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Comparing deliantra/server/common/object.C (file contents):
Revision 1.13 by root, Sun Sep 3 22:45:55 2006 UTC vs.
Revision 1.210 by root, Mon Apr 21 07:01:40 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 1.13 2006/09/03 22:45:55 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 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.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 24#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 25#include <stdio.h>
35#include <sys/types.h> 26#include <sys/types.h>
36#include <sys/uio.h> 27#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 28#include <object.h>
39#include <funcpoint.h> 29#include <funcpoint.h>
40#include <skills.h> 30#include <sproto.h>
41#include <loader.h> 31#include <loader.h>
42#ifdef MEMORY_DEBUG
43int nroffreeobjects = 0;
44int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 32
53object *objects; /* Pointer to the list of used objects */ 33#include <bitset>
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */
56 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38
39objectvec objects;
40activevec actives;
41
57short freearr_x[SIZEOFFREE]= 42short freearr_x[SIZEOFFREE] = {
58 {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, 43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47};
60short freearr_y[SIZEOFFREE]= 48short freearr_y[SIZEOFFREE] = {
61 {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, 49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 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
53};
63int maxfree[SIZEOFFREE]= 54int maxfree[SIZEOFFREE] = {
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
65 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}; 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
66int freedir[SIZEOFFREE]= { 60int freedir[SIZEOFFREE] = {
67 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, 61 0,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 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};
69 66
67static void
68write_uuid (uval64 skip, bool sync)
69{
70 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip));
72 CALL_ARG_SV (boolSV (sync));
73 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END;
75}
76
77static void
78read_uuid (void)
79{
80 char filename[MAX_BUF];
81
82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0;
94 write_uuid (UUID_GAP, true);
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 UUID::BUF buf;
103 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
107 {
108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1);
110 }
111
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_GAP, true);
115 fclose (fp);
116}
117
118UUID
119UUID::gen ()
120{
121 UUID uid;
122
123 uid.seq = ++cur.seq;
124
125 if (expect_false (cur.seq >= seq_next_save))
126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
131
132 return uid;
133}
134
135void
136UUID::init ()
137{
138 read_uuid ();
139}
70 140
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 143compare_ob_value_lists_one (const object *wants, const object *has)
144{
73 key_value * wants_field; 145 key_value *wants_field;
74 146
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 148 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 149 * different structure or at least keep the lists sorted...
78 */ 150 */
79 151
80 /* For each field in wants, */ 152 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
154 {
82 key_value * has_field; 155 key_value *has_field;
83 156
84 /* Look for a field in has with the same key. */ 157 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 158 has_field = get_ob_key_link (has, wants_field->key);
86 159
87 if (has_field == NULL) { 160 if (!has_field)
88 /* No field with that name. */ 161 return 0; /* No field with that name. */
89 return FALSE; 162
90 }
91
92 /* Found the matching field. */ 163 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 164 if (has_field->value != wants_field->value)
94 /* Values don't match, so this half of the comparison is false. */ 165 return 0; /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 166
96 }
97
98 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 168 }
169
101 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 171 return 1;
103} 172}
104 173
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 176compare_ob_value_lists (const object *ob1, const object *ob2)
177{
107 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
109 */ 180 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 182}
112 183
113/* Function examines the 2 objects given to it, and returns true if 184/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 185 * they can be merged together.
115 * 186 *
116 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
119 * 190 *
120 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
121 * 192 *
122 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
123 * check weight 194 * check weight
124 */ 195 */
125 196bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 197{
127
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 /* Do not merge objects if nrof would overflow. First part checks
207 * for unsigned overflow (2c), second part checks whether the result
208 * would fit into a 32 bit signed int, which is often used to hold
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if (ob1->arch->name != ob2->arch->name
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value
236 || ob1->animation_id != ob2->animation_id
237 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname
239 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type
242 || ob1->move_block != ob2->move_block
243 || ob1->move_allow != ob2->move_allow
244 || ob1->move_on != ob2->move_on
245 || ob1->move_off != ob2->move_off
246 || ob1->move_slow != ob2->move_slow
247 || ob1->move_slow_penalty != ob2->move_slow_penalty
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0;
251
252 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED)
256 .any ())
257 return 0;
258
259 /* This is really a spellbook check - we should in general
260 * not merge objects with real inventories, as splitting them
261 * is hard.
262 */
263 if (ob1->inv || ob2->inv)
264 {
265 if (!(ob1->inv && ob2->inv))
266 return 0; /* inventories differ in length */
267
268 if (ob1->inv->below || ob2->inv->below)
269 return 0; /* more than one object in inv */
270
271 if (!object::can_merge (ob1->inv, ob2->inv))
272 return 0; /* inventory objects differ */
273
274 /* inventory ok - still need to check rest of this object to see
275 * if it is valid.
276 */
277 }
278
279 /* Don't merge objects that are applied. With the new 'body' code,
280 * it is possible for most any character to have more than one of
281 * some items equipped, and we don't want those to merge.
282 */
283 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
284 return 0;
285
132 /* Note sure why the following is the case - either the object has to 286 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster 287 * be animated or have a very low speed. Is this an attempted monster
134 * check? 288 * check?
135 */ 289 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 290 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
291 return 0;
292
293 switch (ob1->type)
294 {
295 case SCROLL:
296 if (ob1->level != ob2->level)
297 return 0;
298 break;
299 }
300
301 if (ob1->key_values || ob2->key_values)
302 {
303 /* At least one of these has key_values. */
304 if ((!ob1->key_values) != (!ob2->key_values))
305 return 0; /* One has fields, but the other one doesn't. */
306
307 if (!compare_ob_value_lists (ob1, ob2))
137 return 0; 308 return 0;
309 }
138 310
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 311 if (ob1->self || ob2->self)
140 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0;
145
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 } 312 {
313 ob1->optimise ();
314 ob2->optimise ();
160 315
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 316 if (ob1->self || ob2->self)
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 ) 317 {
318 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
319 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
320
321 if (k1 != k2)
207 return 0; 322 return 0;
208 323
209 /* Don't merge objects that are applied. With the new 'body' code, 324 if (k1 == 0)
210 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge.
212 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214 return 0; 325 return 1;
215 326
216 switch (ob1->type) { 327 if (!cfperl_can_merge (ob1, ob2))
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0; 328 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) {
228 return 0;
229 } 329 }
230 } 330 }
231 331
232 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
233 return 1; 333 return 1;
234} 334}
235 335
336// adjust weight per container type ("of holding")
337static sint32
338weight_adjust (object *op, sint32 weight)
339{
340 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight;
343}
344
236/* 345/*
346 * adjust_weight(object, weight) adds the specified weight to an object,
347 * and also updates how much the environment(s) is/are carrying.
348 */
349static void
350adjust_weight (object *op, sint32 weight)
351{
352 while (op)
353 {
354 weight = weight_adjust (op, weight);
355
356 op->carrying += weight;
357 op = op->env;
358 }
359}
360
361/*
237 * sum_weight() is a recursive function which calculates the weight 362 * this is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 363 * an object is carrying. It goes through op and figures out how much
239 * containers are carrying, and sums it up. 364 * containers are carrying, and sums it up.
240 */ 365 */
241signed long sum_weight(object *op) { 366void
242 signed long sum; 367object::update_weight ()
243 object *inv; 368{
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 369 sint32 sum = 0;
245 if (inv->inv)
246 sum_weight(inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 }
249 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100;
251 if(op->carrying != sum)
252 op->carrying = sum;
253 return sum;
254}
255 370
256/** 371 for (object *op = inv; op; op = op->below)
257 * Return the outermost environment object for a given object. 372 {
258 */
259
260object *object_get_env_recursive (object *op) {
261 while (op->env != NULL)
262 op = op->env;
263 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op) 373 if (op->inv)
275 op->env = NULL; 374 op->update_weight ();
276 return op;
277}
278 375
279/* 376 sum += op->total_weight ();
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array.
283 */
284
285void dump_object2(object *op) {
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 } 377 }
324#endif
325}
326 378
327/* 379 carrying = weight_adjust (this, sum);
328 * Dumps an object. Returns output in the static global errmsg array. 380}
329 */
330 381
382/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */
385char *
331void dump_object(object *op) { 386dump_object (object *op)
332 if(op==NULL) { 387{
333 strcpy(errmsg,"[NULL pointer]"); 388 if (!op)
334 return; 389 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 390
340void dump_all_objects(void) { 391 object_freezer freezer;
341 object *op; 392 op->write (freezer);
342 for(op=objects;op!=NULL;op=op->next) { 393 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 394}
347 395
348/* 396/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 397 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 398 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 399 * If it's not a multi-object, it is returned.
352 */ 400 */
353 401object *
354object *get_nearest_part(object *op, const object *pl) { 402get_nearest_part (object *op, const object *pl)
403{
355 object *tmp,*closest; 404 object *tmp, *closest;
356 int last_dist,i; 405 int last_dist, i;
406
357 if(op->more==NULL) 407 if (!op->more)
358 return op; 408 return op;
409
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 413 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 414 closest = tmp, last_dist = i;
415
362 return closest; 416 return closest;
363} 417}
364 418
365/* 419/*
366 * Returns the object which has the count-variable equal to the argument. 420 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow.
367 */ 422 */
368 423object *
369object *find_object(tag_t i) { 424find_object (tag_t i)
370 object *op; 425{
371 for(op=objects;op!=NULL;op=op->next) 426 for_all_objects (op)
372 if(op->count==i) 427 if (op->count == i)
373 break;
374 return op; 428 return op;
429
430 return 0;
375} 431}
376 432
377/* 433/*
378 * Returns the first object which has a name equal to the argument. 434 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 435 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 436 * Enables features like "patch <name-of-other-player> food 999"
381 */ 437 */
382 438object *
383object *find_object_name(const char *str) { 439find_object_name (const char *str)
384 const char *name = shstr::find (str); 440{
441 shstr_cmp str_ (str);
385 object *op; 442 object *op;
386 for(op=objects;op!=NULL;op=op->next) 443
444 for_all_objects (op)
387 if(&op->name == name) 445 if (op->name == str_)
388 break; 446 break;
389 447
390 return op; 448 return op;
391} 449}
392
393void free_all_object_data(void) {
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{
435 if (!op) return;
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442}
443
444
445 450
446/* 451/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 453 * skill and experience objects.
