
1692 } 1697 }
1693 1698
1694 /* I assume combined objects have no inventory 1699 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1700 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1701 * (if it was possible to merge). calling remove_ob will subtract
1697 * the weight, so we need to add it in again, since we actually do 1702 * the weight, so we need to add it in again, since we actually do
1698 * the linking below 1703 * the linking below
1699 */ 1704 */
1700 add_weight (where, op->weight*op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1706 }
1701 } else 1707 else
1702 add_weight (where, (op->weight+op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1703 1709
1704 otmp=is_player_inv(where); 1710 if (object *otmp = this->in_player ())
1705 if (otmp&&otmp->contr!=NULL) {
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1712 otmp->update_stats ();
1708 }
1709 1713
1710 op->map=NULL; 1714 op->owner = 0; // its his/hers now. period.
1711 op->env=where; 1715 op->map = 0;
1716 op->env = this;
1712 op->above=NULL; 1717 op->above = 0;
1713 op->below=NULL; 1718 op->below = 0;
1714 op->x=0,op->y=0; 1719 op->x = op->y = 0;
1715 1720
1716 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1722 if (op->glow_radius && map)
1718 { 1723 {
1719#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1727 if (map->darkness)
1728 update_all_los (map, x, y);
1724 } 1729 }
1725 1730
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1731 /* Client has no idea of ordering so lets not bother ordering it here.
1727 * It sure simplifies this function... 1732 * It sure simplifies this function...
1728 */ 1733 */
1729 if (where->inv==NULL) 1734 if (!inv)
1730 where->inv=op; 1735 inv = op;
1731 else { 1736 else
1737 {
1732 op->below = where->inv; 1738 op->below = inv;
1733 op->below->above = op; 1739 op->below->above = op;
1734 where->inv = op; 1740 inv = op;
1735 } 1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1744
1736 return op; 1745 return op;
1737} 1746}
1738 1747
1739/* 1748/*
1740 * Checks if any objects has a move_type that matches objects 1749 * Checks if any objects has a move_type that matches objects
1754 * 1763 *
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1764 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1765 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1766 * on top.
1758 */ 1767 */
1759 1768int
1760int check_move_on (object *op, object *originator) 1769check_move_on (object *op, object *originator)
1761{ 1770{
1762 object *tmp; 1771 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1772 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1773 int x = op->x, y = op->y;
1774
1766 MoveType move_on, move_slow, move_block; 1775 MoveType move_on, move_slow, move_block;
1767 1776
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1778 return 0;
1770 1779
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1783
1777 /* if nothing on this space will slow op down or be applied, 1784 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1785 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1786 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1787 * as walking.
1781 */ 1788 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1789 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 1790 return 0;
1784 1791
1785 /* This is basically inverse logic of that below - basically, 1792 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 1793 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is 1794 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 1795 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1796 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 1797 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1798 return 0;
1792 1799
1793 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
1795 */ 1802 */
1796 1803
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 1805 {
1799 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 1807 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 1808 * we don't need to check all of them.
1802 */ 1809 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1810 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1811 break;
1812 }
1813
1814 for (; tmp; tmp = tmp->below)
1804 } 1815 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1816 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1817 continue; /* Can't apply yourself */
1807 1818
1808 /* Check to see if one of the movement types should be slowed down. 1819 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1820 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1821 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually 1822 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty. 1823 * swim on that space, can't use it to avoid the penalty.
1813 */ 1824 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1825 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1826 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1829 {
1818 1830
1819 float diff; 1831 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1833
1822 if (op->type == PLAYER) { 1834 if (op->type == PLAYER)
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1837 diff /= 4.0;
1826 } 1838
1827 }
1828 op->speed_left -= diff; 1839 op->speed_left -= diff;
1829 } 1840 }
1830 } 1841 }
1831 1842
1832 /* Basically same logic as above, except now for actual apply. */ 1843 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 1846 {
1837 move_apply(tmp, op, originator); 1847 move_apply (tmp, op, originator);
1848
1838 if (was_destroyed (op, tag)) 1849 if (op->destroyed ())
1839 return 1; 1850 return 1;
1840 1851
1841 /* what the person/creature stepped onto has moved the object 1852 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1853 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1854 * have a feeling strange problems would result.
