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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
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>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
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, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
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, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 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
51};
56int freedir[SIZEOFFREE]= { 52int 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, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 196{
117
118 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
120 204
121 if (ob1->speed != ob2->speed) return 0; 205 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 207 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 208 * used to store nrof).
125 */ 209 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id
239 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0;
251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 259 return 0;
128 260
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 262 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 263 return 0;
135 264
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 266 * if it is valid.
148 */ 267 */
149 } 268 }
150 269
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 270 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 271 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 272 * some items equipped, and we don't want those to merge.
202 */ 273 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275 return 0;
276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0;
283
284 switch (ob1->type)
285 {
286 case SCROLL:
287 if (ob1->level != ob2->level)
288 return 0;
289 break;
290 }
291
292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
294 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 /* One has fields, but the other one doesn't. */
204 return 0; 297 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 298 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 299 return 0;
219 } 300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
220 } 304 {
305 ob1->optimise ();
306 ob2->optimise ();
221 307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
222 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
223 return 1; 313 return 1;
224} 314}
225 315
226/* 316/*
227 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
230 */ 320 */
231signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
232 signed long sum; 324 long sum;
233 object *inv; 325 object *inv;
326
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
235 if (inv->inv) 329 if (inv->inv)
236 sum_weight(inv); 330 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 332 }
333
239 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
241 if(op->carrying != sum) 337 if (op->carrying != sum)
242 op->carrying = sum; 338 op->carrying = sum;
339
243 return sum; 340 return sum;
244} 341}
245 342
246/** 343/**
247 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
248 */ 345 */
249 346
347object *
250object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
251 while (op->env != NULL) 350 while (op->env != NULL)
252 op = op->env; 351 op = op->env;
253 return op; 352 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 353}
268 354
269/* 355/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 357 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
273 */ 359 */
274 360
275void dump_object2(object *op) { 361char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 362dump_object (object *op)
322 if(op==NULL) { 363{
323 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
324 return; 365 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 366
330void dump_all_objects(void) { 367 object_freezer freezer;
331 object *op; 368 save_object (freezer, op, 1);
332 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 370}
337 371
338/* 372/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
342 */ 376 */
343 377
378object *
344object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
345 object *tmp,*closest; 381 object *tmp, *closest;
346 int last_dist,i; 382 int last_dist, i;
383
347 if(op->more==NULL) 384 if (op->more == NULL)
348 return op; 385 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
352 return closest; 389 return closest;
353} 390}
354 391
355/* 392/*
356 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
357 */ 394 */
358 395
396object *
359object *find_object(tag_t i) { 397find_object (tag_t i)
360 object *op; 398{
361 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 400 if (op->count == i)
363 break; 401 return op;
402
364 return op; 403 return 0;
365} 404}
366 405
367/* 406/*
368 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
371 */ 410 */
372 411
412object *
373object *find_object_name(const char *str) { 413find_object_name (const char *str)
374 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
375 object *op; 416 object *op;
417
376 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 419 if (op->name == str_)
378 break; 420 break;
379 421
380 return op; 422 return op;
381} 423}
382 424
425void
383void free_all_object_data () 426free_all_object_data ()
384{ 427{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 429}
422 430
423/* 431/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 433 * skill and experience objects.
426 */ 434 */
427void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
428{ 437{
429 if(owner==NULL||op==NULL) 438 if (!owner)
430 return; 439 return;
431 440
432 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
438 */ 447 */
439 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
441 450
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 451 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 452}
477 453
478/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 455 * refcounts and freeing the links.
480 */ 456 */
457static void
481static void free_key_values(object * op) 458free_key_values (object *op)
482{ 459{
483 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
484 { 461 {
485 key_value *next = i->next; 462 key_value *next = i->next;
486 delete i; 463 delete i;
464
487 i = next; 465 i = next;
488 } 466 }
489 467
490 op->key_values = 0; 468 op->key_values = 0;
491} 469}
492 470
493void object::clear ()
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 471/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 477 * will point at garbage.