454 * ACTUALLY NO! investigate! TODO
449 */ 455 */
450void set_owner (object *op, object *owner) 456void
457object::set_owner (object *owner)
451{ 458{
452 if(owner==NULL||op==NULL) 459 // allow objects which own objects
460 if (owner)
461 while (owner->owner)
462 owner = owner->owner;
463
464 if (flag [FLAG_FREED])
465 {
466 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return; 467 return;
468 }
454 469
455 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid.
461 */
462 while (owner->owner && owner!=owner->owner &&
463 owner->ownercount==owner->owner->count) owner=owner->owner;
464
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 470 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475} 471}
476 472
477/* Set the owner to clone's current owner and set the skill and experience 473int
478 * objects to clone's objects (typically those objects that where the owner's 474object::slottype () const
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{ 475{
489 object *owner = get_owner (clone); 476 if (type == SKILL)
490 if (owner == NULL) { 477 {
491 /* players don't have owners - they own themselves. Update 478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
492 * as appropriate. 479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
493 */ 513 {
494 if (clone->type == PLAYER) owner=clone; 514 current_weapon = chosen_skill = 0;
495 else return; 515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
496 } 530 {
497 set_owner(op, owner); 531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
498 535
499} 536 return true;
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 537}
518 538
519/* Zero the key_values on op, decrementing the shared-string 539/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 540 * refcounts and freeing the links.
521 */ 541 */
542static void
522static void free_key_values(object * op) 543free_key_values (object *op)
523{ 544{
524 for (key_value *i = op->key_values; i != 0; ) 545 for (key_value *i = op->key_values; i; )
525 { 546 {
526 key_value *next = i->next; 547 key_value *next = i->next;
527 delete i; 548 delete i;
549
528 i = next; 550 i = next;
529 } 551 }
530 552
531 op->key_values = 0; 553 op->key_values = 0;
532} 554}
533 555
534/* 556object &
535 * clear_object() frees everything allocated by an object, and also 557object::operator =(const object &src)
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{ 558{
541 op->clear (); 559 bool is_freed = flag [FLAG_FREED];
560 bool is_removed = flag [FLAG_REMOVED];
542 561
543 free_key_values (op); 562 *(object_copy *)this = src;
544 563
545 /* the memset will clear all these values for us, but we need 564 flag [FLAG_FREED] = is_freed;
546 * to reduce the refcount on them. 565 flag [FLAG_REMOVED] = is_removed;
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585}
586
587/*
588 * copy object first frees everything allocated by the second object,
589 * and then copies the contends of the first object 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 */
595
596void copy_object(object *op2, object *op)
597{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
599
600 op->clear ();
601
602 free_key_values (op);
603
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op);
606
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
612 566
613 /* Copy over key_values, if any. */ 567 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 568 if (src.key_values)
569 {
615 key_value *tail = NULL; 570 key_value *tail = 0;
616 key_value *i;
617
618 op->key_values = NULL; 571 key_values = 0;
619 572
620 for (i = op2->key_values; i != NULL; i = i->next) 573 for (key_value *i = src.key_values; i; i = i->next)
621 { 574 {
622 key_value *new_link = new key_value; 575 key_value *new_link = new key_value;
623 576
624 new_link->next = NULL; 577 new_link->next = 0;
625 new_link->key = i->key; 578 new_link->key = i->key;
626 new_link->value = i->value; 579 new_link->value = i->value;
627 580
628 /* Try and be clever here, too. */ 581 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 582 if (!key_values)
630 { 583 {
631 op->key_values = new_link; 584 key_values = new_link;
632 tail = new_link; 585 tail = new_link;
633 } 586 }
634 else 587 else
635 { 588 {
636 tail->next = new_link; 589 tail->next = new_link;
637 tail = new_link; 590 tail = new_link;
638 } 591 }
639 } 592 }
640 } 593 }
641
642 update_ob_speed (op);
643} 594}
644 595
645/* 596/*
646 * expand_objects() allocates more objects for the list of unused objects. 597 * copy_to first frees everything allocated by the dst object,
647 * It is called from get_object() if the unused list is empty. 598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608
609 if (speed < 0)
610 dst->speed_left -= rndm ();
611
612 dst->set_speed (dst->speed);
613}
614
615void
616object::instantiate ()
617{
618 if (!uuid.seq) // HACK
619 uuid = UUID::gen ();
620
621 speed_left = -0.1f;
622 /* copy the body_info to the body_used - this is only really
623 * need for monsters, but doesn't hurt to do it for everything.
624 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped.
648 */ 627 */
628 for (int i = NUM_BODY_LOCATIONS; i--; )
629 slot[i].used = slot[i].info;
649 630
650void expand_objects(void) { 631 attachable::instantiate ();
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674} 632}
675 633
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 634object *
685 635object::clone ()
686 if(free_objects==NULL) 636{
687 expand_objects(); 637 object *neu = create ();
688 638 copy_to (neu);
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 639 return neu;
720} 640}
721 641
722/* 642/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 643 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 644 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 645 * be called to update the face variable, _and_ how it looks on the map.
726 */ 646 */
727 647void
728void update_turn_face(object *op) { 648update_turn_face (object *op)
649{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 650 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
730 return; 651 return;
652
731 SET_ANIMATION(op, op->direction); 653 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 654 update_object (op, UP_OBJ_FACE);
733} 655}
734 656
735/* 657/*
736 * Updates the speed of an object. If the speed changes from 0 to another 658 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 659 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 660 * This function needs to be called whenever the speed of an object changes.
739 */ 661 */
740 662void
741void update_ob_speed(object *op) { 663object::set_speed (float speed)
742 extern int arch_init; 664{
743 665 if (flag [FLAG_FREED] && speed)
744 /* No reason putting the archetypes objects on the speed list, 666 {
745 * since they never really need to be updated.
746 */
747
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0; 668 speed = 0;
754#endif
755 } 669 }
756 if (arch_init) {
757 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 670
764 /* process_events() expects us to insert the object at the beginning 671 this->speed = speed;
765 * of the list. */ 672
766 op->active_next = active_objects; 673 if (has_active_speed ())
767 if (op->active_next!=NULL) 674 activate ();
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else { 675 else
772 /* If not on the active list, nothing needs to be done */ 676 deactivate ();
773 if (!op->active_next && !op->active_prev && op!=active_objects)
774 return;
775
776 if (op->active_prev==NULL) {
777 active_objects = op->active_next;
778 if (op->active_next!=NULL)
779 op->active_next->active_prev = NULL;
780 }
781 else {
782 op->active_prev->active_next = op->active_next;
783 if (op->active_next)
784 op->active_next->active_prev = op->active_prev;
785 }
786 op->active_next = NULL;
787 op->active_prev = NULL;
788 }
789} 677}
790 678
791/* This function removes object 'op' from the list of active
792 * objects.
793 * This should only be used for style maps or other such
794 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object.
798 */
799void remove_from_active_list(object *op)
800{
801 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects)
803 return;
804
805 if (op->active_prev==NULL) {
806 active_objects = op->active_next;
807 if (op->active_next!=NULL)
808 op->active_next->active_prev = NULL;
809 }
810 else {
811 op->active_prev->active_next = op->active_next;
812 if (op->active_next)
813 op->active_next->active_prev = op->active_prev;
814 }
815 op->active_next = NULL;
816 op->active_prev = NULL;
817}
818
819/* 679/*
820 * update_object() updates the array which represents the map. 680 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 681 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 682 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 683 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 684 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of 685 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 686 * updating that window, though, since update_object() is called _often_)
827 * 687 *
828 * action is a hint of what the caller believes need to be done. 688 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 689 * current action are:
834 * UP_OBJ_INSERT: op was inserted 690 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 691 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 692 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 693 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 694 * UP_OBJ_FACE: only the objects face has changed.
839 */ 695 */
840 696void
841void update_object(object *op, int action) { 697update_object (object *op, int action)
842 int update_now=0, flags; 698{
843 MoveType move_on, move_off, move_block, move_slow;
844
845 if (op == NULL) { 699 if (op == NULL)
700 {
846 /* this should never happen */ 701 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 702 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 703 return;
849 }
850 704 }
851 if(op->env!=NULL) { 705
706 if (op->env)
707 {
852 /* Animation is currently handled by client, so nothing 708 /* Animation is currently handled by client, so nothing
853 * to do in this case. 709 * to do in this case.
854 */ 710 */
855 return; 711 return;
856 } 712 }
857 713
858 /* If the map is saving, don't do anything as everything is 714 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 715 * going to get freed anyways.
860 */ 716 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 717 if (!op->map || op->map->in_memory == MAP_SAVING)
862 718 return;
719
863 /* make sure the object is within map boundaries */ 720 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 722 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 723 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 724#ifdef MANY_CORES
868 abort(); 725 abort ();
869#endif 726#endif
870 return; 727 return;
871 }
872 728 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 729
730 mapspace &m = op->ms ();
731
732 if (!(m.flags_ & P_UPTODATE))
733 /* nop */;
880 if (action == UP_OBJ_INSERT) { 734 else if (action == UP_OBJ_INSERT)
735 {
736 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 743 || (m.move_on | op->move_on ) != m.move_on
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1; 744 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 746 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 747 * to have move_allow right now.
897 */ 748 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 751 m.flags_ = 0;
901 } 752 }
902 /* if the object is being removed, we can't make intelligent 753 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 754 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 755 * that is being removed.
905 */ 756 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 758 m.flags_ = 0;
908 } else if (action == UP_OBJ_FACE) { 759 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 760 /* Nothing to do for that case */ ;
910 }
911 else { 761 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 762 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 763
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 764 if (op->more)
921 update_object(op->more, action); 765 update_object (op->more, action);
922} 766}
923 767
768object::object ()
769{
770 SET_FLAG (this, FLAG_REMOVED);
924 771
925/* 772 expmul = 1.0;
926 * free_object() frees everything allocated by an object, removes 773 face = blank_face;
927 * it from the list of used objects, and puts it on the list of
928 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for
930 * this function to succeed.
931 *
932 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground.
934 */
935
936void free_object(object *ob) {
937 free_object2(ob, 0);
938} 774}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941 775
942 ob->clear (); 776object::~object ()
777{
778 unlink ();
943 779
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 780 free_key_values (this);
945 LOG(llevDebug,"Free object called with non removed object\n"); 781}
946 dump_object(ob); 782
947#ifdef MANY_CORES 783static int object_count;
948 abort(); 784
949#endif 785void object::link ()
950 } 786{
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 787 assert (!index);//D
952 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 788 uuid = UUID::gen ();
953 remove_friendly_object(ob); 789 count = ++object_count;
954 } 790
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 791 refcnt_inc ();
956 dump_object(ob); 792 objects.insert (this);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 793}
794
795void object::unlink ()
796{
797 if (!index)
958 return; 798 return;
799
800 objects.erase (this);
801 refcnt_dec ();
802}
803
804void
805object::activate ()
806{
807 /* If already on active list, don't do anything */
808 if (active)
809 return;
810
811 if (has_active_speed ())
812 actives.insert (this);
813}
814
815void
816object::activate_recursive ()
817{
818 activate ();
819
820 for (object *op = inv; op; op = op->below)
821 op->activate_recursive ();
822}
823
824/* This function removes object 'op' from the list of active
825 * objects.
