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Comparing deliantra/server/common/object.C (file contents):
Revision 1.23 by root, Sun Sep 10 14:54:02 2006 UTC vs.
Revision 1.206 by root, Tue Apr 15 14:21:04 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 1.23 2006/09/10 14:54:02 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h> 33#include <sproto.h>
41#include <loader.h> 34#include <loader.h>
42int nrofallocobjects = 0;
43 35
44object *objects; /* Pointer to the list of used objects */ 36#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 37
38UUID UUID::cur;
39static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19;
41
42objectvec objects;
43activevec actives;
44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = {
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50};
50short freearr_y[SIZEOFFREE]= 51short freearr_y[SIZEOFFREE] = {
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
56};
53int maxfree[SIZEOFFREE]= 57int maxfree[SIZEOFFREE] = {
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
62};
56int freedir[SIZEOFFREE]= { 63int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 64 0,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
68};
69
70static void
71write_uuid (uval64 skip, bool sync)
72{
73 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip));
75 CALL_ARG_SV (boolSV (sync));
76 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END;
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
88
89 FILE *fp;
90
91 if (!(fp = fopen (filename, "r")))
92 {
93 if (errno == ENOENT)
94 {
95 LOG (llevInfo, "RESET uid to 1\n");
96 UUID::cur.seq = 0;
97 write_uuid (UUID_GAP, true);
98 return;
99 }
100
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1);
103 }
104
105 UUID::BUF buf;
106 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
110 {
111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
112 _exit (1);
113 }
114
115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
118 fclose (fp);
119}
120
121UUID
122UUID::gen ()
123{
124 UUID uid;
125
126 uid.seq = ++cur.seq;
127
128 if (expect_false (cur.seq >= seq_next_save))
129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
134
135 return uid;
136}
137
138void
139UUID::init ()
140{
141 read_uuid ();
142}
59 143
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
145static bool
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 146compare_ob_value_lists_one (const object *wants, const object *has)
147{
62 key_value * wants_field; 148 key_value *wants_field;
63 149
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 151 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 152 * different structure or at least keep the lists sorted...
67 */ 153 */
68 154
69 /* For each field in wants, */ 155 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
157 {
71 key_value * has_field; 158 key_value *has_field;
72 159
73 /* Look for a field in has with the same key. */ 160 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 161 has_field = get_ob_key_link (has, wants_field->key);
75 162
76 if (has_field == NULL) { 163 if (!has_field)
77 /* No field with that name. */ 164 return 0; /* No field with that name. */
78 return FALSE; 165
79 }
80
81 /* Found the matching field. */ 166 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 167 if (has_field->value != wants_field->value)
83 /* Values don't match, so this half of the comparison is false. */ 168 return 0; /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 169
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */ 170 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 171 }
172
90 /* If we get here, every field in wants has a matching field in has. */ 173 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 174 return 1;
92} 175}
93 176
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 177/* Returns TRUE if ob1 has the same key_values as ob2. */
178static bool
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 179compare_ob_value_lists (const object *ob1, const object *ob2)
180{
96 /* However, there may be fields in has which aren't partnered in wants, 181 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 182 * so we need to run the comparison *twice*. :(
98 */ 183 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 184 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 185}
101 186
102/* Function examines the 2 objects given to it, and returns true if 187/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 188 * they can be merged together.
104 * 189 *
105 * Note that this function appears a lot longer than the macro it 190 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 191 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 192 * reduce this to the same efficiency.
108 * 193 *
109 * Check nrof variable *before* calling CAN_MERGE() 194 * Check nrof variable *before* calling can_merge()
110 * 195 *
111 * Improvements made with merge: Better checking on potion, and also 196 * Improvements made with merge: Better checking on potion, and also
112 * check weight 197 * check weight
113 */ 198 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 199bool object::can_merge_slow (object *ob1, object *ob2)
117{ 200{
118 /* A couple quicksanity checks */ 201 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 202 if (ob1 == ob2
203 || ob1->type != ob2->type
204 || ob1->speed != ob2->speed
205 || ob1->value != ob2->value
206 || ob1->name != ob2->name)
120 return 0; 207 return 0;
121 208
122 if (ob1->speed != ob2->speed) 209 /* Do not merge objects if nrof would overflow. First part checks
210 * for unsigned overflow (2c), second part checks wether the result
211 * would fit into a 32 bit signed int, which is often used to hold
212 * nrof values.
213 */
214 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
123 return 0; 215 return 0;
124 216
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof).
128 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31)
130 return 0;
131
132 /* If the objects have been identified, set the BEEN_APPLIED flag. 217 /* If the objects have been identified, set the BEEN_APPLIED flag.
133 * This is to the comparison of the flags below will be OK. We 218 * This is to the comparison of the flags below will be OK. We
134 * just can't ignore the been applied or identified flags, as they 219 * just can't ignore the been applied or identified flags, as they
135 * are not equal - just if it has been identified, the been_applied 220 * are not equal - just if it has been identified, the been_applied
136 * flags lose any meaning. 221 * flags lose any meaning.
137 */ 222 */
138 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 225
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 226 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 227 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 228
144 229 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 230 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 231 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 232 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 233 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 234 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 237 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 238 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 239 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 240 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 241 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 242 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 243 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 244 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 245 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 246 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 247 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 248 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 249 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 250 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 251 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 252 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 253 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 254 return 0;
178 255
179 /* This is really a spellbook check - really, we should 256 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 257 * not merge objects with real inventories, as splitting them
258 * is hard.
181 */ 259 */
182 if (ob1->inv || ob2->inv) 260 if (ob1->inv || ob2->inv)
183 { 261 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!(ob1->inv && ob2->inv))
190 return 0; 263 return 0; /* inventories differ in length */
264
265 if (ob1->inv->below || ob2->inv->below)
266 return 0; /* more than one object in inv */
267
268 if (!object::can_merge (ob1->inv, ob2->inv))
269 return 0; /* inventory objects differ */
191 270
192 /* inventory ok - still need to check rest of this object to see 271 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 272 * if it is valid.
194 */ 273 */
195 } 274 }
203 282
204 /* Note sure why the following is the case - either the object has to 283 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 284 * be animated or have a very low speed. Is this an attempted monster
206 * check? 285 * check?
207 */ 286 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 287 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 288 return 0;
211 289
212 switch (ob1->type) 290 switch (ob1->type)
213 { 291 {
214 case SCROLL: 292 case SCROLL:
215 if (ob1->level != ob2->level) 293 if (ob1->level != ob2->level)
216 return 0; 294 return 0;
217 break; 295 break;
218 } 296 }
219 297
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 298 if (ob1->key_values || ob2->key_values)
221 { 299 {
222 /* At least one of these has key_values. */ 300 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 301 if ((!ob1->key_values) != (!ob2->key_values))
224 /* One has fields, but the other one doesn't. */ 302 /* One has fields, but the other one doesn't. */
225 return 0; 303 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 304 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 305 return 0;
228 } 306 }
229 307
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
232 { 309 {
233 ob1->optimise (); 310 ob1->optimise ();
234 ob2->optimise (); 311 ob2->optimise ();
235 312
236 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
237 return 0; 314 {
315 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
316 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
317
318 if (k1 != k2)
319 return 0;
320 else if (k1 == 0)
321 return 1;
322 else if (!cfperl_can_merge (ob1, ob2))
323 return 0;
324 }
238 } 325 }
239 326
240 /* Everything passes, must be OK. */ 327 /* Everything passes, must be OK. */
241 return 1; 328 return 1;
242} 329}
330
243/* 331/*
244 * sum_weight() is a recursive function which calculates the weight 332 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 333 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 334 * containers are carrying, and sums it up.
247 */ 335 */
248signed long sum_weight(object *op) { 336long
337sum_weight (object *op)
338{
249 signed long sum; 339 long sum;
250 object *inv; 340 object *inv;
341
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 342 for (sum = 0, inv = op->inv; inv; inv = inv->below)
343 {
252 if (inv->inv) 344 if (inv->inv)
253 sum_weight(inv); 345 sum_weight (inv);
346
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 347 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 348 }
349
256 if (op->type == CONTAINER && op->stats.Str) 350 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 351 sum = (sum * (100 - op->stats.Str)) / 100;
352
258 if(op->carrying != sum) 353 if (op->carrying != sum)
259 op->carrying = sum; 354 op->carrying = sum;
355
260 return sum; 356 return sum;
261} 357}
262 358
263/** 359/**
264 * Return the outermost environment object for a given object. 360 * Return the outermost environment object for a given object.
265 */ 361 */
266 362
363object *
267object *object_get_env_recursive (object *op) { 364object_get_env_recursive (object *op)
365{
268 while (op->env != NULL) 366 while (op->env != NULL)
269 op = op->env; 367 op = op->env;
270 return op; 368 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 369}
285 370
286/* 371/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 373 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 374 * The result of the dump is stored in the static global errmsg array.
290 */ 375 */
291 376char *
292void dump_object2(object *op) {
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 377dump_object (object *op)
339 if(op==NULL) { 378{
340 strcpy(errmsg,"[NULL pointer]"); 379 if (!op)
341 return; 380 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 381
347void dump_all_objects(void) { 382 object_freezer freezer;
348 object *op; 383 op->write (freezer);
349 for(op=objects;op!=NULL;op=op->next) { 384 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 385}
354 386
355/* 387/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 388 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 389 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 390 * If it's not a multi-object, it is returned.
359 */ 391 */
360 392object *
361object *get_nearest_part(object *op, const object *pl) { 393get_nearest_part (object *op, const object *pl)
394{
362 object *tmp,*closest; 395 object *tmp, *closest;
363 int last_dist,i; 396 int last_dist, i;
397
364 if(op->more==NULL) 398 if (op->more == NULL)
365 return op; 399 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 400 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 401 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 402 closest = tmp, last_dist = i;
369 return closest; 403 return closest;
370} 404}
371 405
372/* 406/*
373 * Returns the object which has the count-variable equal to the argument. 407 * Returns the object which has the count-variable equal to the argument.