562 */ 478 */
563 479void
564void copy_object (object *op2, object *op) 480object::copy_to (object *dst)
565{ 481{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 484
569 op2->clone (op); 485 *(object_copy *)dst = *this;
570 486
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 487 if (is_freed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 488 SET_FLAG (dst, FLAG_FREED);
573 489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
574 if (op2->speed < 0) 493 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 495
577 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 497 if (key_values)
579 { 498 {
580 key_value *tail = NULL; 499 key_value *tail = 0;
581 key_value *i; 500 key_value *i;
582 501
583 op->key_values = NULL; 502 dst->key_values = 0;
584 503
585 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
586 { 505 {
587 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
588 507
589 new_link->next = NULL; 508 new_link->next = 0;
590 new_link->key = i->key; 509 new_link->key = i->key;
591 new_link->value = i->value; 510 new_link->value = i->value;
592 511
593 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 513 if (!dst->key_values)
595 { 514 {
596 op->key_values = new_link; 515 dst->key_values = new_link;
597 tail = new_link; 516 tail = new_link;
598 } 517 }
599 else 518 else
600 { 519 {
601 tail->next = new_link; 520 tail->next = new_link;
602 tail = new_link; 521 tail = new_link;
603 } 522 }
604 } 523 }
605 } 524 }
606 525
607 update_ob_speed (op); 526 dst->set_speed (dst->speed);
608} 527}
609 528
610/* 529object *
611 * get_object() grabs an object from the list of unused objects, makes 530object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 531{
618 object *op = new object; 532 object *neu = create ();
619 533 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op; 534 return neu;
636} 535}
637 536
638/* 537/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
642 */ 541 */
643 542void
644void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
646 return; 546 return;
547
647 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
649} 550}
650 551
651/* 552/*
652 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
655 */ 556 */
656 557void
657void update_ob_speed(object *op) { 558object::set_speed (float speed)
658 extern int arch_init; 559{
659 560 if (flag [FLAG_FREED] && speed)
660 /* No reason putting the archetypes objects on the speed list, 561 {
661 * since they never really need to be updated.
662 */
663
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
666#ifdef MANY_CORES
667 abort();
668#else
669 op->speed = 0; 563 speed = 0;
670#endif
671 } 564 }
672 if (arch_init) {
673 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 565
680 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
681 * of the list. */ 567
682 op->active_next = active_objects; 568 if (has_active_speed ())
683 if (op->active_next!=NULL) 569 activate ();
684 op->active_next->active_prev = op;
685 active_objects = op;
686 }
687 else { 570 else
688 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
689 if (!op->active_next && !op->active_prev && op!=active_objects)
690 return;
691
692 if (op->active_prev==NULL) {
693 active_objects = op->active_next;
694 if (op->active_next!=NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else {
698 op->active_prev->active_next = op->active_next;
699 if (op->active_next)
700 op->active_next->active_prev = op->active_prev;
701 }
702 op->active_next = NULL;
703 op->active_prev = NULL;
704 }
705} 572}
706 573
707/* This function removes object 'op' from the list of active
708 * objects.
709 * This should only be used for style maps or other such
710 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object.
714 */
715void remove_from_active_list(object *op)
716{
717 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects)
719 return;
720
721 if (op->active_prev==NULL) {
722 active_objects = op->active_next;
723 if (op->active_next!=NULL)
724 op->active_next->active_prev = NULL;
725 }
726 else {
727 op->active_prev->active_next = op->active_next;
728 if (op->active_next)
729 op->active_next->active_prev = op->active_prev;
730 }
731 op->active_next = NULL;
732 op->active_prev = NULL;
733}
734
735/* 574/*
736 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
737 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
738 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
739 * invisible object, etc...) 578 * invisible object, etc...)
740 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
741 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
742 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
743 * 582 *
744 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
745 * For example, if the only thing that has changed is the face (due to
746 * an animation), we don't need to call update_position until that actually
747 * comes into view of a player. OTOH, many other things, like addition/removal
748 * of walls or living creatures may need us to update the flags now.
749 * current action are: 584 * current action are:
750 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
751 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
755 */ 590 */
756 591void
757void update_object(object *op, int action) { 592update_object (object *op, int action)
758 int update_now=0, flags; 593{
759 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
760 595
761 if (op == NULL) { 596 if (op == NULL)
597 {
762 /* this should never happen */ 598 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 600 return;
765 }
766 601 }
767 if(op->env!=NULL) { 602
603 if (op->env)
604 {
768 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
769 * to do in this case. 606 * to do in this case.