826 * This should only be used for style maps or other such
827 * reference maps where you don't want an object that isn't
828 * in play chewing up cpu time getting processed.
829 * The reverse of this is to call update_ob_speed, which
830 * will do the right thing based on the speed of the object.
831 */
832void
833object::deactivate ()
834{
835 /* If not on the active list, nothing needs to be done */
836 if (!active)
837 return;
838
839 actives.erase (this);
840}
841
842void
843object::deactivate_recursive ()
844{
845 for (object *op = inv; op; op = op->below)
846 op->deactivate_recursive ();
847
848 deactivate ();
849}
850
851void
852object::set_flag_inv (int flag, int value)
853{
854 for (object *op = inv; op; op = op->below)
959 } 855 {
960 if(ob->more!=NULL) { 856 op->flag [flag] = value;
961 free_object2(ob->more, free_inventory); 857 op->set_flag_inv (flag, value);
962 ob->more=NULL;
963 } 858 }
964 if (ob->inv) { 859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory,
872 // cf will crash below with off-map x and y
873 if (!inv)
874 return;
875
965 /* Only if the space blocks everything do we not process - 876 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 877 * if some form of movement is allowed, let objects
967 * drop on that space. 878 * drop on that space.
968 */ 879 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 880 if (!drop_to_ground
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 881 || !map
971 { 882 || map->in_memory != MAP_ACTIVE
972 op=ob->inv; 883 || map->nodrop
973 while(op!=NULL) { 884 || ms ().move_block == MOVE_ALL)
974 tmp=op->below; 885 {
975 remove_ob(op); 886 while (inv)
976 free_object2(op, free_inventory);
977 op=tmp;
978 }
979 } 887 {
980 else { /* Put objects in inventory onto this space */ 888 inv->destroy_inv (drop_to_ground);
981 op=ob->inv; 889 inv->destroy ();
982 while(op!=NULL) {
983 tmp=op->below;
984 remove_ob(op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
987 free_object(op);
988 else {
989 op->x=ob->x;
990 op->y=ob->y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
992 }
993 op=tmp;
994 } 890 }
891 }
892 else
893 { /* Put objects in inventory onto this space */
894 while (inv)
995 } 895 {
996 } 896 object *op = inv;
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000 897
1001 SET_FLAG(ob, FLAG_FREED); 898 if (op->flag [FLAG_STARTEQUIP]
1002 ob->count = 0; 899 || op->flag [FLAG_NO_DROP]
1003 900 || op->type == RUNE
1004 /* Remove this object from the list of used objects */ 901 || op->type == TRAP
1005 if(ob->prev==NULL) { 902 || op->flag [FLAG_IS_A_TEMPLATE]
1006 objects=ob->next; 903 || op->flag [FLAG_DESTROY_ON_DEATH])
1007 if(objects!=NULL) 904 op->destroy ();
1008 objects->prev=NULL; 905 else
906 map->insert (op, x, y);
907 }
1009 } 908 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025
1026 free_key_values (ob);
1027
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037} 909}
1038 910
1039/* 911object *object::create ()
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042
1043int count_free ()
1044{ 912{
1045 int i=0;
1046 object *tmp=free_objects; 913 object *op = new object;
1047 while(tmp!=NULL) 914 op->link ();
1048 tmp=tmp->next, i++;
1049 return i; 915 return op;
1050} 916}
1051 917
1052/* 918void
1053 * count_used() returns the number of objects on the list of used objects. 919object::do_destroy ()
1054 */
1055
1056int count_used()
1057{ 920{
1058 int i=0; 921 attachable::do_destroy ();
1059 object *tmp=objects;
1060 while(tmp!=NULL)
1061 tmp=tmp->next, i++;
1062 return i;
1063}
1064 922
1065/* 923 if (flag [FLAG_IS_LINKED])
1066 * count_active() returns the number of objects on the list of active objects. 924 remove_button_link (this);
1067 */
1068 925
1069int count_active() 926 if (flag [FLAG_FRIENDLY])
1070{ 927 remove_friendly_object (this);
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076}
1077 928
1078/* 929 if (!flag [FLAG_REMOVED])
1079 * sub_weight() recursively (outwards) subtracts a number from the 930 remove ();
1080 * weight of an object (and what is carried by it's environment(s)).
1081 */
1082 931
1083void sub_weight (object *op, signed long weight) { 932 destroy_inv (true);
1084 while (op != NULL) { 933
1085 if (op->type == CONTAINER) { 934 deactivate ();
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 935 unlink ();
936
937 flag [FLAG_FREED] = 1;
938
939 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
1087 } 955 }
1088 op->carrying-=weight; 956
1089 op = op->env; 957 map = freed_map;
958 x = 1;
959 y = 1;
1090 } 960 }
1091}
1092 961
1093/* remove_ob(op): 962 if (more)
963 {
964 more->destroy ();
965 more = 0;
966 }
967
968 head = 0;
969
970 // clear those pointers that likely might cause circular references
971 owner = 0;
972 enemy = 0;
973 attacked_by = 0;
974 current_weapon = 0;
975}
976
977void
978object::destroy (bool destroy_inventory)
979{
980 if (destroyed ())
981 return;
982
983 if (destroy_inventory)
984 destroy_inv (false);
985
986 if (is_head ())
987 if (sound_destroy)
988 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER])
990 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
991
992 attachable::destroy ();
993}
994
995/* op->remove ():
1094 * This function removes the object op from the linked list of objects 996 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 997 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 998 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 999 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1000 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 1001 */
1101 1002void
1102void remove_ob(object *op) { 1003object::do_remove ()
1004{
1103 object *tmp,*last=NULL; 1005 object *tmp, *last = 0;
1104 object *otmp; 1006 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 1007
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 1009 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1010
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED); 1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this);
1131 1013
1014 if (more)
1015 more->remove ();
1016
1132 /* 1017 /*
1133 * In this case, the object to be removed is in someones 1018 * In this case, the object to be removed is in someones
1134 * inventory. 1019 * inventory.
1020 */
1021 if (env)
1022 {
1023 adjust_weight (env, -total_weight ());
1024
1025 *(above ? &above->below : &env->inv) = below;
1026
1027 if (below)
1028 below->above = above;
1029
1030 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do.
1135 */ 1033 */
1136 if(op->env!=NULL) { 1034 map = env->map;
1137 if(op->nrof) 1035 x = env->x;
1138 sub_weight(op->env, op->weight*op->nrof); 1036 y = env->y;
1139 else 1037 above = 0;
1140 sub_weight(op->env, op->weight+op->carrying); 1038 below = 0;
1039 env = 0;
1141 1040
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1041 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 1043 * to save cpu time.
1044 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 otmp->update_stats ();
1047 }
1048 else if (map)
1049 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
1064
1065 /* link the object above us */
1066 if (above)
1067 above->below = below;
1068 else
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1145 */ 1079 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1080 if (GET_MAP_OB (map, x, y) != this)
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1081 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 ());
1148 fix_player(otmp);
1149 1082
1150 if(op->above!=NULL) 1083 ms.bot = above; /* goes on above it. */
1151 op->above->below=op->below;
1152 else
1153 op->env->inv=op->below;
1154
1155 if(op->below!=NULL)
1156 op->below->above=op->above;
1157
1158 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do.
1161 */ 1084 }
1162 op->x=op->env->x,op->y=op->env->y; 1085
1163 op->map=op->env->map; 1086 above = 0;
1164 op->above=NULL,op->below=NULL; 1087 below = 0;
1165 op->env=NULL; 1088
1089 if (map->in_memory == MAP_SAVING)
1166 return; 1090 return;
1167 }
1168 1091
1169 /* If we get here, we are removing it from a map */ 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1093
1172 x = op->x; 1094 if (object *pl = ms.player ())
1173 y = op->y;
1174 m = get_map_from_coord(op->map, &x, &y);
1175
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189
1190 /* Re did the following section of code - it looks like it had
1191 * lots of logic for things we no longer care about
1192 */
1193
1194 /* link the object above us */
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */
1208 if(GET_MAP_OB(m,x,y)!=op) {
1209 dump_object(op);
1210 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);
1211 dump_object(GET_MAP_OB(m,x,y));
1212 LOG(llevError,"%s\n",errmsg);
1213 } 1095 {
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1096 if (pl->container == this)
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 /* No point updating the players look faces if he is the object
1226 * being removed.
1227 */
1228
1229 if(tmp->type==PLAYER && tmp!=op) {
1230 /* If a container that the player is currently using somehow gets 1097 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1098 * removed (most likely destroyed), update the player view
1232 * appropriately. 1099 * appropriately.
1233 */ 1100 */
1234 if (tmp->container==op) { 1101 pl->close_container ();
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1102
1236 tmp->container=NULL; 1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 {
1108 /* No point updating the players look faces if he is the object
1109 * being removed.
1110 */
1111
1112 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1116 {
1117 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1237 } 1121 }
1238 tmp->contr->socket.update_look=1;
1239 }
1240 /* See if player moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1243 1122
1244 move_apply(tmp, op, NULL);
1245 if (was_destroyed (op, tag)) {
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 }
1249 }
1250
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252
1253 if(tmp->above == tmp)
1254 tmp->above = NULL;
1255 last=tmp; 1123 last = tmp;
1256 } 1124 }
1125
1257 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1258 if (last==NULL) { 1127 //TODO: this makes little sense, why only update the topmost object?
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1128 if (!last)
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1129 map->at (x, y).flags_ = 0;
1261 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways.