374 */ 408 */
375 409object *
376object *find_object(tag_t i) { 410find_object (tag_t i)
377 object *op; 411{
378 for(op=objects;op!=NULL;op=op->next) 412 for_all_objects (op)
379 if(op->count==i) 413 if (op->count == i)
380 break;
381 return op; 414 return op;
415
416 return 0;
382} 417}
383 418
384/* 419/*
385 * Returns the first object which has a name equal to the argument. 420 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 421 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 422 * Enables features like "patch <name-of-other-player> food 999"
388 */ 423 */
389 424object *
390object *find_object_name(const char *str) { 425find_object_name (const char *str)
391 const char *name = shstr::find (str); 426{
427 shstr_cmp str_ (str);
392 object *op; 428 object *op;
393 for(op=objects;op!=NULL;op=op->next) 429
430 for_all_objects (op)
394 if(&op->name == name) 431 if (op->name == str_)
395 break; 432 break;
396 433
397 return op; 434 return op;
398}
399
400void free_all_object_data ()
401{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 435}
439 436
440/* 437/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 438 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 439 * skill and experience objects.
440 * ACTUALLY NO! investigate! TODO
443 */ 441 */
444void set_owner (object *op, object *owner) 442void
443object::set_owner (object *owner)
445{ 444{
446 if(owner==NULL||op==NULL) 445 // allow objects which own objects
446 if (owner)
447 while (owner->owner)
448 owner = owner->owner;
449
450 if (flag [FLAG_FREED])
451 {
452 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
447 return; 453 return;
454 }
448 455
449 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid.
455 */
456 while (owner->owner && owner!=owner->owner &&
457 owner->ownercount==owner->owner->count) owner=owner->owner;
458
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 456 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469} 457}
470 458
471/* Set the owner to clone's current owner and set the skill and experience 459int
472 * objects to clone's objects (typically those objects that where the owner's 460object::slottype () const
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{ 461{
483 object *owner = get_owner (clone); 462 if (type == SKILL)
484 if (owner == NULL) { 463 {
485 /* players don't have owners - they own themselves. Update 464 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
486 * as appropriate. 465 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
466 }
467 else
468 {
469 if (slot [body_combat].info) return slot_combat;
470 if (slot [body_range ].info) return slot_ranged;
471 }
472
473 return slot_none;
474}
475
476bool
477object::change_weapon (object *ob)
478{
479 if (current_weapon == ob)
480 return true;
481
482 if (chosen_skill)
483 chosen_skill->flag [FLAG_APPLIED] = false;
484
485 current_weapon = ob;
486 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
487
488 if (chosen_skill)
489 chosen_skill->flag [FLAG_APPLIED] = true;
490
491 update_stats ();
492
493 if (ob)
494 {
495 // now check wether any body locations became invalid, in which case
496 // we cannot apply the weapon at the moment.
497 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
498 if (slot[i].used < 0)
487 */ 499 {
488 if (clone->type == PLAYER) owner=clone; 500 current_weapon = chosen_skill = 0;
489 else return; 501 update_stats ();
502
503 new_draw_info_format (NDI_UNIQUE, 0, this,
504 "You try to balance all your items at once, "
505 "but the %s is just too much for your body. "
506 "[You need to unapply some items first.]", &ob->name);
507 return false;
508 }
509
510 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
511 }
512 else
513 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
514
515 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
490 } 516 {
491 set_owner(op, owner); 517 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
518 &name, ob->debug_desc ());
519 return false;
520 }
492 521
522 return true;
493} 523}
494 524
495/* Zero the key_values on op, decrementing the shared-string 525/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 526 * refcounts and freeing the links.
497 */ 527 */
528static void
498static void free_key_values(object * op) 529free_key_values (object *op)
499{ 530{
500 for (key_value *i = op->key_values; i != 0; ) 531 for (key_value *i = op->key_values; i; )
501 { 532 {
502 key_value *next = i->next; 533 key_value *next = i->next;
503 delete i; 534 delete i;
535
504 i = next; 536 i = next;
505 } 537 }
506 538
507 op->key_values = 0; 539 op->key_values = 0;
508} 540}
509 541
510void object::clear () 542object &
543object::operator =(const object &src)
511{ 544{
512 attachable_base::clear (); 545 bool is_freed = flag [FLAG_FREED];
546 bool is_removed = flag [FLAG_REMOVED];
513 547
514 free_key_values (this); 548 *(object_copy *)this = src;
515 549
516 name = 0; 550 flag [FLAG_FREED] = is_freed;
517 name_pl = 0; 551 flag [FLAG_REMOVED] = is_removed;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object,
574 * and then copies the contends of the first object into the second
575 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object
578 * will point at garbage.
579 */
580
581void copy_object (object *op2, object *op)
582{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
585
586 op2->clone (op);
587
588 if (is_freed) SET_FLAG (op, FLAG_FREED);
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
590
591 if (op2->speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
593 552
594 /* Copy over key_values, if any. */ 553 /* Copy over key_values, if any. */
595 if (op2->key_values) 554 if (src.key_values)
596 { 555 {
597 key_value *tail = 0; 556 key_value *tail = 0;
598 key_value *i;
599
600 op->key_values = 0; 557 key_values = 0;
601 558
602 for (i = op2->key_values; i; i = i->next) 559 for (key_value *i = src.key_values; i; i = i->next)
603 { 560 {
604 key_value *new_link = new key_value; 561 key_value *new_link = new key_value;
605 562
606 new_link->next = 0; 563 new_link->next = 0;
607 new_link->key = i->key; 564 new_link->key = i->key;
608 new_link->value = i->value; 565 new_link->value = i->value;
609 566
610 /* Try and be clever here, too. */ 567 /* Try and be clever here, too. */
611 if (!op->key_values) 568 if (!key_values)
612 { 569 {
613 op->key_values = new_link; 570 key_values = new_link;
614 tail = new_link; 571 tail = new_link;
615 } 572 }
616 else 573 else
617 { 574 {
618 tail->next = new_link; 575 tail->next = new_link;
619 tail = new_link; 576 tail = new_link;
620 } 577 }
621 } 578 }
622 } 579 }
580}
623 581
624 update_ob_speed (op); 582/*
583 * copy_to first frees everything allocated by the dst object,
584 * and then copies the contents of itself into the second
585 * object, allocating what needs to be allocated. Basically, any
586 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
587 * if the first object is freed, the pointers in the new object
588 * will point at garbage.
589 */
590void
591object::copy_to (object *dst)
592{
593 *dst = *this;
594
595 if (speed < 0)
596 dst->speed_left -= rndm ();
597
598 dst->set_speed (dst->speed);
599}
600
601void
602object::instantiate ()
603{
604 if (!uuid.seq) // HACK
605 uuid = UUID::gen ();
606
607 speed_left = -0.1f;
608 /* copy the body_info to the body_used - this is only really
609 * need for monsters, but doesn't hurt to do it for everything.
610 * by doing so, when a monster is created, it has good starting
611 * values for the body_used info, so when items are created
612 * for it, they can be properly equipped.
613 */
614 for (int i = NUM_BODY_LOCATIONS; i--; )
615 slot[i].used = slot[i].info;
616
617 attachable::instantiate ();
618}
619
620object *
621object::clone ()
622{
623 object *neu = create ();
624 copy_to (neu);
625 return neu;
625} 626}
626 627
627/* 628/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 629 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 630 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 631 * be called to update the face variable, _and_ how it looks on the map.
631 */ 632 */
632 633void
633void update_turn_face(object *op) { 634update_turn_face (object *op)
635{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 636 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 637 return;
638
636 SET_ANIMATION(op, op->direction); 639 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 640 update_object (op, UP_OBJ_FACE);
638} 641}
639 642
640/* 643/*
641 * Updates the speed of an object. If the speed changes from 0 to another 644 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 645 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 646 * This function needs to be called whenever the speed of an object changes.
644 */ 647 */
645 648void
646void update_ob_speed(object *op) { 649object::set_speed (float speed)
647 extern int arch_init; 650{
648 651 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 652 {
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 653 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 654 speed = 0;
659#endif
660 } 655 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 656
669 /* process_events() expects us to insert the object at the beginning 657 this->speed = speed;
670 * of the list. */ 658
671 op->active_next = active_objects; 659 if (has_active_speed ())
672 if (op->active_next!=NULL) 660 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 661 else
677 /* If not on the active list, nothing needs to be done */ 662 deactivate ();
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694} 663}
695 664
696/* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704void remove_from_active_list(object *op)
705{
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 665/*
725 * update_object() updates the array which represents the map. 666 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 667 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 668 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 669 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 670 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 671 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 672 * updating that window, though, since update_object() is called _often_)
732 * 673 *
733 * action is a hint of what the caller believes need to be done. 674 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 675 * current action are:
739 * UP_OBJ_INSERT: op was inserted 676 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 677 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 678 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 679 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 680 * UP_OBJ_FACE: only the objects face has changed.
744 */ 681 */
745 682void
746void update_object(object *op, int action) { 683update_object (object *op, int action)
747 int update_now=0, flags; 684{
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL) { 685 if (op == NULL)
686 {
751 /* this should never happen */ 687 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 688 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 689 return;
754 }
755 690 }
756 if(op->env!=NULL) { 691
692 if (op->env)
693 {
757 /* Animation is currently handled by client, so nothing 694 /* Animation is currently handled by client, so nothing
758 * to do in this case. 695 * to do in this case.
759 */ 696 */
760 return; 697 return;
761 } 698 }
762 699
763 /* If the map is saving, don't do anything as everything is 700 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 701 * going to get freed anyways.
765 */ 702 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 703 if (!op->map || op->map->in_memory == MAP_SAVING)
767 704 return;
705
768 /* make sure the object is within map boundaries */ 706 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 707 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 708 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 709 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 710#ifdef MANY_CORES
773 abort(); 711 abort ();
774#endif 712#endif
775 return; 713 return;
776 }
777 714 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 715
716 mapspace &m = op->ms ();
717
718 if (!(m.flags_ & P_UPTODATE))
719 /* nop */;
785 if (action == UP_OBJ_INSERT) { 720 else if (action == UP_OBJ_INSERT)
721 {
722 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 723 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 724 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 725 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 726 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
727 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 728 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 729 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 730 || (m.move_off | op->move_off ) != m.move_off
804 731 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 732 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 733 * to have move_allow right now.
807 */ 734 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 735 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 736 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 737 m.flags_ = 0;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 738 }
814 /* if the object is being removed, we can't make intelligent 739 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 740 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 741 * that is being removed.