770 */ 607 */
771 return; 608 return;
772 } 609 }
773 610
774 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 612 * going to get freed anyways.
776 */ 613 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
778 615 return;
616
779 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 621#ifdef MANY_CORES
784 abort(); 622 abort ();
785#endif 623#endif
786 return; 624 return;
787 }
788 625 }
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
795 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
796 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
798 update_now=1;
799
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
801 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
802 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
804 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
805
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1;
808
809 if ((move_on | op->move_on) != move_on) update_now=1;
810 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
811 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 644 * to have move_allow right now.
813 */ 645 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
817 } 649 }
818 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 652 * that is being removed.
821 */ 653 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 655 m.flags_ = 0;
824 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
826 }
827 else { 658 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 660
831 if (update_now) {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y);
834 }
835
836 if(op->more!=NULL) 661 if (op->more)
837 update_object(op->more, action); 662 update_object (op->more, action);
838} 663}
839 664
665object *object::first;
840 666
841/* 667object::object ()
842 * free_object() frees everything allocated by an object, removes 668{
843 * it from the list of used objects, and puts it on the list of 669 SET_FLAG (this, FLAG_REMOVED);
844 * free objects. The IS_FREED() flag is set in the object. 670
845 * The object must have been removed by remove_ob() first for 671 expmul = 1.0;
846 * this function to succeed. 672 face = blank_face;
847 * 673}
848 * If free_inventory is set, free inventory as well. Else drop items in 674
849 * inventory to the ground. 675object::~object ()
850 */ 676{
677 free_key_values (this);
678}
679
680void object::link ()
681{
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692}
693
694void object::unlink ()
695{
696 if (this == object::first)
697 object::first = next;
698
699 /* Remove this object from the list of used objects */
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
851 712
852void 713void
853free_object (object * ob) 714object::activate ()
854{ 715{
855 free_object2 (ob, 0); 716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
856} 731}
857 732
858void 733void
859free_object2 (object * ob, int free_inventory) 734object::activate_recursive ()
860{ 735{
861 object *tmp, *op; 736 activate ();
862 737
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 738 for (object *op = inv; op; op = op->below)
864 { 739 op->activate_recursive ();
865 LOG (llevDebug, "Free object called with non removed object\n"); 740}
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871 741
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 742/* This function removes object 'op' from the list of active
873 { 743 * objects.
874 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 744 * This should only be used for style maps or other such
875 remove_friendly_object (ob); 745 * reference maps where you don't want an object that isn't
876 } 746 * in play chewing up cpu time getting processed.
877 747 * The reverse of this is to call update_ob_speed, which
878 if (QUERY_FLAG (ob, FLAG_FREED)) 748 * will do the right thing based on the speed of the object.
879 { 749 */
880 dump_object (ob); 750void
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
882 return; 755 return;
883 }
884 756
885 if (ob->more != NULL) 757 if (active_prev == 0)
886 {
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890
891 if (ob->inv)
892 {
893 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects
895 * drop on that space.
896 */
897 if (free_inventory || ob->map == NULL
898 || ob->map->in_memory != MAP_IN_MEMORY
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
900 {
901 op = ob->inv;
902
903 while (op != NULL)
904 { 758 {
905 tmp = op->below; 759 active_objects = active_next;
906 remove_ob (op); 760 if (active_next)
907 free_object2 (op, free_inventory); 761 active_next->active_prev = 0;
908 op = tmp;
909 }
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 op = ob->inv;
914
915 while (op != NULL)
916 {
917 tmp = op->below;
918 remove_ob (op);
919
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
923 free_object (op);
924 else
925 {
926 op->x = ob->x;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
929 }
930
931 op = tmp;
932 }
933 }
934 }
935
936 /* Remove object from the active list */
937 ob->speed = 0;
938 update_ob_speed (ob);
939
940 SET_FLAG (ob, FLAG_FREED);
941 ob->count = 0;
942
943 /* Remove this object from the list of used objects */
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 } 762 }
951 else 763 else
952 { 764 {
953 ob->prev->next = ob->next; 765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
954 769
955 if (ob->next != NULL) 770 active_next = 0;
956 ob->next->prev = ob->prev; 771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
831object *object::create ()
832{
833 object *op = new object;
834 op->link ();
835 return op;
836}
837
838void
839object::do_destroy ()
840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
957 } 876 }
958 877
959 free_key_values (ob); 878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
960 882
961 /* Now link it with the free_objects list: */ 883 head = 0;
962 ob->prev = 0;
963 ob->next = 0;
964 884
965 delete ob; 885 if (more)
886 {
887 more->destroy ();
888 more = 0;
889 }
890
891 // clear those pointers that likely might have circular references to us
892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898}
899
900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
904 return;
905
906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
966} 910}
967 911
968/* 912/*
969 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
971 */ 915 */
972 916void
973void sub_weight (object *op, signed long weight) { 917sub_weight (object *op, signed long weight)
918{
974 while (op != NULL) { 919 while (op != NULL)
920 {
975 if (op->type == CONTAINER) { 921 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 923
978 op->carrying-=weight; 924 op->carrying -= weight;
979 op = op->env; 925 op = op->env;
980 } 926 }
981} 927}
982 928
983/* remove_ob(op): 929/* op->remove ():
984 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
988 * the previous environment. 934 * the previous environment.