1844 */ 1855 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 1856 if (op->map != m || op->x != x || op->y != y)
1857 return 0;
1846 } 1858 }
1847 } 1859 }
1860
1848 return 0; 1861 return 0;
1849} 1862}
1850 1863
1851/* 1864/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1865 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1866 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1855 */ 1868 */
1856 1869object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1870present_arch (const archetype *at, maptile *m, int x, int y)
1858 object *tmp; 1871{
1859 if(m==NULL || out_of_map(m,x,y)) { 1872 if (!m || out_of_map (m, x, y))
1873 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1875 return NULL;
1862 } 1876 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if(tmp->arch == at) 1879 if (tmp->arch == at)
1865 return tmp; 1880 return tmp;
1881
1866 return NULL; 1882 return NULL;
1867} 1883}
1868 1884
1869/* 1885/*
1870 * present(type, map, x, y) searches for any objects with 1886 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1887 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1873 */ 1889 */
1874 1890object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1891present (unsigned char type, maptile *m, int x, int y)
1876 object *tmp; 1892{
1877 if(out_of_map(m,x,y)) { 1893 if (out_of_map (m, x, y))
1894 {
1878 LOG(llevError,"Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1896 return NULL;
1880 } 1897 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if(tmp->type==type) 1900 if (tmp->type == type)
1883 return tmp; 1901 return tmp;
1902
1884 return NULL; 1903 return NULL;
1885} 1904}
1886 1905
1887/* 1906/*
1888 * present_in_ob(type, object) searches for any objects with 1907 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1908 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
1891 */ 1910 */
1892 1911object *
1893object *present_in_ob(unsigned char type, const object *op) { 1912present_in_ob (unsigned char type, const object *op)
1894 object *tmp; 1913{
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 1915 if (tmp->type == type)
1897 return tmp; 1916 return tmp;
1917
1898 return NULL; 1918 return NULL;
1899} 1919}
1900 1920
1901/* 1921/*
1902 * present_in_ob (type, str, object) searches for any objects with 1922 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1930 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1931 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1932 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1933 * to be unique.
1914 */ 1934 */
1915 1935object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 1936present_in_ob_by_name (int type, const char *str, const object *op)
1917 object *tmp; 1937{
1918
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1940 return tmp;
1922 } 1941
1923 return NULL; 1942 return 0;
1924} 1943}
1925 1944
1926/* 1945/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1946 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1947 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1948 * The first matching object is returned, or NULL if none.
1930 */ 1949 */
1931 1950object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 1951present_arch_in_ob (const archetype *at, const object *op)
1933 object *tmp; 1952{
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 1954 if (tmp->arch == at)
1936 return tmp; 1955 return tmp;
1956
1937 return NULL; 1957 return NULL;
1938} 1958}
1939 1959
1940/* 1960/*
1941 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
1942 */ 1962 */
1963void
1943void flag_inv(object*op, int flag){ 1964flag_inv (object *op, int flag)
1944 object *tmp; 1965{
1945 if(op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1967 {
1947 SET_FLAG(tmp, flag); 1968 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 1969 flag_inv (tmp, flag);
1949 } 1970 }
1971}
1972
1950}/* 1973/*
1951 * desactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
1952 */ 1975 */
1976void
1953void unflag_inv(object*op, int flag){ 1977unflag_inv (object *op, int flag)
1954 object *tmp; 1978{
1955 if(op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1980 {
1957 CLEAR_FLAG(tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 1982 unflag_inv (tmp, flag);
1959 } 1983 }
1960}
1961
1962/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function.