817 */ 742 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 743 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 744 m.flags_ = 0;
820 } else if (action == UP_OBJ_FACE) { 745 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 746 /* Nothing to do for that case */ ;
822 }
823 else { 747 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 748 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 749
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 750 if (op->more)
833 update_object(op->more, action); 751 update_object (op->more, action);
834}
835
836static std::vector<object *> mortals;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844} 752}
845 753
846object::object () 754object::object ()
847{ 755{
848 SET_FLAG (this, FLAG_REMOVED); 756 SET_FLAG (this, FLAG_REMOVED);
849 757
850 expmul = 1.0; 758 expmul = 1.0;
851 face = blank_face; 759 face = blank_face;
852 attacked_by_count = -1;
853} 760}
854 761
855object::~object () 762object::~object ()
856{ 763{
764 unlink ();
765
857 free_key_values (this); 766 free_key_values (this);
858} 767}
859 768
769static int object_count;
770
771void object::link ()
772{
773 assert (!index);//D
774 uuid = UUID::gen ();
775 count = ++object_count;
776
777 refcnt_inc ();
778 objects.insert (this);
779}
780
781void object::unlink ()
782{
783 if (!index)
784 return;
785
786 objects.erase (this);
787 refcnt_dec ();
788}
789
860void 790void
861object::link () 791object::activate ()
862{ 792{
863 count = ++ob_count; 793 /* If already on active list, don't do anything */
794 if (active)
795 return;
864 796
865 prev = 0; 797 if (has_active_speed ())
866 next = objects; 798 actives.insert (this);
867
868 if (objects)
869 objects->prev = this;
870
871 objects = this;
872} 799}
873 800
874void 801void
875object::unlink () 802object::activate_recursive ()
876{ 803{
877 count = 0; 804 activate ();
878 805
879 /* Remove this object from the list of used objects */ 806 for (object *op = inv; op; op = op->below)
880 if (prev) prev->next = next; 807 op->activate_recursive ();
881 if (next) next->prev = prev; 808}
882 if (this == objects) objects = next; 809
883} 810/* This function removes object 'op' from the list of active
811 * objects.
812 * This should only be used for style maps or other such
813 * reference maps where you don't want an object that isn't
814 * in play chewing up cpu time getting processed.
815 * The reverse of this is to call update_ob_speed, which
816 * will do the right thing based on the speed of the object.
817 */
818void
819object::deactivate ()
820{
821 /* If not on the active list, nothing needs to be done */
822 if (!active)
823 return;
824
825 actives.erase (this);
826}
827
828void
829object::deactivate_recursive ()
830{
831 for (object *op = inv; op; op = op->below)
832 op->deactivate_recursive ();
833
834 deactivate ();
835}
836
837void
838object::set_flag_inv (int flag, int value)
839{
840 for (object *op = inv; op; op = op->below)
841 {
842 op->flag [flag] = value;
843 op->set_flag_inv (flag, value);
844 }
845}
846
847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 // need to check first, because the checks below might segfault
855 // as we might be on an invalid mapspace and crossfire code
856 // is too buggy to ensure that the inventory is empty.
857 // corollary: if you create arrows etc. with stuff in tis inventory,
858 // cf will crash below with off-map x and y
859 if (!inv)
860 return;
861
862 /* Only if the space blocks everything do we not process -
863 * if some form of movement is allowed, let objects
864 * drop on that space.
865 */
866 if (!drop_to_ground
867 || !map
868 || map->in_memory != MAP_ACTIVE
869 || map->nodrop
870 || ms ().move_block == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]
889 || op->flag [FLAG_DESTROY_ON_DEATH])
890 op->destroy ();
891 else
892 map->insert (op, x, y);
893 }
894 }
895}
884 896
885object *object::create () 897object *object::create ()
886{ 898{
887 object *op = new object; 899 object *op = new object;
888 op->link (); 900 op->link ();
889 return op; 901 return op;
890} 902}
891 903
892/*
893 * free_object() frees everything allocated by an object, removes
894 * it from the list of used objects, and puts it on the list of
895 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for
897 * this function to succeed.
898 *
899 * If free_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground.
901 */
902void 904void
903object::free (bool free_inventory) 905object::do_destroy ()
904{ 906{
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 907 attachable::do_destroy ();
906 {
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 908
914 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 909 if (flag [FLAG_IS_LINKED])
915 { 910 remove_button_link (this);
916 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 911
912 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 913 remove_friendly_object (this);
918 }
919 914
920 if (QUERY_FLAG (this, FLAG_FREED)) 915 if (!flag [FLAG_REMOVED])
916 remove ();
917
918 destroy_inv (true);
919
920 deactivate ();
921 unlink ();
922
923 flag [FLAG_FREED] = 1;
924
925 // hack to ensure that freed objects still have a valid map
926 {
927 static maptile *freed_map; // freed objects are moved here to avoid crashes
928
929 if (!freed_map)
921 { 930 {
922 dump_object (this); 931 freed_map = new maptile;
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 932
924 return; 933 freed_map->path = "<freed objects map>";
934 freed_map->name = "/internal/freed_objects_map";
935 freed_map->width = 3;
936 freed_map->height = 3;
937 freed_map->nodrop = 1;
938
939 freed_map->alloc ();
940 freed_map->in_memory = MAP_ACTIVE;
925 } 941 }
942
943 map = freed_map;
944 x = 1;
945 y = 1;
946 }
926 947
927 if (more) 948 if (more)
928 { 949 {
929 more->free (free_inventory); 950 more->destroy ();
930 more = 0; 951 more = 0;
931 } 952 }
932 953
933 if (inv)
934 {
935 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects
937 * drop on that space.
938 */
939 if (free_inventory || !map
940 || map->in_memory != MAP_IN_MEMORY
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory);
950 op = tmp;
951 }
952 }
953 else
954 { /* Put objects in inventory onto this space */
955 object *op = inv;
956
957 while (op)
958 {
959 object *tmp = op->below;
960 remove_ob (op);
961
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
965 free_object (op);
966 else
967 {
968 op->x = x;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 }
972
973 op = tmp;
974 }
975 }
976 }
977
978 /* Remove object from the active list */
979 speed = 0; 954 head = 0;
980 update_ob_speed (this);
981 955
982 unlink (); 956 // clear those pointers that likely might cause circular references
957 owner = 0;
958 enemy = 0;
959 attacked_by = 0;
960 current_weapon = 0;
961}
983 962
984 SET_FLAG (this, FLAG_FREED); 963void
964object::destroy (bool destroy_inventory)
965{
966 if (destroyed ())
967 return;
985 968
986 mortals.push_back (this); 969 if (destroy_inventory)
970 destroy_inv (false);
971
972 if (is_head ())
973 if (sound_destroy)
974 play_sound (sound_destroy);
975 else if (flag [FLAG_MONSTER])
976 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
977
978 attachable::destroy ();
987} 979}
988 980
989/* 981/*
990 * sub_weight() recursively (outwards) subtracts a number from the 982 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 983 * weight of an object (and what is carried by it's environment(s)).
992 */ 984 */
993 985void
994void sub_weight (object *op, signed long weight) { 986sub_weight (object *op, signed long weight)
987{
995 while (op != NULL) { 988 while (op != NULL)
989 {
996 if (op->type == CONTAINER) { 990 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 991 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 992
999 op->carrying-=weight; 993 op->carrying -= weight;
1000 op = op->env; 994 op = op->env;
1001 } 995 }
1002} 996}
1003 997
1004/* remove_ob(op): 998/* op->remove ():
1005 * This function removes the object op from the linked list of objects 999 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 1000 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 1001 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 1002 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1003 * the previous environment.
1010 * Beware: This function is called from the editor as well!
1011 */ 1004 */
1012 1005void
1013void remove_ob(object *op) { 1006object::do_remove ()
1007{
1014 object *tmp,*last=NULL; 1008 object *tmp, *last = 0;
1015 object *otmp; 1009 object *otmp;
1016 tag_t tag;
1017 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 1010
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1011 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 dump_object(op); 1012 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1013
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 1014 SET_FLAG (this, FLAG_REMOVED);
1015 INVOKE_OBJECT (REMOVE, this);
1042 1016
1017 if (more)
1018 more->remove ();
1019
1043 /* 1020 /*
1044 * In this case, the object to be removed is in someones 1021 * In this case, the object to be removed is in someones
1045 * inventory. 1022 * inventory.
1046 */ 1023 */
1047 if(op->env!=NULL) { 1024 if (env)
1025 {
1048 if(op->nrof) 1026 if (nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 1027 sub_weight (env, weight * nrof);
1050 else 1028 else
1051 sub_weight(op->env, op->weight+op->carrying); 1029 sub_weight (env, weight + carrying);
1052 1030
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1031 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 1032 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 1033 * to save cpu time.
1056 */ 1034 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1035 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1036 otmp->update_stats ();
1059 fix_player(otmp);
1060 1037
1061 if(op->above!=NULL) 1038 if (above)
1062 op->above->below=op->below; 1039 above->below = below;
1063 else 1040 else
1064 op->env->inv=op->below; 1041 env->inv = below;
1065 1042
1066 if(op->below!=NULL) 1043 if (below)
1067 op->below->above=op->above; 1044 below->above = above;
1068 1045
1069 /* we set up values so that it could be inserted into 1046 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 1047 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 1048 * to the caller to decide what we want to do.
1049 */
1050 x = env->x, y = env->y;
1051 map = env->map;
1052 above = 0, below = 0;
1053 env = 0;
1054 }
1055 else if (map)
1056 {
1057 if (type == PLAYER)
1058 {
1059 // leaving a spot always closes any open container on the ground
1060 if (container && !container->env)
1061 // this causes spurious floorbox updates, but it ensures
1062 // that the CLOSE event is being sent.