989 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
990 */ 936 */
991 937void
992void remove_ob(object *op) { 938object::remove ()
939{
993 object *tmp,*last=NULL; 940 object *tmp, *last = 0;
994 object *otmp; 941 object *otmp;
995 tag_t tag;
996 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 942
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 944 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 945
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1021 948
949 if (more)
950 more->remove ();
951
1022 /* 952 /*
1023 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1024 * inventory. 954 * inventory.
1025 */ 955 */
1026 if(op->env!=NULL) { 956 if (env)
957 {
1027 if(op->nrof) 958 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 959 sub_weight (env, weight * nrof);
1029 else 960 else
1030 sub_weight(op->env, op->weight+op->carrying); 961 sub_weight (env, weight + carrying);
1031 962
1032 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 965 * to save cpu time.
1035 */ 966 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 968 otmp->update_stats ();
1038 fix_player(otmp);
1039 969
1040 if(op->above!=NULL) 970 if (above)
1041 op->above->below=op->below; 971 above->below = below;
1042 else 972 else
1043 op->env->inv=op->below; 973 env->inv = below;
1044 974
1045 if(op->below!=NULL) 975 if (below)
1046 op->below->above=op->above; 976 below->above = above;
1047 977
1048 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
981 */
982 x = env->x, y = env->y;
983 map = env->map;
984 above = 0, below = 0;
985 env = 0;
986 }
987 else if (map)
988 {
989 if (type == PLAYER)
990 {
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
996
997 /* link the object above us */
998 if (above)
999 above->below = below;
1000 else
1001 map->at (x, y).top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1051 */ 1011 */
1052 op->x=op->env->x,op->y=op->env->y; 1012 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 1013 {
1054 op->above=NULL,op->below=NULL; 1014 char *dump = dump_object (this);
1055 op->env=NULL; 1015 LOG (llevError,
1016 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025
1026 above = 0;
1027 below = 0;
1028
1029 if (map->in_memory == MAP_SAVING)
1056 return; 1030 return;
1057 }
1058 1031
1059 /* If we get here, we are removing it from a map */ 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1060 if (op->map == NULL) return;
1061 1033
1062 x = op->x; 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1063 y = op->y;
1064 m = get_map_from_coord(op->map, &x, &y);
1065
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079
1080 /* Re did the following section of code - it looks like it had
1081 * lots of logic for things we no longer care about
1082 */
1083
1084 /* link the object above us */
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */
1098 if(GET_MAP_OB(m,x,y)!=op) {
1099 dump_object(op);
1100 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);
1101 dump_object(GET_MAP_OB(m,x,y));
1102 LOG(llevError,"%s\n",errmsg);
1103 } 1035 {
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1115 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1116 * being removed. 1037 * being removed.
1117 */ 1038 */
1118 1039
1119 if(tmp->type==PLAYER && tmp!=op) { 1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1120 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1122 * appropriately. 1044 * appropriately.