1967 */
1968
1969void set_cheat(object *op) {
1970 SET_FLAG(op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ);
1972} 1984}
1973 1985
1974/* 1986/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 1987 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain 1988 * a spot at the given map and coordinates which will be able to contain
1978 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
1979 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
1980 * start and stop are where to start relative to the free_arr array (1,9 1992 * start and stop are where to start relative to the free_arr array (1,9
1981 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
1982 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1994 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1983 * Note - this only checks to see if there is space for the head of the
1984 * object - if it is a multispace object, this should be called for all
1985 * pieces.
1986 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
1987 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
1988 * necessary, so the caller shouldn't need to do any special work. 1997 * necessary, so the caller shouldn't need to do any special work.
1989 * Note - updated to take an object instead of archetype - this is necessary 1998 * Note - updated to take an object instead of archetype - this is necessary
1990 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
1991 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been 2001 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 2002 * customized, changed states, etc.
1994 */ 2003 */
1995 2004int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2006{
2007 int altern[SIZEOFFREE];
1997 int i,index=0, flag; 2008 int index = 0, flag;
1998 static int altern[SIZEOFFREE];
1999 2009
2000 for(i=start;i<stop;i++) { 2010 for (int i = start; i < stop; i++)
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2011 {
2002 if(!flag) 2012 mapxy pos (m, x, y); pos.move (i);
2013
2014 if (!pos.normalise ())
2015 continue;
2016
2017 mapspace &ms = *pos;
2018
2019 if (ms.flags () & P_IS_ALIVE)
2020 continue;
2021
2022 /* However, often
2023 * ob doesn't have any move type (when used to place exits)
2024 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2025 */
2026 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2027 {
2003 altern[index++]=i; 2028 altern [index++] = i;
2029 continue;
2030 }
2004 2031
2005 /* Basically, if we find a wall on a space, we cut down the search size. 2032 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 2033 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 2034 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 2035 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 2036 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
2012 */ 2039 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
2014 stop=maxfree[i]; 2042 stop = maxfree[i];
2015 } 2043 continue;
2016 if(!index) return -1; 2044 }
2017 return altern[RANDOM()%index];
2018}
2019 2045
2046 /* Note it is intentional that we check ob - the movement type of the
2047 * head of the object should correspond for the entire object.
2048 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue;
2051
2052 if (ob->blocked (m, pos.x, pos.y))
2053 continue;
2054
2055 altern [index++] = i;
2056 }
2057
2058 if (!index)
2059 return -1;
2060
2061 return altern [rndm (index)];
2062}
2063
2020/* 2064/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2065 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2066 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 2067 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2068 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 2069 */
2026 2070int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2071find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028 int i; 2072{
2029 for(i=0;i<SIZEOFFREE;i++) { 2073 for (int i = 0; i < SIZEOFFREE; i++)
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2074 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2075 return i;
2032 } 2076
2033 return -1; 2077 return -1;
2034} 2078}
2035 2079
2036/* 2080/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2081 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2082 * arr[begin..end-1].
2083 * now uses a fisher-yates shuffle, old permute was broken
2039 */ 2084 */
2085static void
2040static void permute(int *arr, int begin, int end) 2086permute (int *arr, int begin, int end)
2041{ 2087{
2042 int i, j, tmp, len; 2088 arr += begin;
2089 end -= begin;
2043 2090
2044 len = end-begin; 2091 while (--end)
2045 for(i = begin; i < end; i++) 2092 swap (arr [end], arr [rndm (end + 1)]);
2046 {
2047 j = begin+RANDOM()%len;
2048
2049 tmp = arr[i];
2050 arr[i] = arr[j];
2051 arr[j] = tmp;
2052 }
2053} 2093}
2054 2094
2055/* new function to make monster searching more efficient, and effective! 2095/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2096 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for 2097 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed 2098 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within 2099 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order. 2100 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2101 */
2102void
2062void get_search_arr(int *search_arr) 2103get_search_arr (int *search_arr)
2063{ 2104{
2064 int i; 2105 int i;
2065 2106
2066 for(i = 0; i < SIZEOFFREE; i++) 2107 for (i = 0; i < SIZEOFFREE; i++)
2067 {
2068 search_arr[i] = i; 2108 search_arr[i] = i;
2069 }
2070 2109
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2110 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2111 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2112 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2113}
2075 2114
2076/* 2115/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2116 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2117 * given map at the given coordinates for live objects.