1063 close_container ();
1064
1065 --map->players;
1066 map->touch ();
1067 }
1068
1069 map->dirty = true;
1070 mapspace &ms = this->ms ();
1071
1072 /* link the object above us */
1073 if (above)
1074 above->below = below;
1075 else
1076 ms.top = below; /* we were top, set new top */
1077
1078 /* Relink the object below us, if there is one */
1079 if (below)
1080 below->above = above;
1081 else
1082 {
1083 /* Nothing below, which means we need to relink map object for this space
1084 * use translated coordinates in case some oddness with map tiling is
1085 * evident
1072 */ 1086 */
1073 op->x=op->env->x,op->y=op->env->y; 1087 if (GET_MAP_OB (map, x, y) != this)
1074 op->map=op->env->map; 1088 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 ());
1075 op->above=NULL,op->below=NULL; 1089
1076 op->env=NULL; 1090 ms.bot = above; /* goes on above it. */
1091 }
1092
1093 above = 0;
1094 below = 0;
1095
1096 if (map->in_memory == MAP_SAVING)
1077 return; 1097 return;
1078 }
1079 1098
1080 /* If we get here, we are removing it from a map */ 1099 int check_walk_off = !flag [FLAG_NO_APPLY];
1081 if (op->map == NULL) return;
1082 1100
1083 x = op->x; 1101 if (object *pl = ms.player ())
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 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);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 } 1102 {
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1103 if (pl->container == this)
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1136 /* No point updating the players look faces if he is the object
1137 * being removed.
1138 */
1139
1140 if(tmp->type==PLAYER && tmp!=op) {
1141 /* If a container that the player is currently using somehow gets 1104 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1105 * removed (most likely destroyed), update the player view
1143 * appropriately. 1106 * appropriately.
1144 */ 1107 */
1145 if (tmp->container==op) { 1108 pl->close_container ();
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1109
1147 tmp->container=NULL; 1110 pl->contr->ns->floorbox_update ();
1111 }
1112
1113 for (tmp = ms.bot; tmp; tmp = tmp->above)
1114 {
1115 /* No point updating the players look faces if he is the object
1116 * being removed.
1117 */
1118
1119 /* See if object moving off should effect something */
1120 if (check_walk_off
1121 && ((move_type & tmp->move_off)
1122 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1123 {
1124 move_apply (tmp, this, 0);
1125
1126 if (destroyed ())
1127 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1148 } 1128 }
1149 tmp->contr->socket.update_look=1;
1150 }
1151 /* See if player moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1154 1129
1155 move_apply(tmp, op, NULL);
1156 if (was_destroyed (op, tag)) {
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 }
1160 }
1161
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163
1164 if(tmp->above == tmp)
1165 tmp->above = NULL;
1166 last=tmp; 1130 last = tmp;
1167 } 1131 }
1132
1168 /* last == NULL of there are no objects on this space */ 1133 /* last == NULL if there are no objects on this space */
1169 if (last==NULL) { 1134 //TODO: this makes little sense, why only update the topmost object?
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1135 if (!last)
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1136 map->at (x, y).flags_ = 0;
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y);
1177 }
1178 else 1137 else
1179 update_object(last, UP_OBJ_REMOVE); 1138 update_object (last, UP_OBJ_REMOVE);
1180 1139
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1140 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1141 update_all_los (map, x, y);
1183 1142 }
1184} 1143}
1185 1144
1186/* 1145/*
1187 * merge_ob(op,top): 1146 * merge_ob(op,top):
1188 * 1147 *
1189 * This function goes through all objects below and including top, and 1148 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1149 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1150 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1151 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1152 */
1194 1153object *
1195object *merge_ob(object *op, object *top) { 1154merge_ob (object *op, object *top)
1155{
1196 if(!op->nrof) 1156 if (!op->nrof)
1197 return 0; 1157 return 0;
1198 if(top==NULL) 1158
1159 if (!top)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1160 for (top = op; top && top->above; top = top->above)
1161 ;
1162
1200 for(;top!=NULL;top=top->below) { 1163 for (; top; top = top->below)
1164 {
1201 if(top==op) 1165 if (top == op)
1202 continue; 1166 continue;
1203 if (CAN_MERGE(op,top)) 1167
1204 { 1168 if (object::can_merge (op, top))
1169 {
1205 top->nrof+=op->nrof; 1170 top->nrof += op->nrof;
1171
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1172/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1173 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1174 op->destroy ();
1209 free_object(op);
1210 return top; 1175 return top;
1211 } 1176 }
1212 } 1177 }
1178
1213 return NULL; 1179 return 0;
1214} 1180}
1215 1181
1182void
1183object::expand_tail ()
1184{
1185 if (more)
1186 return;
1187
1188 object *prev = this;
1189
1190 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1191 {
1192 object *op = arch_to_object (at);
1193
1194 op->name = name;
1195 op->name_pl = name_pl;
1196 op->title = title;
1197
1198 op->head = this;
1199 prev->more = op;
1200
1201 prev = op;
1202 }
1203}
1204
1216/* 1205/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1206 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1218 * job preparing multi-part monsters 1207 * job preparing multi-part monsters.
1219 */ 1208 */
1209object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1210insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221 object* tmp; 1211{
1222 if (op->head) 1212 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 op=op->head; 1213 {
1224 for (tmp=op;tmp;tmp=tmp->more){
1225 tmp->x=x+tmp->arch->clone.x; 1214 tmp->x = x + tmp->arch->x;
1226 tmp->y=y+tmp->arch->clone.y; 1215 tmp->y = y + tmp->arch->y;
1227 } 1216 }
1217
1228 return insert_ob_in_map (op, m, originator, flag); 1218 return insert_ob_in_map (op, m, originator, flag);
1229} 1219}
1230 1220
1231/* 1221/*
1232 * insert_ob_in_map (op, map, originator, flag): 1222 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1223 * This function inserts the object in the two-way linked list
1246 * Return value: 1236 * Return value:
1247 * new object if 'op' was merged with other object 1237 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1238 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1239 * just 'op' otherwise
1250 */ 1240 */
1251 1241object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1242insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1243{
1244 assert (!op->flag [FLAG_FREED]);
1245
1254 object *tmp, *top, *floor=NULL; 1246 object *top, *floor = NULL;
1255 sint16 x,y;
1256 1247
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1248 op->remove ();
1258 LOG (llevError, "Trying to insert freed object!\n");
1259 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) {
1267 dump_object(op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1249
1286 object *more = op->more;
1287
1288 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it.
1292 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1294 more->map = get_map_from_coord(m, &more->x, &more->y);
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 }
1301
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1303 if ( ! op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1305 return NULL;
1306 }
1307 }
1308 CLEAR_FLAG(op,FLAG_REMOVED);
1309
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1250 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now 1251 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work 1252 * need extra work
1313 */ 1253 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y); 1254 if (!xy_normalise (m, op->x, op->y))
1315 x = op->x; 1255 {
1316 y = op->y; 1256 op->destroy ();
1257 return 0;
1258 }
1317 1259
1260 if (object *more = op->more)
1261 if (!insert_ob_in_map (more, m, originator, flag))
1262 return 0;
1263
1264 CLEAR_FLAG (op, FLAG_REMOVED);
1265
1266 op->map = m;
1267 mapspace &ms = op->ms ();
1268
1318 /* this has to be done after we translate the coordinates. 1269 /* this has to be done after we translate the coordinates.
1319 */ 1270 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) { 1271 if (op->nrof && !(flag & INS_NO_MERGE))
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1272 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 if (CAN_MERGE(op,tmp)) { 1273 if (object::can_merge (op, tmp))
1274 {
1323 op->nrof+=tmp->nrof; 1275 op->nrof += tmp->nrof;
1324 remove_ob(tmp); 1276 tmp->destroy ();
1325 free_object(tmp); 1277 }
1278
1279 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1280 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1281
1282 if (!QUERY_FLAG (op, FLAG_ALIVE))
1283 CLEAR_FLAG (op, FLAG_NO_STEAL);
1284
1285 if (flag & INS_BELOW_ORIGINATOR)
1286 {
1287 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1288 {
1289 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1290 abort ();
1291 }
1292
1293 op->above = originator;
1294 op->below = originator->below;
1295
1296 if (op->below)
1297 op->below->above = op;
1298 else
1299 ms.bot = op;
1300
1301 /* since *below* originator, no need to update top */
1302 originator->below = op;
1303 }
1304 else
1305 {
1306 top = ms.bot;
1307
1308 /* If there are other objects, then */
1309 if (top)
1310 {
1311 object *last = 0;
1312
1313 /*
1314 * If there are multiple objects on this space, we do some trickier handling.
1315 * We've already dealt with merging if appropriate.
1316 * Generally, we want to put the new object on top. But if
1317 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1318 * floor, we want to insert above that and no further.
1319 * Also, if there are spell objects on this space, we stop processing
1320 * once we get to them. This reduces the need to traverse over all of
1321 * them when adding another one - this saves quite a bit of cpu time
1322 * when lots of spells are cast in one area. Currently, it is presumed
1323 * that flying non pickable objects are spell objects.
1324 */
1325 for (top = ms.bot; top; top = top->above)
1326 {
1327 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1328 floor = top;
1329
1330 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1331 {
1332 /* We insert above top, so we want this object below this */
1333 top = top->below;
1334 break;
1335 }
1336
1337 last = top;
1326 } 1338 }
1327 }
1328 1339
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1340 /* Don't want top to be NULL, so set it to the last valid object */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1341 top = last;
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333 1342
1334 if (flag & INS_BELOW_ORIGINATOR) { 1343 /* We let update_position deal with figuring out what the space
1335 if (originator->map != op->map || originator->x != op->x || 1344 * looks like instead of lots of conditions here.
1336 originator->y != op->y) { 1345 * makes things faster, and effectively the same result.
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else {
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /* 1346 */
1351 * If there are multiple objects on this space, we do some trickier handling. 1347
1352 * We've already dealt with merging if appropriate. 1348 /* Have object 'fall below' other objects that block view.
1353 * Generally, we want to put the new object on top. But if 1349 * Unless those objects are exits.
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1350 * If INS_ON_TOP is used, don't do this processing
1355 * floor, we want to insert above that and no further. 1351 * Need to find the object that in fact blocks view, otherwise
1356 * Also, if there are spell objects on this space, we stop processing 1352 * stacking is a bit odd.
1357 * once we get to them. This reduces the need to traverse over all of 1353 */
1358 * them when adding another one - this saves quite a bit of cpu time 1354 if (!(flag & INS_ON_TOP)
1359 * when lots of spells are cast in one area. Currently, it is presumed 1355 && ms.flags () & P_BLOCKSVIEW
1360 * that flying non pickable objects are spell objects. 1356 && (op->face && !faces [op->face].visibility))
1357 {
1358 for (last = top; last != floor; last = last->below)
1359 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1360 break;
1361
1362 /* Check to see if we found the object that blocks view,
1363 * and make sure we have a below pointer for it so that
1364 * we can get inserted below this one, which requires we
1365 * set top to the object below us.