1123 */ 1045 */
1124 if (tmp->container==op) { 1046 if (tmp->container == this)
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1047 {
1048 flag [FLAG_APPLIED] = 0;
1126 tmp->container=NULL; 1049 tmp->container = 0;
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1127 } 1054 }
1128 tmp->contr->socket.update_look=1; 1055
1129 }
1130 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 1060 {
1134 move_apply(tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1062
1135 if (was_destroyed (op, tag)) { 1063 if (destroyed ())
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 } 1065 }
1139 }
1140 1066
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1143 if(tmp->above == tmp) 1069 if (tmp->above == tmp)
1144 tmp->above = NULL; 1070 tmp->above = 0;
1071
1145 last=tmp; 1072 last = tmp;
1146 } 1073 }
1074
1147 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1148 if (last==NULL) { 1076 //TODO: this makes little sense, why only update the topmost object?
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1077 if (!last)
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1078 map->at (x, y).flags_ = 0;
1151 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways.
1153 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y);
1156 }
1157 else 1079 else
1158 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1159 1081
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1162 1084 }
1163} 1085}
1164 1086
1165/* 1087/*
1166 * merge_ob(op,top): 1088 * merge_ob(op,top):
1167 * 1089 *
1168 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1091 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1094 */
1173 1095object *
1174object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1175 if(!op->nrof) 1098 if (!op->nrof)
1176 return 0; 1099 return 0;
1177 if(top==NULL) 1100
1101 if (top)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1104
1179 for(;top!=NULL;top=top->below) { 1105 for (; top; top = top->below)
1106 {
1180 if(top==op) 1107 if (top == op)
1181 continue; 1108 continue;
1182 if (CAN_MERGE(op,top)) 1109
1183 { 1110 if (object::can_merge (op, top))
1111 {
1184 top->nrof+=op->nrof; 1112 top->nrof += op->nrof;
1113
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1116 op->destroy ();
1188 free_object(op);
1189 return top; 1117 return top;
1190 } 1118 }
1191 } 1119 }
1120
1192 return NULL; 1121 return 0;
1193} 1122}
1194 1123
1195/* 1124/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1198 */ 1127 */
1128object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1200 object* tmp; 1130{
1201 if (op->head) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1202 op=op->head; 1132 {
1203 for (tmp=op;tmp;tmp=tmp->more){
1204 tmp->x=x+tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1206 } 1135 }
1136
1207 return insert_ob_in_map (op, m, originator, flag); 1137 return insert_ob_in_map (op, m, originator, flag);
1208} 1138}
1209 1139
1210/* 1140/*
1211 * insert_ob_in_map (op, map, originator, flag): 1141 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1142 * This function inserts the object in the two-way linked list
1225 * Return value: 1155 * Return value:
1226 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1158 * just 'op' otherwise
1229 */ 1159 */
1230 1160object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1162{
1233 object *tmp, *top, *floor=NULL; 1163 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1164 sint16 x, y;
1235 1165
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1166 if (QUERY_FLAG (op, FLAG_FREED))
1167 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1238 return NULL; 1169 return NULL;
1170 }
1171
1172 if (!m)
1239 } 1173 {
1240 if(m==NULL) {
1241 dump_object(op); 1174 char *dump = dump_object (op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1243 return op; 1177 return op;
1244 } 1178 }
1179
1245 if(out_of_map(m,op->x,op->y)) { 1180 if (out_of_map (m, op->x, op->y))
1181 {
1246 dump_object(op); 1182 char *dump = dump_object (op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1248#ifdef MANY_CORES 1184#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted. 1187 * improperly inserted.
1252 */ 1188 */
1253 abort(); 1189 abort ();
1254#endif 1190#endif
1191 free (dump);
1255 return op; 1192 return op;
1256 } 1193 }
1194
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1258 dump_object(op); 1197 char *dump = dump_object (op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1260 return op; 1200 return op;
1201 }
1202
1203 if (op->more)
1261 } 1204 {
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1264 1206
1265 object *more = op->more; 1207 object *more = op->more;
1266 1208
1267 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalise coordinates - if
1268 * we set the map, that doesn't work if the location is within 1210 * we set the map, that doesn't work if the location is within
1269 * a map and this is straddling an edge. So only if coordinate 1211 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalise it.
1271 */ 1213 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1273 more->map = get_map_from_coord(m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1274 } else if (!more->map) { 1216 else if (!more->map)
1217 {
1275 /* For backwards compatibility - when not dealing with tiled maps, 1218 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent. 1219 * more->map should always point to the parent.