1263 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y);
1266 }
1267 else 1130 else
1268 update_object(last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1269 1132
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1134 update_all_los (map, x, y);
1272 1135 }
1273} 1136}
1274 1137
1275/* 1138/*
1276 * merge_ob(op,top): 1139 * merge_ob(op,top):
1277 * 1140 *
1278 * This function goes through all objects below and including top, and 1141 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1142 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1143 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1144 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1145 */
1283 1146object *
1284object *merge_ob(object *op, object *top) { 1147merge_ob (object *op, object *top)
1148{
1285 if(!op->nrof) 1149 if (!op->nrof)
1286 return 0; 1150 return 0;
1287 if(top==NULL) 1151
1152 if (!top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1155
1289 for(;top!=NULL;top=top->below) { 1156 for (; top; top = top->below)
1157 {
1290 if(top==op) 1158 if (top == op)
1291 continue; 1159 continue;
1292 if (CAN_MERGE(op,top)) 1160
1293 { 1161 if (object::can_merge (op, top))
1162 {
1294 top->nrof+=op->nrof; 1163 top->nrof += op->nrof;
1164
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1166 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1167 op->destroy ();
1298 free_object(op);
1299 return top; 1168 return top;
1300 } 1169 }
1301 } 1170 }
1171
1302 return NULL; 1172 return 0;
1303} 1173}
1304 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1305/* 1198/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1307 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1308 */ 1201 */
1202object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310 object* tmp; 1204{
1311 if (op->head) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1312 op=op->head; 1206 {
1313 for (tmp=op;tmp;tmp=tmp->more){
1314 tmp->x=x+tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1315 tmp->y=y+tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1316 } 1209 }
1210
1317 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1318} 1212}
1319 1213
1320/* 1214/*
1321 * insert_ob_in_map (op, map, originator, flag): 1215 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1216 * This function inserts the object in the two-way linked list
1335 * Return value: 1229 * Return value:
1336 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1232 * just 'op' otherwise
1339 */ 1233 */
1340 1234object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1343 object *tmp, *top, *floor=NULL; 1239 object *top, *floor = NULL;
1344 sint16 x,y;
1345 1240
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1241 op->remove ();
1347 LOG (llevError, "Trying to insert freed object!\n");
1348 return NULL;
1349 }
1350 if(m==NULL) {
1351 dump_object(op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1353 return op;
1354 }
1355 if(out_of_map(m,op->x,op->y)) {
1356 dump_object(op);
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1358#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted.
1362 */
1363 abort();
1364#endif
1365 return op;
1366 }
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1368 dump_object(op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */
1374 1242
1375 object *more = op->more;
1376
1377 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it.
1381 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1383 more->map = get_map_from_coord(m, &more->x, &more->y);
1384 } else if (!more->map) {
1385 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent.
1387 */
1388 more->map = m;
1389 }
1390
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1392 if ( ! op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1394 return NULL;
1395 }
1396 }
1397 CLEAR_FLAG(op,FLAG_REMOVED);
1398
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1243 /* Ideally, the caller figures this out. However, it complicates a lot
1400 * of areas of callers (eg, anything that uses find_free_spot would now 1244 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work 1245 * need extra work
1402 */ 1246 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1247 if (!xy_normalise (m, op->x, op->y))
1404 x = op->x; 1248 {
1405 y = op->y; 1249 op->destroy ();
1250 return 0;
1251 }
1406 1252
1253 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0;
1256
1257 CLEAR_FLAG (op, FLAG_REMOVED);
1258
1259 op->map = m;
1260 mapspace &ms = op->ms ();
1261
1407 /* this has to be done after we translate the coordinates. 1262 /* this has to be done after we translate the coordinates.
1408 */ 1263 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1264 if (op->nrof && !(flag & INS_NO_MERGE))
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1411 if (CAN_MERGE(op,tmp)) { 1266 if (object::can_merge (op, tmp))
1267 {
1412 op->nrof+=tmp->nrof; 1268 op->nrof += tmp->nrof;
1413 remove_ob(tmp); 1269 tmp->destroy (1);
1414 free_object(tmp); 1270 }
1271
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274
1275 if (!QUERY_FLAG (op, FLAG_ALIVE))
1276 CLEAR_FLAG (op, FLAG_NO_STEAL);
1277
1278 if (flag & INS_BELOW_ORIGINATOR)
1279 {
1280 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1281 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort ();
1284 }
1285
1286 op->above = originator;
1287 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op;
1296 }
1297 else
1298 {
1299 top = ms.bot;
1300
1301 /* If there are other objects, then */
1302 if (top)
1303 {
1304 object *last = 0;
1305
1306 /*
1307 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1311 * floor, we want to insert above that and no further.
1312 * Also, if there are spell objects on this space, we stop processing
1313 * once we get to them. This reduces the need to traverse over all of
1314 * them when adding another one - this saves quite a bit of cpu time
1315 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects.
1317 */
1318 for (top = ms.bot; top; top = top->above)
1319 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1321 floor = top;
1322
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1324 {
1325 /* We insert above top, so we want this object below this */
1326 top = top->below;
1327 break;
1328 }
1329
1330 last = top;
1415 } 1331 }
1416 }
1417 1332
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1333 /* Don't want top to be NULL, so set it to the last valid object */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1334 top = last;
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422 1335
1423 if (flag & INS_BELOW_ORIGINATOR) { 1336 /* We let update_position deal with figuring out what the space
1424 if (originator->map != op->map || originator->x != op->x || 1337 * looks like instead of lots of conditions here.
1425 originator->y != op->y) { 1338 * makes things faster, and effectively the same result.
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1427 abort();
1428 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else {
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /* 1339 */
1440 * If there are multiple objects on this space, we do some trickier handling. 1340
1441 * We've already dealt with merging if appropriate. 1341 /* Have object 'fall below' other objects that block view.
1442 * Generally, we want to put the new object on top. But if 1342 * Unless those objects are exits.
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1343 * If INS_ON_TOP is used, don't do this processing
1444 * floor, we want to insert above that and no further. 1344 * Need to find the object that in fact blocks view, otherwise
1445 * Also, if there are spell objects on this space, we stop processing 1345 * stacking is a bit odd.
1446 * once we get to them. This reduces the need to traverse over all of 1346 */
1447 * them when adding another one - this saves quite a bit of cpu time 1347 if (!(flag & INS_ON_TOP)
1448 * when lots of spells are cast in one area. Currently, it is presumed 1348 && ms.flags () & P_BLOCKSVIEW
1449 * that flying non pickable objects are spell objects. 1349 && (op->face && !faces [op->face].visibility))
1350 {
1351 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break;
1354
1355 /* Check to see if we found the object that blocks view,
1356 * and make sure we have a below pointer for it so that
1357 * we can get inserted below this one, which requires we
1358 * set top to the object below us.
1450 */ 1359 */
1451 1360 if (last && last->below && last != floor)
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above; 1361 top = last->below;
1465 } 1362 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */ 1363 } /* If objects on this space */
1493 if (flag & INS_MAP_LOAD) 1364
1494 top = GET_MAP_TOP(op->map,op->x,op->y);
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1365 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor;
1496 1367
1497 /* Top is the object that our object (op) is going to get inserted above. 1368 /* Top is the object that our object (op) is going to get inserted above.
1498 */ 1369 */
1499 1370
1500 /* First object on this space */ 1371 /* First object on this space */
1501 if (!top) { 1372 if (!top)
1502 op->above = GET_MAP_OB(op->map, op->x, op->y); 1373 {
1374 op->above = ms.bot;
1375
1376 if (op->above)
1503 if (op->above) op->above->below = op; 1377 op->above->below = op;
1378
1504 op->below = NULL; 1379 op->below = 0;
1505 SET_MAP_OB(op->map, op->x, op->y, op); 1380 ms.bot = op;
1381 }
1382 else
1506 } else { /* get inserted into the stack above top */ 1383 { /* get inserted into the stack above top */
1507 op->above = top->above; 1384 op->above = top->above;
1385
1386 if (op->above)
1508 if (op->above) op->above->below = op; 1387 op->above->below = op;
1388
1509 op->below = top; 1389 op->below = top;
1510 top->above = op; 1390 top->above = op;
1511 } 1391 }
1392
1512 if (op->above==NULL) 1393 if (!op->above)
1513 SET_MAP_TOP(op->map,op->x, op->y, op); 1394 ms.top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1395 } /* else not INS_BELOW_ORIGINATOR */
1515 1396
1516 if(op->type==PLAYER) 1397 if (op->type == PLAYER)
1398 {
1517 op->contr->do_los=1; 1399 op->contr->do_los = 1;
1400 ++op->map->players;
1401 op->map->touch ();
1402 }
1518 1403
1519 /* If we have a floor, we know the player, if any, will be above 1404 op->map->dirty = true;
1520 * it, so save a few ticks and start from there.
1521 */
1522 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1524 if (tmp->type == PLAYER)
1525 tmp->contr->socket.update_look=1;
1526 }
1527 1405
1406 if (object *pl = ms.player ())
1407 pl->contr->ns->floorbox_update ();
1408
1528 /* If this object glows, it may affect lighting conditions that are 1409 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1410 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1411 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1412 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1413 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1414 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1415 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1416 * of effect may be sufficient.
1536 */ 1417 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1418 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y); 1419 update_all_los (op->map, op->x, op->y);
1539 1420
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1421 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1422 update_object (op, UP_OBJ_INSERT);
1543 1423
1424 INVOKE_OBJECT (INSERT, op);
1544 1425
1545 /* Don't know if moving this to the end will break anything. However, 1426 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this. 1427 * we want to have floorbox_update called before calling this.
1547 * 1428 *
1548 * check_move_on() must be after this because code called from 1429 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1430 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1431 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1432 * update_object().
1552 */ 1433 */
1553 1434
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1435 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1437 {
1557 if (check_move_on(op, originator)) 1438 if (check_move_on (op, originator))
1558 return NULL; 1439 return 0;
1559 1440
1560 /* If we are a multi part object, lets work our way through the check 1441 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1442 * walk on's.
1562 */ 1443 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1444 for (object *tmp = op->more; tmp; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1445 if (check_move_on (tmp, originator))
1565 return NULL; 1446 return 0;
1566 } 1447 }
1448
1567 return op; 1449 return op;
1568} 1450}
1569 1451
1570/* this function inserts an object in the map, but if it 1452/* this function inserts an object in the map, but if it
1571 * finds an object of its own type, it'll remove that one first. 1453 * finds an object of its own type, it'll remove that one first.
1572 * op is the object to insert it under: supplies x and the map. 1454 * op is the object to insert it under: supplies x and the map.