2083 * Perhaps incorrectly, but I'm making the assumption that exclude 2122 * Perhaps incorrectly, but I'm making the assumption that exclude
2084 * is actually want is going to try and move there. We need this info 2123 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move 2124 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2125 * there is capable of.
2087 */ 2126 */
2088 2127int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2128find_dir (maptile *m, int x, int y, object *exclude)
2129{
2090 int i,max=SIZEOFFREE, mflags; 2130 int i, max = SIZEOFFREE, mflags;
2131
2091 sint16 nx, ny; 2132 sint16 nx, ny;
2092 object *tmp; 2133 object *tmp;
2093 mapstruct *mp; 2134 maptile *mp;
2135
2094 MoveType blocked, move_type; 2136 MoveType blocked, move_type;
2095 2137
2096 if (exclude && exclude->head) { 2138 if (exclude && exclude->head_ () != exclude)
2139 {
2097 exclude = exclude->head; 2140 exclude = exclude->head;
2098 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2099 } else { 2142 }
2143 else
2144 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2145 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2146 move_type = MOVE_ALL;
2147 }
2148
2149 for (i = 1; i < max; i++)
2102 } 2150 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2151 mp = m;
2106 nx = x + freearr_x[i]; 2152 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2153 ny = y + freearr_y[i];
2108 2154
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2155 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2156
2110 if (mflags & P_OUT_OF_MAP) { 2157 if (mflags & P_OUT_OF_MAP)
2158 max = maxfree[i];
2159 else
2160 {
2161 mapspace &ms = mp->at (nx, ny);
2162
2163 blocked = ms.move_block;
2164
2165 if ((move_type & blocked) == move_type)
2111 max = maxfree[i]; 2166 max = maxfree[i];
2112 } else {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2114
2115 if ((move_type & blocked) == move_type) {
2116 max=maxfree[i];
2117 } else if (mflags & P_IS_ALIVE) { 2167 else if (mflags & P_IS_ALIVE)
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2168 {
2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2121 break; 2172 break;
2122 } 2173
2123 }
2124 if(tmp) { 2174 if (tmp)
2125 return freedir[i]; 2175 return freedir[i];
2126 }
2127 } 2176 }
2128 } 2177 }
2129 } 2178 }
2179
2130 return 0; 2180 return 0;
2131} 2181}
2132 2182
2133/* 2183/*
2134 * distance(object 1, object 2) will return the square of the 2184 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2185 * distance between the two given objects.
2136 */ 2186 */
2137 2187int
2138int distance(const object *ob1, const object *ob2) { 2188distance (const object *ob1, const object *ob2)
2139 int i; 2189{
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2190 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2142 return i;
2143} 2191}
2144 2192
2145/* 2193/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2194 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another 2195 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2196 * object, needs to travel toward it.
2149 */ 2197 */
2150 2198int
2151int find_dir_2(int x, int y) { 2199find_dir_2 (int x, int y)
2200{
2152 int q; 2201 int q;
2153 2202
2154 if(y) 2203 if (y)
2155 q=x*100/y; 2204 q = x * 100 / y;
2156 else if (x) 2205 else if (x)
2157 q= -300*x; 2206 q = -300 * x;
2158 else 2207 else
2159 return 0; 2208 return 0;
2160 2209
2161 if(y>0) { 2210 if (y > 0)
2211 {
2162 if(q < -242) 2212 if (q < -242)
2163 return 3 ; 2213 return 3;
2164 if (q < -41) 2214 if (q < -41)
2165 return 2 ; 2215 return 2;
2166 if (q < 41) 2216 if (q < 41)
2167 return 1 ; 2217 return 1;
2168 if (q < 242) 2218 if (q < 242)
2169 return 8 ; 2219 return 8;
2170 return 7 ; 2220 return 7;
2171 } 2221 }
2172 2222
2173 if (q < -242) 2223 if (q < -242)
2174 return 7 ; 2224 return 7;
2175 if (q < -41) 2225 if (q < -41)
2176 return 6 ; 2226 return 6;
2177 if (q < 41) 2227 if (q < 41)
2178 return 5 ; 2228 return 5;
2179 if (q < 242) 2229 if (q < 242)
2180 return 4 ; 2230 return 4;
2181 2231
2182 return 3 ; 2232 return 3;
2183}
2184
2185/*
2186 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction).