1277 */ 1220 */
1278 more->map = m; 1221 more->map = m;
1279 } 1222 }
1280 1223
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1282 if ( ! op->head) 1226 if (!op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1284 return NULL; 1229 return 0;
1285 } 1230 }
1286 } 1231 }
1232
1287 CLEAR_FLAG(op,FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1288 1234
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1235 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1236 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1237 * need extra work
1292 */ 1238 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y); 1239 op->map = get_map_from_coord (m, &op->x, &op->y);
1294 x = op->x; 1240 x = op->x;
1295 y = op->y; 1241 y = op->y;
1296 1242
1297 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1298 */ 1244 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) { 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1301 if (CAN_MERGE(op,tmp)) { 1247 if (object::can_merge (op, tmp))
1248 {
1302 op->nrof+=tmp->nrof; 1249 op->nrof += tmp->nrof;
1303 remove_ob(tmp); 1250 tmp->destroy ();
1304 free_object(tmp); 1251 }
1252
1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1255
1256 if (!QUERY_FLAG (op, FLAG_ALIVE))
1257 CLEAR_FLAG (op, FLAG_NO_STEAL);
1258
1259 if (flag & INS_BELOW_ORIGINATOR)
1260 {
1261 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1262 {
1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1264 abort ();
1265 }
1266
1267 op->above = originator;
1268 op->below = originator->below;
1269
1270 if (op->below)
1271 op->below->above = op;
1272 else
1273 op->ms ().bot = op;
1274
1275 /* since *below* originator, no need to update top */
1276 originator->below = op;
1277 }
1278 else
1279 {
1280 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1282 {
1283 object *last = 0;
1284
1285 /*
1286 * If there are multiple objects on this space, we do some trickier handling.
1287 * We've already dealt with merging if appropriate.
1288 * Generally, we want to put the new object on top. But if
1289 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1290 * floor, we want to insert above that and no further.
1291 * Also, if there are spell objects on this space, we stop processing
1292 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects.
1296 */
1297 while (top)
1298 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top;
1301
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1303 {
1304 /* We insert above top, so we want this object below this */
1305 top = top->below;
1306 break;
1307 }
1308
1309 last = top;
1310 top = top->above;
1305 } 1311 }
1306 }
1307 1312
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1313 /* Don't want top to be NULL, so set it to the last valid object */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1314 top = last;
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312 1315
1313 if (flag & INS_BELOW_ORIGINATOR) { 1316 /* We let update_position deal with figuring out what the space
1314 if (originator->map != op->map || originator->x != op->x || 1317 * looks like instead of lots of conditions here.
1315 originator->y != op->y) { 1318 * makes things faster, and effectively the same result.
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort();
1318 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else {
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /* 1319 */
1330 * If there are multiple objects on this space, we do some trickier handling. 1320
1331 * We've already dealt with merging if appropriate. 1321 /* Have object 'fall below' other objects that block view.
1332 * Generally, we want to put the new object on top. But if 1322 * Unless those objects are exits, type 66
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1323 * If INS_ON_TOP is used, don't do this processing
1334 * floor, we want to insert above that and no further. 1324 * Need to find the object that in fact blocks view, otherwise
1335 * Also, if there are spell objects on this space, we stop processing 1325 * stacking is a bit odd.
1336 * once we get to them. This reduces the need to traverse over all of 1326 */
1337 * them when adding another one - this saves quite a bit of cpu time 1327 if (!(flag & INS_ON_TOP) &&
1338 * when lots of spells are cast in one area. Currently, it is presumed 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1339 * that flying non pickable objects are spell objects. 1329 {
1330 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break;
1333 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we
1336 * set top to the object below us.
1340 */ 1337 */
1341 1338 if (last && last->below && last != floor)
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above; 1339 top = last->below;
1355 } 1340 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */ 1341 } /* If objects on this space */
1342
1383 if (flag & INS_MAP_LOAD) 1343 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y); 1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1346 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor;
1386 1348
1387 /* Top is the object that our object (op) is going to get inserted above. 1349 /* Top is the object that our object (op) is going to get inserted above.