1573 */ 1455 */
1456void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1457replace_insert_ob_in_map (const char *arch_string, object *op)
1575 object *tmp; 1458{
1576 object *tmp1;
1577
1578 /* first search for itself and remove any old instances */ 1459 /* first search for itself and remove any old instances */
1579 1460
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1463 tmp->destroy (1);
1583 free_object(tmp);
1584 }
1585 }
1586 1464
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1465 object *tmp = arch_to_object (archetype::find (arch_string));
1588 1466
1589 1467 tmp->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1468 tmp->y = op->y;
1469
1591 insert_ob_in_map(tmp1,op->map,op,0); 1470 insert_ob_in_map (tmp, op->map, op, 0);
1592} 1471}
1593 1472
1594/* 1473object *
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1474object::insert_at (object *where, object *originator, int flags)
1596 * is returned contains nr objects, and the remaining parts contains 1475{
1597 * the rest (or is removed and freed if that number is 0). 1476 if (where->env)
1598 * On failure, NULL is returned, and the reason put into the 1477 return where->env->insert (this);
1599 * global static errmsg array. 1478 else
1600 */ 1479 return where->map->insert (this, where->x, where->y, originator, flags);
1480}
1601 1481
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1482// find player who can see this object
1603 object *newob; 1483static object *
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1484visible_to (object *op)
1605 1485{
1606 if(orig_ob->nrof<nr) { 1486 if (!op->flag [FLAG_REMOVED])
1607 sprintf(errmsg,"There are only %d %ss.",
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1609 return NULL;
1610 } 1487 {
1611 newob = object_create_clone(orig_ob); 1488 // see if we are in a container of sorts
1612 if((orig_ob->nrof-=nr)<1) { 1489 if (object *env = op->env)
1613 if ( ! is_removed)
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) {
1618 if(orig_ob->env!=NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1622 LOG(llevDebug,
1623 "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL;
1625 } 1490 {
1626 } 1491 // the player inventory itself is always visible
1627 newob->nrof=nr; 1492 if (env->type == PLAYER)
1493 return env;
1628 1494
1629 return newob; 1495 // else a player could have our env open
1630} 1496 env = env->outer_env ();
1631 1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514}
1515
1632/* 1516/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1517 * decrease(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1636 * 1520 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1522 */
1639 1523bool
1640object *decrease_ob_nr (object *op, uint32 i) 1524object::decrease (sint32 nr)
1641{ 1525{
1642 object *tmp; 1526 nr = min (nr, nrof);
1643 player *pl;
1644 1527
1645 if (i == 0) /* objects with op->nrof require this check */ 1528 if (!nr)
1529 return 1;
1530
1531 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0
1538
1539 if (visible)
1540 esrv_send_item (visible, this);
1541
1542 return 1;
1543 }
1544 else
1545 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1);
1550 return 0;
1551 }
1552}
1553
1554/*
1555 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned.
1559 */
1560object *
1561object::split (sint32 nr)
1562{
1563 if (nrof < nr)
1564 return 0;
1565 else if (nrof == nr)
1566 {
1567 remove ();
1568 return this;
1569 }
1570 else
1571 {
1572 decrease (nr);
1573
1574 object *op = object_create_clone (this);
1575 op->nrof = nr;
1646 return op; 1576 return op;
1647
1648 if (i > op->nrof)
1649 i = op->nrof;
1650
1651 if (QUERY_FLAG (op, FLAG_REMOVED))
1652 { 1577 }
1653 op->nrof -= i; 1578}
1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1654 } 1584 {
1655 else if (op->env != NULL) 1585 char *dump = dump_object (op);
1656 { 1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 /* is this object in the players inventory, or sub container 1587 free (dump);
1658 * therein?
1659 */
1660 tmp = is_player_inv (op->env);
1661 /* nope. Is this a container the player has opened?
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 }
1673
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op);
1682 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above)
1700 if (tmp->type == PLAYER) {
1701 if (op->nrof)
1702 esrv_send_item(tmp, op);
1703 else
1704 esrv_del_item(tmp->contr, op->count);
1705 }
1706 }
1707
1708 if (op->nrof) {
1709 return op; 1588 return op;
1710 } else { 1589 }
1711 free_object (op); 1590
1712 return NULL; 1591 if (where->head_ () != where)
1713 } 1592 {
1714} 1593 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1715 1594 where = where->head;
1716/*
1717 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying.
1719 */
1720
1721void add_weight (object *op, signed long weight) {
1722 while (op!=NULL) {
1723 if (op->type == CONTAINER) {
1724 weight=(signed long)(weight*(100-op->stats.Str)/100);
1725 }
1726 op->carrying+=weight;
1727 op=op->env;
1728 } 1595 }
1729}
1730 1596
1597 return where->insert (op);
1598}
1599
1731/* 1600/*
1732 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1733 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1734 * inside the object environment. 1603 * inside the object environment.
1735 * 1604 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * The function returns now pointer to inserted item, and return value can 1605 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1743 */ 1607 */
1744 1608object *
1745object *insert_ob_in_ob(object *op,object *where) { 1609object::insert (object *op)
1746 object *tmp, *otmp; 1610{
1747
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1749 dump_object(op);
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1611 if (op->more)
1612 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1613 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1614 return op;
1767 } 1615 }
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1616
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1617 op->remove ();
1618
1619 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1620
1770 if(op->nrof) { 1621 if (op->nrof)
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1622 for (object *tmp = inv; tmp; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1623 if (object::can_merge (tmp, op))
1624 {
1773 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1626 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1628 adjust_weight (this, op->total_weight ());
1777 * tmp->nrof, we need to increase the weight. 1629
1778 */ 1630 op->destroy (1);
1779 add_weight (where, op->weight*op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */
1782 op = tmp; 1631 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1632 goto inserted;
1784 CLEAR_FLAG(op, FLAG_REMOVED);
1785 break;
1786 } 1633 }
1787 1634
1788 /* I assume combined objects have no inventory 1635 op->owner = 0; // it's his/hers now. period.
1789 * We add the weight - this object could have just been removed 1636 op->map = 0;
1790 * (if it was possible to merge). calling remove_ob will subtract 1637 op->x = 0;
1791 * the weight, so we need to add it in again, since we actually do 1638 op->y = 0;
1792 * the linking below
1793 */
1794 add_weight (where, op->weight*op->nrof);
1795 } else
1796 add_weight (where, (op->weight+op->carrying));
1797 1639
1798 otmp=is_player_inv(where);
1799 if (otmp&&otmp->contr!=NULL) {
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp);
1802 }
1803
1804 op->map=NULL;
1805 op->env=where;
1806 op->above=NULL; 1640 op->above = 0;
1807 op->below=NULL; 1641 op->below = inv;
1808 op->x=0,op->y=0; 1642 op->env = this;
1809 1643
1644 if (inv)
1645 inv->above = op;
1646
1647 inv = op;
1648
1649 op->flag [FLAG_REMOVED] = 0;
1650
1651 adjust_weight (this, op->total_weight ());
1652
1653inserted:
1810 /* reset the light list and los of the players on the map */ 1654 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1655 if (op->glow_radius && map && map->darkness)
1812 { 1656 update_all_los (map, x, y);
1813#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1815 op->name);
1816#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1818 }
1819 1657
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1658 if (object *otmp = in_player ())
1821 * It sure simplifies this function... 1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1822 */ 1660 otmp->update_stats ();
1823 if (where->inv==NULL) 1661
1824 where->inv=op; 1662 INVOKE_OBJECT (INSERT, this);
1825 else { 1663
1826 op->below = where->inv;
1827 op->below->above = op;
1828 where->inv = op;
1829 }
1830 return op; 1664 return op;
1831} 1665}
1832 1666
1833/* 1667/*
1834 * Checks if any objects has a move_type that matches objects 1668 * Checks if any objects has a move_type that matches objects
1848 * 1682 *
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1683 * MSW 2001-07-08: Check all objects on space, not just those below
1850 * object being inserted. insert_ob_in_map may not put new objects 1684 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1685 * on top.
1852 */ 1686 */
1853 1687int
1854int check_move_on (object *op, object *originator) 1688check_move_on (object *op, object *originator)
1855{ 1689{
1856 object *tmp; 1690 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1691 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1692 int x = op->x, y = op->y;
1693
1860 MoveType move_on, move_slow, move_block; 1694 MoveType move_on, move_slow, move_block;
1861 1695
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1696 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1697 return 0;
1864 1698
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1699 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1868 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1700 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1869 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1701 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1702
1871 /* if nothing on this space will slow op down or be applied, 1703 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1704 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1705 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1706 * as walking.
1875 */ 1707 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1708 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1709 return 0;
1878 1710
1879 /* This is basically inverse logic of that below - basically, 1711 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1712 * if the object can avoid the move on or slow move, they do so,
1881 * but can't do it if the alternate movement they are using is 1713 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1714 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1715 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1716 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1717 return 0;
1886 1718
1887 /* The objects have to be checked from top to bottom. 1719 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1720 * Hence, we first go to the top:
1889 */ 1721 */
1890 1722
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1892 tmp->above!=NULL; tmp=tmp->above) { 1724 {
1893 /* Trim the search when we find the first other spell effect 1725 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1726 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1727 * we don't need to check all of them.
1896 */ 1728 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1729 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1730 break;
1731 }
1732
1733 for (; tmp; tmp = tmp->below)
1898 } 1734 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1735 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1736 continue; /* Can't apply yourself */
1901 1737
1902 /* Check to see if one of the movement types should be slowed down. 1738 /* Check to see if one of the movement types should be slowed down.
1903 * Second check makes sure that the movement types not being slowed 1739 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1740 * (~slow_move) is not blocked on this space - just because the
1905 * space doesn't slow down swimming (for example), if you can't actually 1741 * space doesn't slow down swimming (for example), if you can't actually
1906 * swim on that space, can't use it to avoid the penalty. 1742 * swim on that space, can't use it to avoid the penalty.
1907 */ 1743 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1744 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1745 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1747 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1748 {
1912 1749
1913 float diff; 1750 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1751 diff = tmp->move_slow_penalty * fabs (op->speed);
1752
1916 if (op->type == PLAYER) { 1753 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1918 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1756 diff /= 4.0;
1920 } 1757
1921 }
1922 op->speed_left -= diff; 1758 op->speed_left -= diff;
1923 } 1759 }
1924 } 1760 }
1925 1761
1926 /* Basically same logic as above, except now for actual apply. */ 1762 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1763 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1764 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1765 {
1931 move_apply(tmp, op, originator); 1766 move_apply (tmp, op, originator);
1767
1932 if (was_destroyed (op, tag)) 1768 if (op->destroyed ())
1933 return 1; 1769 return 1;
1934 1770
1935 /* what the person/creature stepped onto has moved the object 1771 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1772 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1773 * have a feeling strange problems would result.
1938 */ 1774 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1775 if (op->map != m || op->x != x || op->y != y)
1776 return 0;
1940 } 1777 }
1941 } 1778 }
1779
1942 return 0; 1780 return 0;
1943} 1781}
1944 1782
1945/* 1783/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1784 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1785 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1786 * The first matching object is returned, or NULL if none.