2189 */
2190
2191int absdir(int d) {
2192 while(d<1) d+=8;
2193 while(d>8) d-=8;
2194 return d;
2195} 2233}
2196 2234
2197/* 2235/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2236 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2237 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2238 */
2201 2239int
2202int dirdiff(int dir1, int dir2) { 2240dirdiff (int dir1, int dir2)
2241{
2203 int d; 2242 int d;
2243
2204 d = abs(dir1 - dir2); 2244 d = abs (dir1 - dir2);
2205 if(d>4) 2245 if (d > 4)
2206 d = 8 - d; 2246 d = 8 - d;
2247
2207 return d; 2248 return d;
2208} 2249}
2209 2250
2210/* peterm: 2251/* peterm:
2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2252 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2214 * This basically means that if direction is 15, then it could either go 2255 * This basically means that if direction is 15, then it could either go
2215 * direction 4, 14, or 16 to get back to where we are. 2256 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2257 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2258 * functions.
2218 */ 2259 */
2219
2220int reduction_dir[SIZEOFFREE][3] = { 2260int reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2261 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2262 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2263 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2264 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2265 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2266 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2267 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2268 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2269 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2270 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2271 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2272 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2273 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2274 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2275 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2276 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2277 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2278 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2279 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2280 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2281 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2282 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2283 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2284 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2285 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2286 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2287 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2288 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2289 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2290 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2291 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2292 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2293 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2294 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2295 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2296 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2297 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2298 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2299 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2300 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2301 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2302 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2303 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2304 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2305 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2306 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2307 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2308 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2309 {24, 9, -1}
2310}; /* 48 */
2270 2311
2271/* Recursive routine to step back and see if we can 2312/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2313 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2314 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2315 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2316 * Modified to be map tile aware -.MSW
2276 */ 2317 */
2277 2318int
2278
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2319can_see_monsterP (maptile *m, int x, int y, int dir)
2320{
2280 sint16 dx, dy; 2321 sint16 dx, dy;
2281 int mflags; 2322 int mflags;
2282 2323
2324 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2325 return 0; /* exit condition: invalid direction */
2284 2326
2285 dx = x + freearr_x[dir]; 2327 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2328 dy = y + freearr_y[dir];
2287 2329
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2330 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2331
2290 /* This functional arguably was incorrect before - it was 2332 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2333 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2334 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2335 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or 2336 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2337 * at least its move type.
2296 */ 2338 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2339 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2340 return 0;
2298 2341
2299 /* yes, can see. */ 2342 /* yes, can see. */
2300 if(dir < 9) return 1; 2343 if (dir < 9)
2344 return 1;
2345
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2346 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2347 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2348 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2304} 2349}
2305 2350
2306
2307
2308/* 2351/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2352 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be 2353 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2354 * picked up, otherwise 0.
2312 * 2355 *
2313 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2356 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2314 * core dumps if they do. 2357 * core dumps if they do.