1361 */ 1366 */
1362 1367 if (last && last->below && last != floor)
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above; 1368 top = last->below;
1376 } 1369 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */ 1370 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD) 1371
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1372 if (flag & INS_ABOVE_FLOOR_ONLY)
1373 top = floor;
1407 1374
1408 /* Top is the object that our object (op) is going to get inserted above. 1375 /* Top is the object that our object (op) is going to get inserted above.
1409 */ 1376 */
1410 1377
1411 /* First object on this space */ 1378 /* First object on this space */
1412 if (!top) { 1379 if (!top)
1413 op->above = GET_MAP_OB(op->map, op->x, op->y); 1380 {
1381 op->above = ms.bot;
1382
1383 if (op->above)
1414 if (op->above) op->above->below = op; 1384 op->above->below = op;
1385
1415 op->below = NULL; 1386 op->below = 0;
1416 SET_MAP_OB(op->map, op->x, op->y, op); 1387 ms.bot = op;
1388 }
1389 else
1417 } else { /* get inserted into the stack above top */ 1390 { /* get inserted into the stack above top */
1418 op->above = top->above; 1391 op->above = top->above;
1392
1393 if (op->above)
1419 if (op->above) op->above->below = op; 1394 op->above->below = op;
1395
1420 op->below = top; 1396 op->below = top;
1421 top->above = op; 1397 top->above = op;
1422 } 1398 }
1399
1423 if (op->above==NULL) 1400 if (!op->above)
1424 SET_MAP_TOP(op->map,op->x, op->y, op); 1401 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1402 } /* else not INS_BELOW_ORIGINATOR */
1426 1403
1427 if(op->type==PLAYER) 1404 if (op->type == PLAYER)
1405 {
1428 op->contr->do_los=1; 1406 op->contr->do_los = 1;
1407 ++op->map->players;
1408 op->map->touch ();
1409 }
1429 1410
1430 /* If we have a floor, we know the player, if any, will be above 1411 op->map->dirty = true;
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438 1412
1413 if (object *pl = ms.player ())
1414 pl->contr->ns->floorbox_update ();
1415
1439 /* If this object glows, it may affect lighting conditions that are 1416 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really 1417 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players 1418 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well 1419 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way - 1420 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range, 1421 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area 1422 * or just updating the P_UPTODATE for spaces within this area
1446 * of effect may be sufficient. 1423 * of effect may be sufficient.
1447 */ 1424 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1425 if (op->map->darkness && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y); 1426 update_all_los (op->map, op->x, op->y);
1450 1427
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1428 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT); 1429 update_object (op, UP_OBJ_INSERT);
1454 1430
1431 INVOKE_OBJECT (INSERT, op);
1455 1432
1456 /* Don't know if moving this to the end will break anything. However, 1433 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this. 1434 * we want to have floorbox_update called before calling this.
1458 * 1435 *
1459 * check_move_on() must be after this because code called from 1436 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like 1437 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by 1438 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object(). 1439 * update_object().
1463 */ 1440 */
1464 1441
1465 /* if this is not the head or flag has been passed, don't check walk on status */ 1442 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1443 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1444 {
1468 if (check_move_on(op, originator)) 1445 if (check_move_on (op, originator))
1469 return NULL; 1446 return 0;
1470 1447
1471 /* If we are a multi part object, lets work our way through the check 1448 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1449 * walk on's.
1473 */ 1450 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1451 for (object *tmp = op->more; tmp; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1452 if (check_move_on (tmp, originator))
1476 return NULL; 1453 return 0;
1477 } 1454 }
1455
1478 return op; 1456 return op;
1479} 1457}
1480 1458
1481/* this function inserts an object in the map, but if it 1459/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1460 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1461 * op is the object to insert it under: supplies x and the map.
1484 */ 1462 */
1463void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1464replace_insert_ob_in_map (const char *arch_string, object *op)
1486 object *tmp; 1465{
1487 object *tmp1; 1466 object *tmp, *tmp1;
1488 1467
1489 /* first search for itself and remove any old instances */ 1468 /* first search for itself and remove any old instances */
1490 1469
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1470 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1471 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1472 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1473
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1474 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1475
1500 1476 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1477 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1478 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1479}
1480
1481object *
1482object::insert_at (object *where, object *originator, int flags)
1483{
1484 if (where->env)
1485 return where->env->insert (this);
1486 else
1487 return where->map->insert (this, where->x, where->y, originator, flags);
1488}
1504 1489
1505/* 1490/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains 1492 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1493 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1494 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1495 * global static errmsg array.
1511 */ 1496 */
1512 1497object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1498get_split_ob (object *orig_ob, uint32 nr)
1499{
1514 object *newob; 1500 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1502
1517 if(orig_ob->nrof<nr) { 1503 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1504 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1506 return NULL;
1521 } 1507 }
1508
1522 newob = object_create_clone(orig_ob); 1509 newob = object_create_clone (orig_ob);
1510
1523 if((orig_ob->nrof-=nr)<1) { 1511 if ((orig_ob->nrof -= nr) < 1)
1524 if ( ! is_removed) 1512 orig_ob->destroy (1);
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) { 1513 else if (!is_removed)
1514 {
1529 if(orig_ob->env!=NULL) 1515 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1518 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n"); 1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1521 return NULL;
1536 } 1522 }
1537 } 1523 }
1524
1538 newob->nrof=nr; 1525 newob->nrof = nr;
1539 1526
1540 return newob; 1527 return newob;
1541} 1528}
1542 1529
1543/* 1530/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1531 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1547 * 1534 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1536 */
1550 1537object *
1551object *decrease_ob_nr (object *op, uint32 i) 1538decrease_ob_nr (object *op, uint32 i)
1552{ 1539{
1553 object *tmp; 1540 object *tmp;
1554 player *pl;
1555 1541
1556 if (i == 0) /* objects with op->nrof require this check */ 1542 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1543 return op;
1558 1544
1559 if (i > op->nrof) 1545 if (i > op->nrof)
1560 i = op->nrof; 1546 i = op->nrof;
1561 1547
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1549 op->nrof -= i;
1550 else if (op->env)
1551 {
1552 /* is this object in the players inventory, or sub container
1553 * therein?
1554 */
1555 tmp = op->in_player ();
1556 /* nope. Is this a container the player has opened?
1557 * If so, set tmp to that player.
1558 * IMO, searching through all the players will mostly
1559 * likely be quicker than following op->env to the map,
1560 * and then searching the map for a player.
1561 */
1562 if (!tmp)
1563 for_all_players (pl)
1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1567 break;
1568 }
1569
1570 if (i < op->nrof)
1571 {
1572 sub_weight (op->env, op->weight * i);
1573 op->nrof -= i;
1574 if (tmp)
1575 esrv_send_item (tmp, op);
1576 }
1577 else
1578 {
1579 op->remove ();
1580 op->nrof = 0;
1581 if (tmp)
1582 esrv_del_item (tmp->contr, op->count);
1583 }
1563 { 1584 }
1585 else
1586 {
1587 object *above = op->above;
1588
1589 if (i < op->nrof)
1564 op->nrof -= i; 1590 op->nrof -= i;
1565 } 1591 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1592 {
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op); 1593 op->remove ();
1593 op->nrof = 0; 1594 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1595 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1596
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1597 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1598 for (tmp = above; tmp; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1599 if (tmp->type == PLAYER)
1600 {
1612 if (op->nrof) 1601 if (op->nrof)
1613 esrv_send_item(tmp, op); 1602 esrv_send_item (tmp, op);
1614 else 1603 else
1615 esrv_del_item(tmp->contr, op->count); 1604 esrv_del_item (tmp->contr, op->count);
1616 } 1605 }
1617 } 1606 }
1618 1607
1619 if (op->nrof) { 1608 if (op->nrof)
1620 return op; 1609 return op;
1621 } else { 1610 else
1622 free_object (op); 1611 {
1612 op->destroy ();
1623 return NULL; 1613 return 0;
1624 } 1614 }
1625} 1615}
1626 1616
1627/* 1617/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1618 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1619 * and also updates how much the environment(s) is/are carrying.
1630 */ 1620 */
1631 1621void
1632void add_weight (object *op, signed long weight) { 1622add_weight (object *op, signed long weight)
1623{
1633 while (op!=NULL) { 1624 while (op != NULL)
1625 {
1634 if (op->type == CONTAINER) { 1626 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1627 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1628
1637 op->carrying+=weight; 1629 op->carrying += weight;
1638 op=op->env; 1630 op = op->env;
1639 } 1631 }
1640} 1632}
1641 1633
1634object *
1635insert_ob_in_ob (object *op, object *where)
1636{
1637 if (!where)
1638 {
1639 char *dump = dump_object (op);
1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1641 free (dump);
1642 return op;
1643 }
1644
1645 if (where->head_ () != where)
1646 {
1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1648 where = where->head;
1649 }
1650
1651 return where->insert (op);
1652}
1653
1642/* 1654/*
1643 * insert_ob_in_ob(op,environment): 1655 * env->insert (op)
1644 * This function inserts the object op in the linked list 1656 * This function inserts the object op in the linked list
1645 * inside the object environment. 1657 * inside the object environment.
1646 * 1658 *
1647 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1648 * the inventory at the last position or next to other objects of the same
1649 * type.
1650 * Frank: Now sorted by type, archetype and magic!
1651 *
1652 * The function returns now pointer to inserted item, and return value can 1659 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1654 */ 1661 */
1655 1662object *
1656object *insert_ob_in_ob(object *op,object *where) { 1663object::insert (object *op)
1657 object *tmp, *otmp; 1664{
1658
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1666 op->remove ();
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1667
1662 return op;
1663 }
1664 if(where==NULL) {
1665 dump_object(op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1667 return op;
1668 }
1669 if (where->head) {
1670 LOG(llevDebug,
1671 "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674 if (op->more) { 1668 if (op->more)
1669 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1670 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1671 return op;
1678 } 1672 }
1673
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1681 if(op->nrof) { 1677 if (op->nrof)
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1678 {
1683 if ( CAN_MERGE(tmp,op) ) { 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 if (object::can_merge (tmp, op))
1681 {
1684 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1683 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1685 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1686 * tmp->nrof, we need to increase the weight.