1949 */ 1787 */
1950 1788object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1789present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1790{
1953 if(m==NULL || out_of_map(m,x,y)) { 1791 if (!m || out_of_map (m, x, y))
1792 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1793 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1794 return NULL;
1956 } 1795 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1796
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1958 if(tmp->arch == at) 1798 if (tmp->arch == at)
1959 return tmp; 1799 return tmp;
1800
1960 return NULL; 1801 return NULL;
1961} 1802}
1962 1803
1963/* 1804/*
1964 * present(type, map, x, y) searches for any objects with 1805 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1806 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1807 * The first matching object is returned, or NULL if none.
1967 */ 1808 */
1968 1809object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1810present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1811{
1971 if(out_of_map(m,x,y)) { 1812 if (out_of_map (m, x, y))
1813 {
1972 LOG(llevError,"Present called outside map.\n"); 1814 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1815 return NULL;
1974 } 1816 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1817
1818 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if(tmp->type==type) 1819 if (tmp->type == type)
1977 return tmp; 1820 return tmp;
1821
1978 return NULL; 1822 return NULL;
1979} 1823}
1980 1824
1981/* 1825/*
1982 * present_in_ob(type, object) searches for any objects with 1826 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1827 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1828 * The first matching object is returned, or NULL if none.
1985 */ 1829 */
1986 1830object *
1987object *present_in_ob(unsigned char type, const object *op) { 1831present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1832{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1833 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1834 if (tmp->type == type)
1991 return tmp; 1835 return tmp;
1836
1992 return NULL; 1837 return NULL;
1993} 1838}
1994 1839
1995/* 1840/*
1996 * present_in_ob (type, str, object) searches for any objects with 1841 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1849 * str is the string to match against. Note that we match against
2005 * the object name, not the archetype name. this is so that the 1850 * the object name, not the archetype name. this is so that the
2006 * spell code can use one object type (force), but change it's name 1851 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1852 * to be unique.
2008 */ 1853 */
2009 1854object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1855present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1856{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1857 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1858 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1859 return tmp;
2016 } 1860
2017 return NULL; 1861 return 0;
2018} 1862}
2019 1863
2020/* 1864/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1865 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1866 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2024 */ 1868 */
2025 1869object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1870present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1871{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 1873 if (tmp->arch == at)
2030 return tmp; 1874 return tmp;
1875
2031 return NULL; 1876 return NULL;
2032} 1877}
2033 1878
2034/* 1879/*
2035 * activate recursively a flag on an object inventory 1880 * activate recursively a flag on an object inventory
2036 */ 1881 */
1882void
2037void flag_inv(object*op, int flag){ 1883flag_inv (object *op, int flag)
2038 object *tmp; 1884{
2039 if(op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1886 {
2041 SET_FLAG(tmp, flag); 1887 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 1888 flag_inv (tmp, flag);
2043 } 1889 }
1890}
1891
2044}/* 1892/*
2045 * desactivate recursively a flag on an object inventory 1893 * deactivate recursively a flag on an object inventory
2046 */ 1894 */
1895void
2047void unflag_inv(object*op, int flag){ 1896unflag_inv (object *op, int flag)
2048 object *tmp; 1897{
2049 if(op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 {
2051 CLEAR_FLAG(tmp, flag); 1900 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 1901 unflag_inv (tmp, flag);
2053 } 1902 }
2054}
2055
2056/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for
2060 * him/her-self and all object carried by a call to this function.
2061 */
2062
2063void set_cheat(object *op) {
2064 SET_FLAG(op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ);
2066} 1903}
2067 1904
2068/* 1905/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1906 * find_free_spot(object, map, x, y, start, stop) will search for
2070 * a spot at the given map and coordinates which will be able to contain 1907 * a spot at the given map and coordinates which will be able to contain
2072 * to search (see the freearr_x/y[] definition). 1909 * to search (see the freearr_x/y[] definition).
2073 * It returns a random choice among the alternatives found. 1910 * It returns a random choice among the alternatives found.
2074 * start and stop are where to start relative to the free_arr array (1,9 1911 * start and stop are where to start relative to the free_arr array (1,9
2075 * does all 4 immediate directions). This returns the index into the 1912 * does all 4 immediate directions). This returns the index into the
2076 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1913 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2077 * Note - this only checks to see if there is space for the head of the
2078 * object - if it is a multispace object, this should be called for all
2079 * pieces.
2080 * Note2: This function does correctly handle tiled maps, but does not 1914 * Note: This function does correctly handle tiled maps, but does not
2081 * inform the caller. However, insert_ob_in_map will update as 1915 * inform the caller. However, insert_ob_in_map will update as
2082 * necessary, so the caller shouldn't need to do any special work. 1916 * necessary, so the caller shouldn't need to do any special work.
2083 * Note - updated to take an object instead of archetype - this is necessary 1917 * Note - updated to take an object instead of archetype - this is necessary
2084 * because arch_blocked (now ob_blocked) needs to know the movement type 1918 * because arch_blocked (now ob_blocked) needs to know the movement type
2085 * to know if the space in question will block the object. We can't use 1919 * to know if the space in question will block the object. We can't use
2086 * the archetype because that isn't correct if the monster has been 1920 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 1921 * customized, changed states, etc.
2088 */ 1922 */
2089 1923int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1924find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1925{
1926 int altern[SIZEOFFREE];
2091 int i,index=0, flag; 1927 int index = 0, flag;
2092 static int altern[SIZEOFFREE];
2093 1928
2094 for(i=start;i<stop;i++) { 1929 for (int i = start; i < stop; i++)
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1930 {
2096 if(!flag) 1931 mapxy pos (m, x, y); pos.move (i);
1932
1933 if (!pos.normalise ())
1934 continue;
1935
1936 mapspace &ms = *pos;
1937
1938 if (ms.flags () & P_IS_ALIVE)
1939 continue;
1940
1941 /* However, often
1942 * ob doesn't have any move type (when used to place exits)
1943 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1944 */
1945 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1946 {
2097 altern[index++]=i; 1947 altern [index++] = i;
1948 continue;
1949 }
2098 1950
2099 /* Basically, if we find a wall on a space, we cut down the search size. 1951 /* Basically, if we find a wall on a space, we cut down the search size.
2100 * In this way, we won't return spaces that are on another side of a wall. 1952 * In this way, we won't return spaces that are on another side of a wall.
2101 * This mostly work, but it cuts down the search size in all directions - 1953 * This mostly work, but it cuts down the search size in all directions -
2102 * if the space being examined only has a wall to the north and empty 1954 * if the space being examined only has a wall to the north and empty
2103 * spaces in all the other directions, this will reduce the search space 1955 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 1956 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 1957 * won't look 2 spaces south of the target space.
2106 */ 1958 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1959 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1960 {
2108 stop=maxfree[i]; 1961 stop = maxfree[i];
2109 } 1962 continue;
2110 if(!index) return -1; 1963 }
2111 return altern[RANDOM()%index];
2112}
2113 1964
1965 /* Note it is intentional that we check ob - the movement type of the
1966 * head of the object should correspond for the entire object.
1967 */
1968 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1969 continue;
1970
1971 if (ob->blocked (m, pos.x, pos.y))
1972 continue;
1973
1974 altern [index++] = i;
1975 }
1976
1977 if (!index)
1978 return -1;
1979
1980 return altern [rndm (index)];
1981}
1982
2114/* 1983/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 1984 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 1985 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 1986 * But it will return the first available spot, not a random choice.
2118 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1987 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 1988 */
2120 1989int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 1990find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 1991{
2123 for(i=0;i<SIZEOFFREE;i++) { 1992 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 1993 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 1994 return i;
2126 } 1995
2127 return -1; 1996 return -1;
2128} 1997}
2129 1998
2130/* 1999/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2000 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2001 * arr[begin..end-1].
2002 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2003 */
2004static void
2134static void permute(int *arr, int begin, int end) 2005permute (int *arr, int begin, int end)
2135{ 2006{
2136 int i, j, tmp, len; 2007 arr += begin;
2008 end -= begin;
2137 2009
2138 len = end-begin; 2010 while (--end)
2139 for(i = begin; i < end; i++) 2011 swap (arr [end], arr [rndm (end + 1)]);
2140 {
2141 j = begin+RANDOM()%len;
2142
2143 tmp = arr[i];
2144 arr[i] = arr[j];
2145 arr[j] = tmp;
2146 }
2147} 2012}
2148 2013
2149/* new function to make monster searching more efficient, and effective! 2014/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2015 * This basically returns a randomized array (in the passed pointer) of
2151 * the spaces to find monsters. In this way, it won't always look for 2016 * the spaces to find monsters. In this way, it won't always look for
2152 * monsters to the north first. However, the size of the array passed 2017 * monsters to the north first. However, the size of the array passed
2153 * covers all the spaces, so within that size, all the spaces within 2018 * covers all the spaces, so within that size, all the spaces within
2154 * the 3x3 area will be searched, just not in a predictable order. 2019 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2020 */
2021void
2156void get_search_arr(int *search_arr) 2022get_search_arr (int *search_arr)
2157{ 2023{
2158 int i; 2024 int i;
2159 2025
2160 for(i = 0; i < SIZEOFFREE; i++) 2026 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2027 search_arr[i] = i;
2163 }
2164 2028
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2029 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2030 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2031 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2032}
2169 2033
2170/* 2034/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2035 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2036 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2041 * Perhaps incorrectly, but I'm making the assumption that exclude
2178 * is actually want is going to try and move there. We need this info 2042 * is actually want is going to try and move there. We need this info
2179 * because we have to know what movement the thing looking to move 2043 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2044 * there is capable of.