2315 * 2358 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2359 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2360 */
2318 2361int
2319int can_pick(const object *who, const object *item) { 2362can_pick (const object *who, const object *item)
2363{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2367}
2325
2326 2368
2327/* 2369/*
2328 * create clone from object to another 2370 * create clone from object to another
2329 */ 2371 */
2372object *
2330object *object_create_clone (object *asrc) { 2373object_create_clone (object *asrc)
2374{
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2375 object *dst = 0, *tmp, *src, *prev, *item;
2332 2376
2333 if(!asrc) return NULL; 2377 if (!asrc)
2334 src = asrc; 2378 return 0;
2335 if(src->head) 2379
2336 src = src->head; 2380 src = asrc->head_ ();
2337 2381
2338 prev = NULL; 2382 prev = 0;
2339 for(part = src; part; part = part->more) { 2383 for (object *part = src; part; part = part->more)
2340 tmp = get_object(); 2384 {
2341 copy_object(part,tmp); 2385 tmp = part->clone ();
2342 tmp->x -= src->x; 2386 tmp->x -= src->x;
2343 tmp->y -= src->y; 2387 tmp->y -= src->y;
2388
2344 if(!part->head) { 2389 if (!part->head)
2390 {
2345 dst = tmp; 2391 dst = tmp;
2346 tmp->head = NULL; 2392 tmp->head = 0;
2393 }
2347 } else { 2394 else
2348 tmp->head = dst; 2395 tmp->head = dst;
2349 } 2396
2350 tmp->more = NULL; 2397 tmp->more = 0;
2398
2351 if(prev) 2399 if (prev)
2352 prev->more = tmp; 2400 prev->more = tmp;
2401
2353 prev = tmp; 2402 prev = tmp;
2354 } 2403 }
2355 /*** copy inventory ***/ 2404
2356 for(item = src->inv; item; item = item->below) { 2405 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2406 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2407
2360 return dst; 2408 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369}
2370
2371/* GROS - Creates an object using a string representing its content. */
2372/* Basically, we save the content of the string to a temp file, then call */
2373/* load_object on it. I admit it is a highly inefficient way to make things, */
2374/* but it was simple to make and allows reusing the load_object function. */
2375/* Remember not to use load_object_str in a time-critical situation. */
2376/* Also remember that multiparts objects are not supported for now. */
2377
2378object* load_object_str(const char *obstr)
2379{
2380 object *op;
2381 char filename[MAX_BUF];
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2383
2384 FILE *tempfile=fopen(filename,"w");
2385 if (tempfile == NULL)
2386 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n");
2388 return NULL;
2389 };
2390 fprintf(tempfile,obstr);
2391 fclose(tempfile);
2392
2393 op=get_object();
2394
2395 object_thawer thawer (filename);
2396
2397 if (thawer)
2398 load_object(thawer,op,0);
2399
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED);
2402
2403 return op;
2404} 2409}
2405 2410
2406/* This returns the first object in who's inventory that 2411/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2412 * has the same type and subtype match.
2408 * returns NULL if no match. 2413 * returns NULL if no match.
2409 */ 2414 */
2415object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2416find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2417{
2412 object *tmp;
2413
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2418 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2419 if (tmp->type == type && tmp->subtype == subtype)
2420 return tmp;
2416 2421
2417 return NULL; 2422 return 0;
2418} 2423}
2419 2424
2420/* If ob has a field named key, return the link from the list, 2425/* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL. 2426 * otherwise return NULL.
2422 * 2427 *
2423 * key must be a passed in shared string - otherwise, this won't 2428 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing. 2429 * do the desired thing.
2425 */ 2430 */
2431key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2432get_ob_key_link (const object *ob, const char *key)
2427 key_value * link; 2433{
2428
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2434 for (key_value *link = ob->key_values; link; link = link->next)
2430 if (link->key == key) { 2435 if (link->key == key)
2431 return link; 2436 return link;
2432 } 2437
2433 } 2438 return 0;
2434 2439}
2435 return NULL;
2436}
2437 2440
2438/* 2441/*
2439 * Returns the value of op has an extra_field for key, or NULL. 2442 * Returns the value of op has an extra_field for key, or NULL.
2440 * 2443 *
2441 * The argument doesn't need to be a shared string. 2444 * The argument doesn't need to be a shared string.
2442 * 2445 *
2443 * The returned string is shared. 2446 * The returned string is shared.