1388 */ 1350 */
1389 1351
1390 /* First object on this space */ 1352 /* First object on this space */
1391 if (!top) { 1353 if (!top)
1354 {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1393 if (op->above) op->above->below = op; 1358 op->above->below = op;
1359
1394 op->below = NULL; 1360 op->below = 0;
1395 SET_MAP_OB(op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1362 }
1363 else
1396 } else { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1397 op->above = top->above; 1365 op->above = top->above;
1366
1367 if (op->above)
1398 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1399 op->below = top; 1370 op->below = top;
1400 top->above = op; 1371 top->above = op;
1401 } 1372 }
1373
1402 if (op->above==NULL) 1374 if (!op->above)
1403 SET_MAP_TOP(op->map,op->x, op->y, op); 1375 op->ms ().top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1405 1377
1406 if(op->type==PLAYER) 1378 if (op->type == PLAYER)
1379 {
1407 op->contr->do_los=1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1408 1384
1385 op->map->dirty = true;
1386
1409 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1411 */ 1389 */
1412 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1391 if (object *pl = op->ms ().player ())
1414 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1415 tmp->contr->socket.update_look=1; 1393 pl->contr->ns->floorbox_update ();
1416 }
1417 1394
1418 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1425 * of effect may be sufficient. 1402 * of effect may be sufficient.
1426 */ 1403 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1429 1406
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1433 1409
1410 INVOKE_OBJECT (INSERT, op);
1434 1411
1435 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1437 * 1414 *
1438 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object(). 1418 * update_object().
1442 */ 1419 */
1443 1420
1444 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1423 {
1447 if (check_move_on(op, originator)) 1424 if (check_move_on (op, originator))
1448 return NULL; 1425 return 0;
1449 1426
1450 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1428 * walk on's.
1452 */ 1429 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1455 return NULL; 1432 return 0;
1456 } 1433 }
1434
1457 return op; 1435 return op;
1458} 1436}
1459 1437
1460/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1463 */ 1441 */
1442void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1465 object *tmp; 1444{
1466 object *tmp1; 1445 object *tmp, *tmp1;
1467 1446
1468 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1469 1448
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1451 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1452
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1454
1479 1455 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1456 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1464}
1483 1465
1484/* 1466/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1471 * global static errmsg array.
1490 */ 1472 */
1491 1473object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1474get_split_ob (object *orig_ob, uint32 nr)
1475{
1493 object *newob; 1476 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1478
1496 if(orig_ob->nrof<nr) { 1479 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1480 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1482 return NULL;
1500 } 1483 }
1484
1501 newob = object_create_clone(orig_ob); 1485 newob = object_create_clone (orig_ob);
1486
1502 if((orig_ob->nrof-=nr)<1) { 1487 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1488 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1489 else if (!is_removed)
1490 {
1508 if(orig_ob->env!=NULL) 1491 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n"); 1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1497 return NULL;
1515 } 1498 }
1516 } 1499 }
1500
1517 newob->nrof=nr; 1501 newob->nrof = nr;
1518 1502
1519 return newob; 1503 return newob;
1520} 1504}
1521 1505
1522/* 1506/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1507 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1508 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1509 * is subsequently removed and freed.
1526 * 1510 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1511 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1512 */
1529 1513
1514object *
1530object *decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1531{ 1516{
1532 object *tmp; 1517 object *tmp;
1533 player *pl;
1534 1518
1535 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1520 return op;
1537 1521
1538 if (i > op->nrof) 1522 if (i > op->nrof)
1539 i = op->nrof; 1523 i = op->nrof;
1540 1524
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1542 { 1561 }
1562 else
1563 {
1564 object *above = op->above;
1565
1566 if (i < op->nrof)
1543 op->nrof -= i; 1567 op->nrof -= i;
1544 } 1568 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = is_player_inv (op->env);
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1569 {
1563
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op); 1570 op->remove ();
1572 op->nrof = 0; 1571 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 } 1572 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581 1573
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1576 if (tmp->type == PLAYER)
1577 {
1591 if (op->nrof) 1578 if (op->nrof)
1592 esrv_send_item(tmp, op); 1579 esrv_send_item (tmp, op);
1593 else 1580 else
1594 esrv_del_item(tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1595 } 1582 }
1596 } 1583 }
1597 1584
1598 if (op->nrof) { 1585 if (op->nrof)
1599 return op; 1586 return op;
1600 } else { 1587 else
1601 free_object (op); 1588 {
1589 op->destroy ();
1602 return NULL; 1590 return 0;
1603 } 1591 }
1604} 1592}
1605 1593
1606/* 1594/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1596 * and also updates how much the environment(s) is/are carrying.