2181 */ 2045 */
2182 2046int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2047find_dir (maptile *m, int x, int y, object *exclude)
2048{
2184 int i,max=SIZEOFFREE, mflags; 2049 int i, max = SIZEOFFREE, mflags;
2050
2185 sint16 nx, ny; 2051 sint16 nx, ny;
2186 object *tmp; 2052 object *tmp;
2187 mapstruct *mp; 2053 maptile *mp;
2054
2188 MoveType blocked, move_type; 2055 MoveType blocked, move_type;
2189 2056
2190 if (exclude && exclude->head) { 2057 if (exclude && exclude->head_ () != exclude)
2058 {
2191 exclude = exclude->head; 2059 exclude = exclude->head;
2192 move_type = exclude->move_type; 2060 move_type = exclude->move_type;
2193 } else { 2061 }
2062 else
2063 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2064 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2065 move_type = MOVE_ALL;
2066 }
2067
2068 for (i = 1; i < max; i++)
2196 } 2069 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2070 mp = m;
2200 nx = x + freearr_x[i]; 2071 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2072 ny = y + freearr_y[i];
2202 2073
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2074 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2075
2204 if (mflags & P_OUT_OF_MAP) { 2076 if (mflags & P_OUT_OF_MAP)
2077 max = maxfree[i];
2078 else
2079 {
2080 mapspace &ms = mp->at (nx, ny);
2081
2082 blocked = ms.move_block;
2083
2084 if ((move_type & blocked) == move_type)
2205 max = maxfree[i]; 2085 max = maxfree[i];
2206 } else {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208
2209 if ((move_type & blocked) == move_type) {
2210 max=maxfree[i];
2211 } else if (mflags & P_IS_ALIVE) { 2086 else if (mflags & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2087 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2215 break; 2091 break;
2216 } 2092
2217 }
2218 if(tmp) { 2093 if (tmp)
2219 return freedir[i]; 2094 return freedir[i];
2220 }
2221 } 2095 }
2222 } 2096 }
2223 } 2097 }
2098
2224 return 0; 2099 return 0;
2225} 2100}
2226 2101
2227/* 2102/*
2228 * distance(object 1, object 2) will return the square of the 2103 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2104 * distance between the two given objects.
2230 */ 2105 */
2231 2106int
2232int distance(const object *ob1, const object *ob2) { 2107distance (const object *ob1, const object *ob2)
2233 int i; 2108{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2109 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2236 return i;
2237} 2110}
2238 2111
2239/* 2112/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2113 * find_dir_2(delta-x,delta-y) will return a direction in which
2241 * an object which has subtracted the x and y coordinates of another 2114 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2115 * object, needs to travel toward it.
2243 */ 2116 */
2244 2117int
2245int find_dir_2(int x, int y) { 2118find_dir_2 (int x, int y)
2119{
2246 int q; 2120 int q;
2247 2121
2248 if(y) 2122 if (y)
2249 q=x*100/y; 2123 q = x * 100 / y;
2250 else if (x) 2124 else if (x)
2251 q= -300*x; 2125 q = -300 * x;
2252 else 2126 else
2253 return 0; 2127 return 0;
2254 2128
2255 if(y>0) { 2129 if (y > 0)
2130 {
2256 if(q < -242) 2131 if (q < -242)
2257 return 3 ; 2132 return 3;
2258 if (q < -41) 2133 if (q < -41)
2259 return 2 ; 2134 return 2;
2260 if (q < 41) 2135 if (q < 41)
2261 return 1 ; 2136 return 1;
2262 if (q < 242) 2137 if (q < 242)
2263 return 8 ; 2138 return 8;
2264 return 7 ; 2139 return 7;
2265 } 2140 }
2266 2141
2267 if (q < -242) 2142 if (q < -242)
2268 return 7 ; 2143 return 7;
2269 if (q < -41) 2144 if (q < -41)
2270 return 6 ; 2145 return 6;
2271 if (q < 41) 2146 if (q < 41)
2272 return 5 ; 2147 return 5;
2273 if (q < 242) 2148 if (q < 242)
2274 return 4 ; 2149 return 4;
2275 2150
2276 return 3 ; 2151 return 3;
2277}
2278
2279/*
2280 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction).
2283 */
2284
2285int absdir(int d) {
2286 while(d<1) d+=8;
2287 while(d>8) d-=8;
2288 return d;
2289} 2152}
2290 2153
2291/* 2154/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2157 */
2295 2158int
2296int dirdiff(int dir1, int dir2) { 2159dirdiff (int dir1, int dir2)
2160{
2297 int d; 2161 int d;
2162
2298 d = abs(dir1 - dir2); 2163 d = abs (dir1 - dir2);
2299 if(d>4) 2164 if (d > 4)
2300 d = 8 - d; 2165 d = 8 - d;
2166
2301 return d; 2167 return d;
2302} 2168}
2303 2169
2304/* peterm: 2170/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2171 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2308 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2309 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2310 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2177 * functions.
2312 */ 2178 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2179int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2185 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2186 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2187 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2188 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2189 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2190 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2191 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2192 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2193 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2194 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2195 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2196 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2197 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2198 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2199 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2200 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2201 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2202 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2203 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2204 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2205 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2206 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2207 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2208 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2209 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2210 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2211 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2212 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2213 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2214 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2215 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2216 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2217 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2218 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2219 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2220 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2221 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2222 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2223 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2224 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2225 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2226 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2227 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2228 {24, 9, -1}
2229}; /* 48 */
2364 2230
2365/* Recursive routine to step back and see if we can 2231/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2232 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2233 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2234 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2235 * Modified to be map tile aware -.MSW
2370 */ 2236 */
2371 2237int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2238can_see_monsterP (maptile *m, int x, int y, int dir)
2239{
2374 sint16 dx, dy; 2240 sint16 dx, dy;
2375 int mflags; 2241 int mflags;
2376 2242
2243 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2244 return 0; /* exit condition: invalid direction */
2378 2245
2379 dx = x + freearr_x[dir]; 2246 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2247 dy = y + freearr_y[dir];
2381 2248
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2249 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2250
2384 /* This functional arguably was incorrect before - it was 2251 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2252 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2253 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2254 * literal on if we can see it. To know if we can actually
2388 * move to the monster, we'd need the monster passed in or 2255 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2256 * at least its move type.
2390 */ 2257 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2258 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2259 return 0;
2392 2260
2393 /* yes, can see. */ 2261 /* yes, can see. */
2394 if(dir < 9) return 1; 2262 if (dir < 9)
2263 return 1;
2264
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2265 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2266 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2267 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2268}
2399 2269
2400
2401
2402/* 2270/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2271 * can_pick(picker, item): finds out if an object is possible to be
2404 * picked up by the picker. Returnes 1 if it can be 2272 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2273 * picked up, otherwise 0.
2406 * 2274 *
2407 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2408 * core dumps if they do. 2276 * core dumps if they do.
2409 * 2277 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2278 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2279 */
2412 2280int
2413int can_pick(const object *who, const object *item) { 2281can_pick (const object *who, const object *item)
2282{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2417 (who->type==PLAYER||item->weight<who->weight/3));
2418} 2286}
2419
2420 2287
2421/* 2288/*
2422 * create clone from object to another 2289 * create clone from object to another
2423 */ 2290 */
2291object *
2424object *object_create_clone (object *asrc) { 2292object_create_clone (object *asrc)
2293{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2294 object *dst = 0, *tmp, *src, *prev, *item;
2426 2295
2427 if(!asrc) return NULL; 2296 if (!asrc)
2428 src = asrc; 2297 return 0;
2429 if(src->head) 2298
2430 src = src->head; 2299 src = asrc->head_ ();
2431 2300
2432 prev = NULL; 2301 prev = 0;
2433 for(part = src; part; part = part->more) { 2302 for (object *part = src; part; part = part->more)
2434 tmp = get_object(); 2303 {
2435 copy_object(part,tmp); 2304 tmp = part->clone ();
2436 tmp->x -= src->x; 2305 tmp->x -= src->x;
2437 tmp->y -= src->y; 2306 tmp->y -= src->y;
2307
2438 if(!part->head) { 2308 if (!part->head)
2309 {
2439 dst = tmp; 2310 dst = tmp;
2440 tmp->head = NULL; 2311 tmp->head = 0;
2312 }
2441 } else { 2313 else
2442 tmp->head = dst; 2314 tmp->head = dst;
2443 } 2315
2444 tmp->more = NULL; 2316 tmp->more = 0;
2317
2445 if(prev) 2318 if (prev)
2446 prev->more = tmp; 2319 prev->more = tmp;
2320
2447 prev = tmp; 2321 prev = tmp;
2448 } 2322 }
2449 /*** copy inventory ***/ 2323
2450 for(item = src->inv; item; item = item->below) { 2324 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2325 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2326
2454 return dst; 2327 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463}
2464
2465/* GROS - Creates an object using a string representing its content. */
2466/* Basically, we save the content of the string to a temp file, then call */
2467/* load_object on it. I admit it is a highly inefficient way to make things, */
2468/* but it was simple to make and allows reusing the load_object function. */
2469/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */
2471
2472object* load_object_str(const char *obstr)
2473{
2474 object *op;
2475 char filename[MAX_BUF];
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2477
2478 FILE *tempfile=fopen(filename,"w");
2479 if (tempfile == NULL)
2480 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n");
2482 return NULL;
2483 };
2484 fprintf(tempfile,obstr);
2485 fclose(tempfile);
2486
2487 op=get_object();
2488
2489 object_thawer thawer (filename);
2490
2491 if (thawer)
2492 load_object(thawer,op,0);
2493
2494 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2495 CLEAR_FLAG(op,FLAG_REMOVED);
2496
2497 return op;
2498} 2328}
2499 2329
2500/* This returns the first object in who's inventory that 2330/* This returns the first object in who's inventory that
2501 * has the same type and subtype match. 2331 * has the same type and subtype match.
2502 * returns NULL if no match. 2332 * returns NULL if no match.
2503 */ 2333 */
2334object *
2504object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2335find_obj_by_type_subtype (const object *who, int type, int subtype)
2505{ 2336{
2506 object *tmp;
2507
2508 for (tmp=who->inv; tmp; tmp=tmp->below) 2337 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2509 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2338 if (tmp->type == type && tmp->subtype == subtype)
2339 return tmp;
2510 2340
2511 return NULL; 2341 return 0;
2512} 2342}
2513 2343
2514/* If ob has a field named key, return the link from the list, 2344/* If ob has a field named key, return the link from the list,
2515 * otherwise return NULL. 2345 * otherwise return NULL.
2516 * 2346 *
2517 * key must be a passed in shared string - otherwise, this won't 2347 * key must be a passed in shared string - otherwise, this won't
2518 * do the desired thing. 2348 * do the desired thing.
2519 */ 2349 */
2350key_value *
2520key_value * get_ob_key_link(const object * ob, const char * key) { 2351get_ob_key_link (const object *ob, const char *key)
2521 key_value * link; 2352{
2522
2523 for (link = ob->key_values; link != NULL; link = link->next) { 2353 for (key_value *link = ob->key_values; link; link = link->next)
2524 if (link->key == key) { 2354 if (link->key == key)
2525 return link; 2355 return link;
2526 } 2356
2527 } 2357 return 0;
2528 2358}
2529 return NULL;
2530}
2531 2359
2532/* 2360/*
2533 * Returns the value of op has an extra_field for key, or NULL. 2361 * Returns the value of op has an extra_field for key, or NULL.