1689 */ 1687 */
1690 add_weight (where, op->weight*op->nrof); 1688 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1689 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1690 op->destroy (); /* free the inserted object */
1693 op = tmp; 1691 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1692 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1693 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1694 break;
1697 } 1695 }
1698 1696
1699 /* I assume combined objects have no inventory 1697 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1698 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1699 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1700 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1701 * the linking below
1704 */ 1702 */
1705 add_weight (where, op->weight*op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1704 }
1706 } else 1705 else
1707 add_weight (where, (op->weight+op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1708 1707
1709 otmp=is_player_inv(where); 1708 if (object *otmp = this->in_player ())
1710 if (otmp&&otmp->contr!=NULL) {
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1710 otmp->update_stats ();
1713 }
1714 1711
1715 op->map=NULL; 1712 op->owner = 0; // its his/hers now. period.
1716 op->env=where; 1713 op->map = 0;
1714 op->env = this;
1717 op->above=NULL; 1715 op->above = 0;
1718 op->below=NULL; 1716 op->below = 0;
1719 op->x=0,op->y=0; 1717 op->x = op->y = 0;
1720 1718
1721 /* reset the light list and los of the players on the map */ 1719 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1720 if (op->glow_radius && map)
1723 { 1721 {
1724#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1725 if (map->darkness)
1726 update_all_los (map, x, y);
1729 } 1727 }
1730 1728
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1729 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1730 * It sure simplifies this function...
1733 */ 1731 */
1734 if (where->inv==NULL) 1732 if (!inv)
1735 where->inv=op; 1733 inv = op;
1736 else { 1734 else
1735 {
1737 op->below = where->inv; 1736 op->below = inv;
1738 op->below->above = op; 1737 op->below->above = op;
1739 where->inv = op; 1738 inv = op;
1740 } 1739 }
1740
1741 INVOKE_OBJECT (INSERT, this);
1742
1741 return op; 1743 return op;
1742} 1744}
1743 1745
1744/* 1746/*
1745 * Checks if any objects has a move_type that matches objects 1747 * Checks if any objects has a move_type that matches objects
1759 * 1761 *
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1762 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1763 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1764 * on top.
1763 */ 1765 */
1764 1766int
1765int check_move_on (object *op, object *originator) 1767check_move_on (object *op, object *originator)
1766{ 1768{
1767 object *tmp; 1769 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1770 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1771 int x = op->x, y = op->y;
1772
1771 MoveType move_on, move_slow, move_block; 1773 MoveType move_on, move_slow, move_block;
1772 1774
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1776 return 0;
1775 1777
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1778 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1781
1782 /* if nothing on this space will slow op down or be applied, 1782 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1783 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1784 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1785 * as walking.
1786 */ 1786 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1788 return 0;
1789 1789
1790 /* This is basically inverse logic of that below - basically, 1790 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1791 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1792 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1793 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1794 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1795 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1796 return 0;
1797 1797
1798 /* The objects have to be checked from top to bottom. 1798 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1799 * Hence, we first go to the top:
1800 */ 1800 */
1801 1801
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1803 {
1804 /* Trim the search when we find the first other spell effect 1804 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1805 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1806 * we don't need to check all of them.
1807 */ 1807 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1809 break;
1810 }
1811
1812 for (; tmp; tmp = tmp->below)
1809 } 1813 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1814 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1815 continue; /* Can't apply yourself */
1812 1816
1813 /* Check to see if one of the movement types should be slowed down. 1817 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1818 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1819 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1820 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1821 * swim on that space, can't use it to avoid the penalty.
1818 */ 1822 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1824 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1827 {
1823 1828
1824 float diff; 1829 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1830 diff = tmp->move_slow_penalty * fabs (op->speed);
1831
1827 if (op->type == PLAYER) { 1832 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1835 diff /= 4.0;
1831 } 1836
1832 }
1833 op->speed_left -= diff; 1837 op->speed_left -= diff;
1834 } 1838 }
1835 } 1839 }
1836 1840
1837 /* Basically same logic as above, except now for actual apply. */ 1841 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1842 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1843 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1844 {
1842 move_apply(tmp, op, originator); 1845 move_apply (tmp, op, originator);
1846
1843 if (was_destroyed (op, tag)) 1847 if (op->destroyed ())
1844 return 1; 1848 return 1;
1845 1849
1846 /* what the person/creature stepped onto has moved the object 1850 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1851 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1852 * have a feeling strange problems would result.
1849 */ 1853 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1854 if (op->map != m || op->x != x || op->y != y)
1855 return 0;
1851 } 1856 }
1852 } 1857 }
1858
1853 return 0; 1859 return 0;
1854} 1860}
1855 1861
1856/* 1862/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1863 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1864 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1860 */ 1866 */
1861 1867object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1868present_arch (const archetype *at, maptile *m, int x, int y)
1863 object *tmp; 1869{
1864 if(m==NULL || out_of_map(m,x,y)) { 1870 if (!m || out_of_map (m, x, y))
1871 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1872 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1873 return NULL;
1867 } 1874 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1875
1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1869 if(tmp->arch == at) 1877 if (tmp->arch == at)
1870 return tmp; 1878 return tmp;
1879
1871 return NULL; 1880 return NULL;
1872} 1881}
1873 1882
1874/* 1883/*
1875 * present(type, map, x, y) searches for any objects with 1884 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1885 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1878 */ 1887 */
1879 1888object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1889present (unsigned char type, maptile *m, int x, int y)
1881 object *tmp; 1890{
1882 if(out_of_map(m,x,y)) { 1891 if (out_of_map (m, x, y))
1892 {
1883 LOG(llevError,"Present called outside map.\n"); 1893 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1894 return NULL;
1885 } 1895 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1896
1897 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if(tmp->type==type) 1898 if (tmp->type == type)
1888 return tmp; 1899 return tmp;
1900
1889 return NULL; 1901 return NULL;
1890} 1902}
1891 1903
1892/* 1904/*
1893 * present_in_ob(type, object) searches for any objects with 1905 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1906 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
1896 */ 1908 */
1897 1909object *
1898object *present_in_ob(unsigned char type, const object *op) { 1910present_in_ob (unsigned char type, const object *op)
1899 object *tmp; 1911{
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1913 if (tmp->type == type)
1902 return tmp; 1914 return tmp;
1915
1903 return NULL; 1916 return NULL;
1904} 1917}
1905 1918
1906/* 1919/*
1907 * present_in_ob (type, str, object) searches for any objects with 1920 * present_in_ob (type, str, object) searches for any objects with
1915 * str is the string to match against. Note that we match against 1928 * str is the string to match against. Note that we match against
1916 * the object name, not the archetype name. this is so that the 1929 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 1930 * spell code can use one object type (force), but change it's name
1918 * to be unique. 1931 * to be unique.
1919 */ 1932 */
1920 1933object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 1934present_in_ob_by_name (int type, const char *str, const object *op)
1922 object *tmp; 1935{
1923
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1937 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 1938 return tmp;
1927 } 1939
1928 return NULL; 1940 return 0;
1929} 1941}
1930 1942
1931/* 1943/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 1944 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 1945 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 1946 * The first matching object is returned, or NULL if none.
1935 */ 1947 */
1936 1948object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 1949present_arch_in_ob (const archetype *at, const object *op)
1938 object *tmp; 1950{
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 1952 if (tmp->arch == at)
1941 return tmp; 1953 return tmp;
1954
1942 return NULL; 1955 return NULL;
1943} 1956}
1944 1957
1945/* 1958/*
1946 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
1947 */ 1960 */
1961void
1948void flag_inv(object*op, int flag){ 1962flag_inv (object *op, int flag)
1949 object *tmp; 1963{
1950 if(op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1952 SET_FLAG(tmp, flag); 1966 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 1967 flag_inv (tmp, flag);
1954 } 1968 }
1969}
1970
1955}/* 1971/*
1956 * desactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
1957 */ 1973 */
1974void
1958void unflag_inv(object*op, int flag){ 1975unflag_inv (object *op, int flag)
1959 object *tmp; 1976{
1960 if(op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 {
1962 CLEAR_FLAG(tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 1980 unflag_inv (tmp, flag);
1964 } 1981 }
1965}
1966
1967/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function.
1972 */
1973
1974void set_cheat(object *op) {
1975 SET_FLAG(op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ);
1977} 1982}
1978 1983
1979/* 1984/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1985 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 1986 * a spot at the given map and coordinates which will be able to contain
1983 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found. 1989 * It returns a random choice among the alternatives found.
1985 * start and stop are where to start relative to the free_arr array (1,9 1990 * start and stop are where to start relative to the free_arr array (1,9
1986 * does all 4 immediate directions). This returns the index into the 1991 * does all 4 immediate directions). This returns the index into the
1987 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988 * Note - this only checks to see if there is space for the head of the
1989 * object - if it is a multispace object, this should be called for all
1990 * pieces.
1991 * Note2: This function does correctly handle tiled maps, but does not 1993 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work. 1995 * necessary, so the caller shouldn't need to do any special work.
1994 * Note - updated to take an object instead of archetype - this is necessary 1996 * Note - updated to take an object instead of archetype - this is necessary
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 1999 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2000 * customized, changed states, etc.
1999 */ 2001 */
2000 2002int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2004{
2005 int altern[SIZEOFFREE];
2002 int i,index=0, flag; 2006 int index = 0, flag;
2003 static int altern[SIZEOFFREE];
2004 2007
2005 for(i=start;i<stop;i++) { 2008 for (int i = start; i < stop; i++)
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2009 {
2007 if(!flag) 2010 mapxy pos (m, x, y); pos.move (i);
2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
2008 altern[index++]=i; 2026 altern [index++] = i;
2027 continue;
2028 }
2009 2029
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2017 */ 2037 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
2019 stop=maxfree[i]; 2040 stop = maxfree[i];
2020 } 2041 continue;
2021 if(!index) return -1; 2042 }
2022 return altern[RANDOM()%index];
2023}
2024 2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
2054 }
2055
2056 if (!index)
2057 return -1;
2058
2059 return altern [rndm (index)];
2060}
2061
2025/* 2062/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2063 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2064 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2065 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2066 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2067 */
2031 2068int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2069find_first_free_spot (const object *ob, maptile *m, int x, int y)
2033 int i; 2070{
2034 for(i=0;i<SIZEOFFREE;i++) { 2071 for (int i = 0; i < SIZEOFFREE; i++)
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2073 return i;
2037 } 2074
2038 return -1; 2075 return -1;
2039} 2076}
2040 2077
2041/* 2078/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2079 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2080 * arr[begin..end-1].