2444 */ 2447 */
2448const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2449get_ob_key_value (const object *op, const char *const key)
2450{
2446 key_value * link; 2451 key_value *link;
2447 const char * canonical_key; 2452 shstr_cmp canonical_key (key);
2453
2454 if (!canonical_key)
2448 2455 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2456 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2457 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2458 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2459 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2460 */
2457 return NULL; 2461 return 0;
2458 } 2462 }
2459 2463
2460 /* This is copied from get_ob_key_link() above - 2464 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2465 * only 4 lines, and saves the function call overhead.
2462 */ 2466 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2467 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2468 if (link->key == canonical_key)
2465 return link->value; 2469 return link->value;
2466 }
2467 }
2468 return NULL;
2469}
2470 2470
2471 return 0;
2472}
2471 2473
2472/* 2474/*
2473 * Updates the canonical_key in op to value. 2475 * Updates the canonical_key in op to value.
2474 * 2476 *
2475 * canonical_key is a shared string (value doesn't have to be). 2477 * canonical_key is a shared string (value doesn't have to be).
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys. 2480 * keys.
2479 * 2481 *
2480 * Returns TRUE on success. 2482 * Returns TRUE on success.
2481 */ 2483 */
2484int
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2485set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2486{
2483 key_value * field = NULL, *last=NULL; 2487 key_value *field = NULL, *last = NULL;
2484 2488
2485 for (field=op->key_values; field != NULL; field=field->next) { 2489 for (field = op->key_values; field != NULL; field = field->next)
2490 {
2486 if (field->key != canonical_key) { 2491 if (field->key != canonical_key)
2492 {
2487 last = field; 2493 last = field;
2488 continue; 2494 continue;
2489 } 2495 }
2490 2496
2491 if (value) 2497 if (value)
2492 field->value = value; 2498 field->value = value;
2493 else { 2499 else
2500 {
2494 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2504 * we get this value back again.
2498 */ 2505 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0; 2507 field->value = 0;
2508 else
2509 {
2510 if (last)
2511 last->next = field->next;
2501 else 2512 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2513 op->key_values = field->next;
2505 2514
2506 delete field; 2515 delete field;
2507 } 2516 }
2508 } 2517 }
2509 return TRUE; 2518 return TRUE;
2510 } 2519 }
2511 /* IF we get here, key doesn't exist */ 2520 /* IF we get here, key doesn't exist */
2512 2521
2513 /* No field, we'll have to add it. */ 2522 /* No field, we'll have to add it. */
2514 2523
2515 if (!add_key) { 2524 if (!add_key)
2516 return FALSE; 2525 return FALSE;
2517 } 2526
2518 /* There isn't any good reason to store a null 2527 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2528 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2529 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2530 * be here. If user wants to store empty strings,
2522 * should pass in "" 2531 * should pass in ""
2523 */ 2532 */
2524 if (value == NULL) return TRUE; 2533 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE; 2534 return TRUE;
2535
2536 field = new key_value;
2537
2538 field->key = canonical_key;
2539 field->value = value;
2540 /* Usual prepend-addition. */
2541 field->next = op->key_values;
2542 op->key_values = field;
2543
2544 return TRUE;
2535} 2545}
2536 2546
2537/* 2547/*
2538 * Updates the key in op to value. 2548 * Updates the key in op to value.
2539 * 2549 *
2541 * and not add new ones. 2551 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key 2552 * In general, should be little reason FALSE is ever passed in for add_key
2543 * 2553 *
2544 * Returns TRUE on success. 2554 * Returns TRUE on success.