2534 * 2362 *
2535 * The argument doesn't need to be a shared string. 2363 * The argument doesn't need to be a shared string.
2536 * 2364 *
2537 * The returned string is shared. 2365 * The returned string is shared.
2538 */ 2366 */
2367const char *
2539const char * get_ob_key_value(const object * op, const char * const key) { 2368get_ob_key_value (const object *op, const char *const key)
2369{
2540 key_value * link; 2370 key_value *link;
2541 const char * canonical_key; 2371 shstr_cmp canonical_key (key);
2372
2373 if (!canonical_key)
2542 2374 {
2543 canonical_key = shstr::find (key);
2544
2545 if (canonical_key == NULL) {
2546 /* 1. There being a field named key on any object 2375 /* 1. There being a field named key on any object
2547 * implies there'd be a shared string to find. 2376 * implies there'd be a shared string to find.
2548 * 2. Since there isn't, no object has this field. 2377 * 2. Since there isn't, no object has this field.
2549 * 3. Therefore, *this* object doesn't have this field. 2378 * 3. Therefore, *this* object doesn't have this field.
2550 */ 2379 */
2551 return NULL; 2380 return 0;
2552 } 2381 }
2553 2382
2554 /* This is copied from get_ob_key_link() above - 2383 /* This is copied from get_ob_key_link() above -
2555 * only 4 lines, and saves the function call overhead. 2384 * only 4 lines, and saves the function call overhead.
2556 */ 2385 */
2557 for (link = op->key_values; link != NULL; link = link->next) { 2386 for (link = op->key_values; link; link = link->next)
2558 if (link->key == canonical_key) { 2387 if (link->key == canonical_key)
2559 return link->value; 2388 return link->value;
2560 }
2561 }
2562 return NULL;
2563}
2564 2389
2390 return 0;
2391}
2565 2392
2566/* 2393/*
2567 * Updates the canonical_key in op to value. 2394 * Updates the canonical_key in op to value.
2568 * 2395 *
2569 * canonical_key is a shared string (value doesn't have to be). 2396 * canonical_key is a shared string (value doesn't have to be).
2571 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2398 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2572 * keys. 2399 * keys.
2573 * 2400 *
2574 * Returns TRUE on success. 2401 * Returns TRUE on success.
2575 */ 2402 */
2403int
2576int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2404set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2405{
2577 key_value * field = NULL, *last=NULL; 2406 key_value *field = NULL, *last = NULL;
2578 2407
2579 for (field=op->key_values; field != NULL; field=field->next) { 2408 for (field = op->key_values; field != NULL; field = field->next)
2409 {
2580 if (field->key != canonical_key) { 2410 if (field->key != canonical_key)
2411 {
2581 last = field; 2412 last = field;
2582 continue; 2413 continue;
2583 } 2414 }
2584 2415
2585 if (value) 2416 if (value)
2586 field->value = value; 2417 field->value = value;
2587 else { 2418 else
2419 {
2588 /* Basically, if the archetype has this key set, 2420 /* Basically, if the archetype has this key set,
2589 * we need to store the null value so when we save 2421 * we need to store the null value so when we save
2590 * it, we save the empty value so that when we load, 2422 * it, we save the empty value so that when we load,
2591 * we get this value back again. 2423 * we get this value back again.
2592 */ 2424 */
2593 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2425 if (get_ob_key_link (op->arch, canonical_key))
2594 field->value = 0; 2426 field->value = 0;
2427 else
2428 {
2429 if (last)
2430 last->next = field->next;
2595 else 2431 else
2596 {
2597 if (last) last->next = field->next;
2598 else op->key_values = field->next; 2432 op->key_values = field->next;
2599 2433
2600 delete field; 2434 delete field;
2601 } 2435 }
2602 } 2436 }
2603 return TRUE; 2437 return TRUE;
2604 } 2438 }
2605 /* IF we get here, key doesn't exist */ 2439 /* IF we get here, key doesn't exist */
2606 2440
2607 /* No field, we'll have to add it. */ 2441 /* No field, we'll have to add it. */
2608 2442
2609 if (!add_key) { 2443 if (!add_key)
2610 return FALSE; 2444 return FALSE;
2611 } 2445
2612 /* There isn't any good reason to store a null 2446 /* There isn't any good reason to store a null
2613 * value in the key/value list. If the archetype has 2447 * value in the key/value list. If the archetype has
2614 * this key, then we should also have it, so shouldn't 2448 * this key, then we should also have it, so shouldn't
2615 * be here. If user wants to store empty strings, 2449 * be here. If user wants to store empty strings,
2616 * should pass in "" 2450 * should pass in ""
2617 */ 2451 */
2618 if (value == NULL) return TRUE; 2452 if (value == NULL)
2619
2620 field = new key_value;
2621
2622 field->key = canonical_key;
2623 field->value = value;
2624 /* Usual prepend-addition. */
2625 field->next = op->key_values;
2626 op->key_values = field;
2627
2628 return TRUE; 2453 return TRUE;
2454
2455 field = new key_value;
2456
2457 field->key = canonical_key;
2458 field->value = value;
2459 /* Usual prepend-addition. */
2460 field->next = op->key_values;
2461 op->key_values = field;
2462
2463 return TRUE;
2629} 2464}
2630 2465
2631/* 2466/*
2632 * Updates the key in op to value. 2467 * Updates the key in op to value.
2633 * 2468 *
2635 * and not add new ones. 2470 * and not add new ones.
2636 * In general, should be little reason FALSE is ever passed in for add_key 2471 * In general, should be little reason FALSE is ever passed in for add_key
2637 * 2472 *
2638 * Returns TRUE on success. 2473 * Returns TRUE on success.
2639 */ 2474 */
2475int
2640int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2476set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2641{ 2477{
2642 shstr key_ (key); 2478 shstr key_ (key);
2479
2643 return set_ob_key_value_s (op, key_, value, add_key); 2480 return set_ob_key_value_s (op, key_, value, add_key);
2644} 2481}
2482
2483object::depth_iterator::depth_iterator (object *container)
2484: iterator_base (container)
2485{
2486 while (item->inv)
2487 item = item->inv;
2488}
2489
2490void
2491object::depth_iterator::next ()
2492{
2493 if (item->below)
2494 {
2495 item = item->below;
2496
2497 while (item->inv)
2498 item = item->inv;
2499 }
2500 else
2501 item = item->env;
2502}
2503
2504const char *
2505object::flag_desc (char *desc, int len) const
2506{
2507 char *p = desc;
2508 bool first = true;
2509
2510 *p = 0;
2511
2512 for (int i = 0; i < NUM_FLAGS; i++)
2513 {
2514 if (len <= 10) // magic constant!
2515 {
2516 snprintf (p, len, ",...");
2517 break;
2518 }
2519
2520 if (flag [i])
2521 {
2522 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2523 len -= cnt;
2524 p += cnt;
2525 first = false;
2526 }
2527 }
2528
2529 return desc;
2530}
2531
2532// return a suitable string describing an object in enough detail to find it
2533const char *
2534object::debug_desc (char *info) const
2535{
2536 char flagdesc[512];
2537 char info2[256 * 4];
2538 char *p = info;
2539
2540 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2541 count,
2542 uuid.c_str (),
2543 &name,
2544 title ? "\",title:\"" : "",
2545 title ? (const char *)title : "",
2546 flag_desc (flagdesc, 512), type);
2547
2548 if (!this->flag[FLAG_REMOVED] && env)
2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2550
2551 if (map)
2552 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2553
2554 return info;
2555}
2556
2557const char *
2558object::debug_desc () const
2559{
2560 static char info[3][256 * 4];
2561 static int info_idx;
2562
2563 return debug_desc (info [++info_idx % 3]);
2564}
2565
2566struct region *
2567object::region () const
2568{
2569 return map ? map->region (x, y)
2570 : region::default_region ();
2571}
2572
2573const materialtype_t *
2574object::dominant_material () const
2575{
2576 if (materialtype_t *mt = name_to_material (materialname))
2577 return mt;
2578
2579 return name_to_material (shstr_unknown);
2580}
2581
2582void
2583object::open_container (object *new_container)
2584{
2585 if (container == new_container)
2586 return;
2587
2588 if (object *old_container = container)
2589 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return;
2592
2593#if 0
2594 // remove the "Close old_container" object.
2595 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON)
2597 closer->destroy ();
2598#endif
2599
2600 old_container->flag [FLAG_APPLIED] = 0;
2601 container = 0;
2602
2603 esrv_update_item (UPD_FLAGS, this, old_container);
2604 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2605 play_sound (sound_find ("chest_close"));
2606 }
2607
2608 if (new_container)
2609 {
2610 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2611 return;
2612
2613 // TODO: this does not seem to serve any purpose anymore?
2614#if 0
2615 // insert the "Close Container" object.
2616 if (archetype *closer = new_container->other_arch)
2617 {
2618 object *closer = arch_to_object (new_container->other_arch);
2619 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2620 new_container->insert (closer);
2621 }
2622#endif
2623
2624 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2625
2626 new_container->flag [FLAG_APPLIED] = 1;
2627 container = new_container;
2628
2629 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open"));
2632 }
2633}
2634
2635object *
2636object::force_find (const shstr name)
2637{
2638 /* cycle through his inventory to look for the MARK we want to
2639 * place
2640 */
2641 for (object *tmp = inv; tmp; tmp = tmp->below)
2642 if (tmp->type == FORCE && tmp->slaying == name)
2643 return splay (tmp);
2644
2645 return 0;
2646}
2647
2648void
2649object::force_add (const shstr name, int duration)
2650{
2651 if (object *force = force_find (name))
2652 force->destroy ();
2653
2654 object *force = get_archetype (FORCE_NAME);
2655
2656 force->slaying = name;
2657 force->stats.food = 1;
2658 force->speed_left = -1.f;
2659
2660 force->set_speed (duration ? 1.f / duration : 0.f);
2661 force->flag [FLAG_IS_USED_UP] = true;
2662 force->flag [FLAG_APPLIED] = true;
2663
2664 insert (force);
2665}
2666
2667void
2668object::play_sound (faceidx sound)
2669{
2670 if (!sound)
2671 return;
2672
2673 if (flag [FLAG_REMOVED])
2674 return;
2675
2676 if (env)
2677 {
2678 if (object *pl = in_player ())
2679 pl->contr->play_sound (sound);
2680 }
2681 else
2682 map->play_sound (sound, x, y);
2683}
2684

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