2081 * now uses a fisher-yates shuffle, old permute was broken
2044 */ 2082 */
2083static void
2045static void permute(int *arr, int begin, int end) 2084permute (int *arr, int begin, int end)
2046{ 2085{
2047 int i, j, tmp, len; 2086 arr += begin;
2087 end -= begin;
2048 2088
2049 len = end-begin; 2089 while (--end)
2050 for(i = begin; i < end; i++) 2090 swap (arr [end], arr [rndm (end + 1)]);
2051 {
2052 j = begin+RANDOM()%len;
2053
2054 tmp = arr[i];
2055 arr[i] = arr[j];
2056 arr[j] = tmp;
2057 }
2058} 2091}
2059 2092
2060/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2094 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2095 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2096 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2097 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2098 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2099 */
2100void
2067void get_search_arr(int *search_arr) 2101get_search_arr (int *search_arr)
2068{ 2102{
2069 int i; 2103 int i;
2070 2104
2071 for(i = 0; i < SIZEOFFREE; i++) 2105 for (i = 0; i < SIZEOFFREE; i++)
2072 {
2073 search_arr[i] = i; 2106 search_arr[i] = i;
2074 }
2075 2107
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2108 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2111}
2080 2112
2081/* 2113/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2114 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2115 * given map at the given coordinates for live objects.
2088 * Perhaps incorrectly, but I'm making the assumption that exclude 2120 * Perhaps incorrectly, but I'm making the assumption that exclude
2089 * is actually want is going to try and move there. We need this info 2121 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2122 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2123 * there is capable of.
2092 */ 2124 */
2093 2125int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2126find_dir (maptile *m, int x, int y, object *exclude)
2127{
2095 int i,max=SIZEOFFREE, mflags; 2128 int i, max = SIZEOFFREE, mflags;
2129
2096 sint16 nx, ny; 2130 sint16 nx, ny;
2097 object *tmp; 2131 object *tmp;
2098 mapstruct *mp; 2132 maptile *mp;
2133
2099 MoveType blocked, move_type; 2134 MoveType blocked, move_type;
2100 2135
2101 if (exclude && exclude->head) { 2136 if (exclude && exclude->head_ () != exclude)
2137 {
2102 exclude = exclude->head; 2138 exclude = exclude->head;
2103 move_type = exclude->move_type; 2139 move_type = exclude->move_type;
2104 } else { 2140 }
2141 else
2142 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2143 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2144 move_type = MOVE_ALL;
2145 }
2146
2147 for (i = 1; i < max; i++)
2107 } 2148 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2149 mp = m;
2111 nx = x + freearr_x[i]; 2150 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2151 ny = y + freearr_y[i];
2113 2152
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2153 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2154
2115 if (mflags & P_OUT_OF_MAP) { 2155 if (mflags & P_OUT_OF_MAP)
2156 max = maxfree[i];
2157 else
2158 {
2159 mapspace &ms = mp->at (nx, ny);
2160
2161 blocked = ms.move_block;
2162
2163 if ((move_type & blocked) == move_type)
2116 max = maxfree[i]; 2164 max = maxfree[i];
2117 } else {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2119
2120 if ((move_type & blocked) == move_type) {
2121 max=maxfree[i];
2122 } else if (mflags & P_IS_ALIVE) { 2165 else if (mflags & P_IS_ALIVE)
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2166 {
2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2126 break; 2170 break;
2127 } 2171
2128 }
2129 if(tmp) { 2172 if (tmp)
2130 return freedir[i]; 2173 return freedir[i];
2131 }
2132 } 2174 }
2133 } 2175 }
2134 } 2176 }
2177
2135 return 0; 2178 return 0;
2136} 2179}
2137 2180
2138/* 2181/*
2139 * distance(object 1, object 2) will return the square of the 2182 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2183 * distance between the two given objects.
2141 */ 2184 */
2142 2185int
2143int distance(const object *ob1, const object *ob2) { 2186distance (const object *ob1, const object *ob2)
2144 int i; 2187{
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2147 return i;
2148} 2189}
2149 2190
2150/* 2191/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2192 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2193 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2194 * object, needs to travel toward it.
2154 */ 2195 */
2155 2196int
2156int find_dir_2(int x, int y) { 2197find_dir_2 (int x, int y)
2198{
2157 int q; 2199 int q;
2158 2200
2159 if(y) 2201 if (y)
2160 q=x*100/y; 2202 q = x * 100 / y;
2161 else if (x) 2203 else if (x)
2162 q= -300*x; 2204 q = -300 * x;
2163 else 2205 else
2164 return 0; 2206 return 0;
2165 2207
2166 if(y>0) { 2208 if (y > 0)
2209 {
2167 if(q < -242) 2210 if (q < -242)
2168 return 3 ; 2211 return 3;
2169 if (q < -41) 2212 if (q < -41)
2170 return 2 ; 2213 return 2;
2171 if (q < 41) 2214 if (q < 41)
2172 return 1 ; 2215 return 1;
2173 if (q < 242) 2216 if (q < 242)
2174 return 8 ; 2217 return 8;
2175 return 7 ; 2218 return 7;
2176 } 2219 }
2177 2220
2178 if (q < -242) 2221 if (q < -242)
2179 return 7 ; 2222 return 7;
2180 if (q < -41) 2223 if (q < -41)
2181 return 6 ; 2224 return 6;
2182 if (q < 41) 2225 if (q < 41)
2183 return 5 ; 2226 return 5;
2184 if (q < 242) 2227 if (q < 242)
2185 return 4 ; 2228 return 4;
2186 2229
2187 return 3 ; 2230 return 3;
2188}
2189
2190/*
2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction).
2194 */
2195
2196int absdir(int d) {
2197 while(d<1) d+=8;
2198 while(d>8) d-=8;
2199 return d;
2200} 2231}
2201 2232
2202/* 2233/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2235 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2236 */
2206 2237int
2207int dirdiff(int dir1, int dir2) { 2238dirdiff (int dir1, int dir2)
2239{
2208 int d; 2240 int d;
2241
2209 d = abs(dir1 - dir2); 2242 d = abs (dir1 - dir2);
2210 if(d>4) 2243 if (d > 4)
2211 d = 8 - d; 2244 d = 8 - d;
2245
2212 return d; 2246 return d;
2213} 2247}
2214 2248
2215/* peterm: 2249/* peterm:
2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2219 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2220 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2256 * functions.
2223 */ 2257 */
2224
2225int reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2264 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2265 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2266 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2267 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2268 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2269 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2270 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2271 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2272 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2273 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2274 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2275 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2276 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2277 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2278 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2279 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2280 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2281 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2282 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2283 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2284 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2285 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2286 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2287 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2288 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2289 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2290 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2291 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2292 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2293 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2294 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2295 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2296 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2297 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2298 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2299 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2300 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2301 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2302 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2303 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2304 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2305 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2306 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2307 {24, 9, -1}
2308}; /* 48 */
2275 2309
2276/* Recursive routine to step back and see if we can 2310/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2313 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2281 */ 2315 */
2282 2316int
2283
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2318{
2285 sint16 dx, dy; 2319 sint16 dx, dy;
2286 int mflags; 2320 int mflags;
2287 2321
2322 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2289 2324
2290 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2326 dy = y + freearr_y[dir];
2292 2327
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2328 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2329
2295 /* This functional arguably was incorrect before - it was 2330 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2331 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2332 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2333 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2334 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2335 * at least its move type.
2301 */ 2336 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2337 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2338 return 0;
2303 2339
2304 /* yes, can see. */ 2340 /* yes, can see. */
2305 if(dir < 9) return 1; 2341 if (dir < 9)
2342 return 1;
2343
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309} 2347}
2310 2348
2311
2312
2313/* 2349/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2350 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2317 * 2353 *
2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2319 * core dumps if they do. 2355 * core dumps if they do.
2320 * 2356 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2358 */
2323 2359int
2324int can_pick(const object *who, const object *item) { 2360can_pick (const object *who, const object *item)
2361{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2365}
2330
2331 2366
2332/* 2367/*
2333 * create clone from object to another 2368 * create clone from object to another
2334 */ 2369 */
2370object *
2335object *object_create_clone (object *asrc) { 2371object_create_clone (object *asrc)
2372{
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2373 object *dst = 0, *tmp, *src, *prev, *item;
2337 2374
2338 if(!asrc) return NULL; 2375 if (!asrc)
2339 src = asrc; 2376 return 0;
2340 if(src->head) 2377
2341 src = src->head; 2378 src = asrc->head_ ();
2342 2379
2343 prev = NULL; 2380 prev = 0;
2344 for(part = src; part; part = part->more) { 2381 for (object *part = src; part; part = part->more)
2345 tmp = get_object(); 2382 {
2346 copy_object(part,tmp); 2383 tmp = part->clone ();
2347 tmp->x -= src->x; 2384 tmp->x -= src->x;
2348 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2349 if(!part->head) { 2387 if (!part->head)
2388 {
2350 dst = tmp; 2389 dst = tmp;
2351 tmp->head = NULL; 2390 tmp->head = 0;
2391 }
2352 } else { 2392 else
2353 tmp->head = dst; 2393 tmp->head = dst;
2354 } 2394
2355 tmp->more = NULL; 2395 tmp->more = 0;
2396
2356 if(prev) 2397 if (prev)
2357 prev->more = tmp; 2398 prev->more = tmp;
2399
2358 prev = tmp; 2400 prev = tmp;
2359 } 2401 }
2360 /*** copy inventory ***/ 2402
2361 for(item = src->inv; item; item = item->below) { 2403 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2405
2365 return dst; 2406 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374}
2375
2376/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */
2382
2383object* load_object_str(const char *obstr)
2384{
2385 object *op;
2386 char filename[MAX_BUF];
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2388
2389 FILE *tempfile=fopen(filename,"w");
2390 if (tempfile == NULL)
2391 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n");
2393 return NULL;
2394 };
2395 fprintf(tempfile,obstr);
2396 fclose(tempfile);
2397
2398 op=get_object();
2399
2400 object_thawer thawer (filename);
2401
2402 if (thawer)
2403 load_object(thawer,op,0);
2404
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED);
2407
2408 return op;
2409} 2407}
2410 2408
2411/* This returns the first object in who's inventory that 2409/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2410 * has the same type and subtype match.