2545 */ 2555 */
2556int
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2557set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{ 2558{
2548 shstr key_ (key); 2559 shstr key_ (key);
2560
2549 return set_ob_key_value_s (op, key_, value, add_key); 2561 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2562}
2563
2564object::depth_iterator::depth_iterator (object *container)
2565: iterator_base (container)
2566{
2567 while (item->inv)
2568 item = item->inv;
2569}
2570
2571void
2572object::depth_iterator::next ()
2573{
2574 if (item->below)
2575 {
2576 item = item->below;
2577
2578 while (item->inv)
2579 item = item->inv;
2580 }
2581 else
2582 item = item->env;
2583}
2584
2585const char *
2586object::flag_desc (char *desc, int len) const
2587{
2588 char *p = desc;
2589 bool first = true;
2590
2591 *p = 0;
2592
2593 for (int i = 0; i < NUM_FLAGS; i++)
2594 {
2595 if (len <= 10) // magic constant!
2596 {
2597 snprintf (p, len, ",...");
2598 break;
2599 }
2600
2601 if (flag [i])
2602 {
2603 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2604 len -= cnt;
2605 p += cnt;
2606 first = false;
2607 }
2608 }
2609
2610 return desc;
2611}
2612
2613// return a suitable string describing an object in enough detail to find it
2614const char *
2615object::debug_desc (char *info) const
2616{
2617 char flagdesc[512];
2618 char info2[256 * 4];
2619 char *p = info;
2620
2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2622 count,
2623 uuid.c_str (),
2624 &name,
2625 title ? "\",title:\"" : "",
2626 title ? (const char *)title : "",
2627 flag_desc (flagdesc, 512), type);
2628
2629 if (!this->flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631
2632 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634
2635 return info;
2636}
2637
2638const char *
2639object::debug_desc () const
2640{
2641 static char info[3][256 * 4];
2642 static int info_idx;
2643
2644 return debug_desc (info [++info_idx % 3]);
2645}
2646
2647struct region *
2648object::region () const
2649{
2650 return map ? map->region (x, y)
2651 : region::default_region ();
2652}
2653
2654const materialtype_t *
2655object::dominant_material () const
2656{
2657 if (materialtype_t *mt = name_to_material (materialname))
2658 return mt;
2659
2660 return name_to_material (shstr_unknown);
2661}
2662
2663void
2664object::open_container (object *new_container)
2665{
2666 if (container == new_container)
2667 return;
2668
2669 if (object *old_container = container)
2670 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return;
2673
2674#if 0
2675 // remove the "Close old_container" object.
2676 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON)
2678 closer->destroy ();
2679#endif
2680
2681 old_container->flag [FLAG_APPLIED] = 0;
2682 container = 0;
2683
2684 esrv_update_item (UPD_FLAGS, this, old_container);
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2686 play_sound (sound_find ("chest_close"));
2687 }
2688
2689 if (new_container)
2690 {
2691 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2692 return;
2693
2694 // TODO: this does not seem to serve any purpose anymore?
2695#if 0
2696 // insert the "Close Container" object.
2697 if (archetype *closer = new_container->other_arch)
2698 {
2699 object *closer = arch_to_object (new_container->other_arch);
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer);
2702 }
2703#endif
2704
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2706
2707 new_container->flag [FLAG_APPLIED] = 1;
2708 container = new_container;
2709
2710 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open"));
2713 }
2714}
2715
2716object *
2717object::force_find (const shstr name)
2718{
2719 /* cycle through his inventory to look for the MARK we want to
2720 * place
2721 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below)
2723 if (tmp->type == FORCE && tmp->slaying == name)
2724 return splay (tmp);
2725
2726 return 0;
2727}
2728
2729void
2730object::force_add (const shstr name, int duration)
2731{
2732 if (object *force = force_find (name))
2733 force->destroy ();
2734
2735 object *force = get_archetype (FORCE_NAME);
2736
2737 force->slaying = name;
2738 force->stats.food = 1;
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true;
2744
2745 insert (force);
2746}
2747
2748void
2749object::play_sound (faceidx sound) const
2750{
2751 if (!sound)
2752 return;
2753
2754 if (flag [FLAG_REMOVED])
2755 return;
2756
2757 if (env)
2758 {
2759 if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761 }
2762 else
2763 map->play_sound (sound, x, y);
2764}
2765

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