2413 * returns NULL if no match. 2411 * returns NULL if no match.
2414 */ 2412 */
2413object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2414find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2415{
2417 object *tmp;
2418
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2416 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2417 if (tmp->type == type && tmp->subtype == subtype)
2418 return tmp;
2421 2419
2422 return NULL; 2420 return 0;
2423} 2421}
2424 2422
2425/* If ob has a field named key, return the link from the list, 2423/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2424 * otherwise return NULL.
2427 * 2425 *
2428 * key must be a passed in shared string - otherwise, this won't 2426 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2427 * do the desired thing.
2430 */ 2428 */
2429key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2430get_ob_key_link (const object *ob, const char *key)
2432 key_value * link; 2431{
2433
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2432 for (key_value *link = ob->key_values; link; link = link->next)
2435 if (link->key == key) { 2433 if (link->key == key)
2436 return link; 2434 return link;
2437 } 2435
2438 } 2436 return 0;
2439 2437}
2440 return NULL;
2441}
2442 2438
2443/* 2439/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2440 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2441 *
2446 * The argument doesn't need to be a shared string. 2442 * The argument doesn't need to be a shared string.
2447 * 2443 *
2448 * The returned string is shared. 2444 * The returned string is shared.
2449 */ 2445 */
2446const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2447get_ob_key_value (const object *op, const char *const key)
2448{
2451 key_value * link; 2449 key_value *link;
2452 const char * canonical_key; 2450 shstr_cmp canonical_key (key);
2451
2452 if (!canonical_key)
2453 2453 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2454 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2455 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2456 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2457 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2458 */
2462 return NULL; 2459 return 0;
2463 } 2460 }
2464 2461
2465 /* This is copied from get_ob_key_link() above - 2462 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2463 * only 4 lines, and saves the function call overhead.
2467 */ 2464 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2465 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2466 if (link->key == canonical_key)
2470 return link->value; 2467 return link->value;
2471 }
2472 }
2473 return NULL;
2474}
2475 2468
2469 return 0;
2470}
2476 2471
2477/* 2472/*
2478 * Updates the canonical_key in op to value. 2473 * Updates the canonical_key in op to value.
2479 * 2474 *
2480 * canonical_key is a shared string (value doesn't have to be). 2475 * canonical_key is a shared string (value doesn't have to be).
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2478 * keys.
2484 * 2479 *
2485 * Returns TRUE on success. 2480 * Returns TRUE on success.
2486 */ 2481 */
2482int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2484{
2488 key_value * field = NULL, *last=NULL; 2485 key_value *field = NULL, *last = NULL;
2489 2486
2490 for (field=op->key_values; field != NULL; field=field->next) { 2487 for (field = op->key_values; field != NULL; field = field->next)
2488 {
2491 if (field->key != canonical_key) { 2489 if (field->key != canonical_key)
2490 {
2492 last = field; 2491 last = field;
2493 continue; 2492 continue;
2494 } 2493 }
2495 2494
2496 if (value) 2495 if (value)
2497 field->value = value; 2496 field->value = value;
2498 else { 2497 else
2498 {
2499 /* Basically, if the archetype has this key set, 2499 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2500 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2501 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2502 * we get this value back again.
2503 */ 2503 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2504 if (get_ob_key_link (op->arch, canonical_key))
2505 field->value = 0; 2505 field->value = 0;
2506 else
2507 {
2508 if (last)
2509 last->next = field->next;
2506 else 2510 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2511 op->key_values = field->next;
2510 2512
2511 delete field; 2513 delete field;
2512 } 2514 }
2513 } 2515 }
2514 return TRUE; 2516 return TRUE;
2515 } 2517 }
2516 /* IF we get here, key doesn't exist */ 2518 /* IF we get here, key doesn't exist */
2517 2519
2518 /* No field, we'll have to add it. */ 2520 /* No field, we'll have to add it. */
2519 2521
2520 if (!add_key) { 2522 if (!add_key)
2521 return FALSE; 2523 return FALSE;
2522 } 2524
2523 /* There isn't any good reason to store a null 2525 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2526 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2527 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2528 * be here. If user wants to store empty strings,
2527 * should pass in "" 2529 * should pass in ""
2528 */ 2530 */
2529 if (value == NULL) return TRUE; 2531 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 2532 return TRUE;
2533
2534 field = new key_value;
2535
2536 field->key = canonical_key;
2537 field->value = value;
2538 /* Usual prepend-addition. */
2539 field->next = op->key_values;
2540 op->key_values = field;
2541
2542 return TRUE;
2540} 2543}
2541 2544
2542/* 2545/*
2543 * Updates the key in op to value. 2546 * Updates the key in op to value.
2544 * 2547 *
2546 * and not add new ones. 2549 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2550 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2551 *
2549 * Returns TRUE on success. 2552 * Returns TRUE on success.
2550 */ 2553 */
2554int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2555set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2556{
2553 shstr key_ (key); 2557 shstr key_ (key);
2558
2554 return set_ob_key_value_s (op, key_, value, add_key); 2559 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2560}
2561
2562object::depth_iterator::depth_iterator (object *container)
2563: iterator_base (container)
2564{
2565 while (item->inv)
2566 item = item->inv;
2567}
2568
2569void
2570object::depth_iterator::next ()
2571{
2572 if (item->below)
2573 {
2574 item = item->below;
2575
2576 while (item->inv)
2577 item = item->inv;
2578 }
2579 else
2580 item = item->env;
2581}
2582
2583const char *
2584object::flag_desc (char *desc, int len) const
2585{
2586 char *p = desc;
2587 bool first = true;
2588
2589 *p = 0;
2590
2591 for (int i = 0; i < NUM_FLAGS; i++)
2592 {
2593 if (len <= 10) // magic constant!
2594 {
2595 snprintf (p, len, ",...");
2596 break;
2597 }
2598
2599 if (flag [i])
2600 {
2601 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2602 len -= cnt;
2603 p += cnt;
2604 first = false;
2605 }
2606 }
2607
2608 return desc;
2609}
2610
2611// return a suitable string describing an object in enough detail to find it
2612const char *
2613object::debug_desc (char *info) const
2614{
2615 char flagdesc[512];
2616 char info2[256 * 4];
2617 char *p = info;
2618
2619 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2620 count,
2621 uuid.c_str (),
2622 &name,
2623 title ? "\",title:\"" : "",
2624 title ? (const char *)title : "",
2625 flag_desc (flagdesc, 512), type);
2626
2627 if (!this->flag[FLAG_REMOVED] && env)
2628 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2629
2630 if (map)
2631 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2632
2633 return info;
2634}
2635
2636const char *
2637object::debug_desc () const
2638{
2639 static char info[3][256 * 4];
2640 static int info_idx;
2641
2642 return debug_desc (info [++info_idx % 3]);
2643}
2644
2645struct region *
2646object::region () const
2647{
2648 return map ? map->region (x, y)
2649 : region::default_region ();
2650}
2651
2652const materialtype_t *
2653object::dominant_material () const
2654{
2655 if (materialtype_t *mt = name_to_material (materialname))
2656 return mt;
2657
2658 return name_to_material (shstr_unknown);
2659}
2660
2661void
2662object::open_container (object *new_container)
2663{
2664 if (container == new_container)
2665 return;
2666
2667 if (object *old_container = container)
2668 {
2669 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2670 return;
2671
2672#if 0
2673 // remove the "Close old_container" object.
2674 if (object *closer = old_container->inv)
2675 if (closer->type == CLOSE_CON)
2676 closer->destroy ();
2677#endif
2678
2679 old_container->flag [FLAG_APPLIED] = 0;
2680 container = 0;
2681
2682 esrv_update_item (UPD_FLAGS, this, old_container);
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2684 play_sound (sound_find ("chest_close"));
2685 }
2686
2687 if (new_container)
2688 {
2689 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2690 return;
2691
2692 // TODO: this does not seem to serve any purpose anymore?
2693#if 0
2694 // insert the "Close Container" object.
2695 if (archetype *closer = new_container->other_arch)
2696 {
2697 object *closer = arch_to_object (new_container->other_arch);
2698 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2699 new_container->insert (closer);
2700 }
2701#endif
2702
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2704
2705 new_container->flag [FLAG_APPLIED] = 1;
2706 container = new_container;
2707
2708 esrv_update_item (UPD_FLAGS, this, new_container);
2709 esrv_send_inventory (this, new_container);
2710 play_sound (sound_find ("chest_open"));
2711 }
2712}
2713
2714object *
2715object::force_find (const shstr name)
2716{
2717 /* cycle through his inventory to look for the MARK we want to
2718 * place
2719 */
2720 for (object *tmp = inv; tmp; tmp = tmp->below)
2721 if (tmp->type == FORCE && tmp->slaying == name)
2722 return splay (tmp);
2723
2724 return 0;
2725}
2726
2727void
2728object::force_add (const shstr name, int duration)
2729{
2730 if (object *force = force_find (name))
2731 force->destroy ();
2732
2733 object *force = get_archetype (FORCE_NAME);
2734
2735 force->slaying = name;
2736 force->stats.food = 1;
2737 force->speed_left = -1.f;
2738
2739 force->set_speed (duration ? 1.f / duration : 0.f);
2740 force->flag [FLAG_IS_USED_UP] = true;
2741 force->flag [FLAG_APPLIED] = true;
2742
2743 insert (force);
2744}
2745
2746void
2747object::play_sound (faceidx sound) const
2748{
2749 if (!sound)
2750 return;
2751
2752 if (flag [FLAG_REMOVED])
2753 return;
2754
2755 if (env)
2756 {
2757 if (object *pl = in_player ())
2758 pl->contr->play_sound (sound);
2759 }
2760 else
2761 map->play_sound (sound, x, y);
2762}
2763

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