1609 */ 1597 */
1610 1598
1599void
1611void add_weight (object *op, signed long weight) { 1600add_weight (object *op, signed long weight)
1601{
1612 while (op!=NULL) { 1602 while (op != NULL)
1603 {
1613 if (op->type == CONTAINER) { 1604 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1606
1616 op->carrying+=weight; 1607 op->carrying += weight;
1617 op=op->env; 1608 op = op->env;
1618 } 1609 }
1619} 1610}
1620 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1621/* 1632/*
1622 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1623 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1624 * inside the object environment. 1635 * inside the object environment.
1625 * 1636 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1633 */ 1639 */
1634 1640
1635object *insert_ob_in_ob(object *op,object *where) { 1641object *
1642object::insert (object *op)
1643{
1636 object *tmp, *otmp; 1644 object *tmp, *otmp;
1637 1645
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1647 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1648
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) { 1649 if (op->more)
1650 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1652 return op;
1657 } 1653 }
1654
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1657 if (op->nrof)
1658 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1660 if (object::can_merge (tmp, op))
1661 {
1663 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1663 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1668 */ 1667 */
1669 add_weight (where, op->weight*op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1672 op = tmp; 1671 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1674 break;
1676 } 1675 }
1677 1676
1678 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1681 * the linking below
1683 */ 1682 */
1684 add_weight (where, op->weight*op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1684 }
1685 } else 1685 else
1686 add_weight (where, (op->weight+op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1687 1687
1688 otmp=is_player_inv(where); 1688 otmp = this->in_player ();
1689 if (otmp&&otmp->contr!=NULL) { 1689 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1691 otmp->update_stats ();
1692 }
1693 1692
1694 op->map=NULL; 1693 op->map = 0;
1695 op->env=where; 1694 op->env = this;
1696 op->above=NULL; 1695 op->above = 0;
1697 op->below=NULL; 1696 op->below = 0;
1698 op->x=0,op->y=0; 1697 op->x = 0, op->y = 0;
1699 1698
1700 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1700 if ((op->glow_radius != 0) && map)
1702 { 1701 {
1703#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1705 if (map->darkness)
1706 update_all_los (map, x, y);
1708 } 1707 }
1709 1708
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1710 * It sure simplifies this function...
1712 */ 1711 */
1713 if (where->inv==NULL) 1712 if (!inv)
1714 where->inv=op; 1713 inv = op;
1715 else { 1714 else
1715 {
1716 op->below = where->inv; 1716 op->below = inv;
1717 op->below->above = op; 1717 op->below->above = op;
1718 where->inv = op; 1718 inv = op;
1719 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1720 return op; 1723 return op;
1721} 1724}
1722 1725
1723/* 1726/*
1724 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1738 * 1741 *
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1744 * on top.
1742 */ 1745 */
1743 1746int
1744int check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1745{ 1748{
1746 object *tmp; 1749 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1750 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1751 int x = op->x, y = op->y;
1752
1750 MoveType move_on, move_slow, move_block; 1753 MoveType move_on, move_slow, move_block;
1751 1754
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1756 return 0;
1754 1757
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1761
1761 /* if nothing on this space will slow op down or be applied, 1762 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1763 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1764 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1765 * as walking.
1765 */ 1766 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1767 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1768 return 0;
1768 1769
1769 /* This is basically inverse logic of that below - basically, 1770 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1771 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1772 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1773 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1774 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1775 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1776 return 0;
1776 1777
1777 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1779 */ 1780 */
1780 1781
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1783 {
1783 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1786 * we don't need to check all of them.
1786 */ 1787 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789 break;
1790 }
1791
1792 for (; tmp; tmp = tmp->below)
1788 } 1793 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1794 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1795 continue; /* Can't apply yourself */
1791 1796
1792 /* Check to see if one of the movement types should be slowed down. 1797 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1798 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1799 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1800 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1801 * swim on that space, can't use it to avoid the penalty.
1797 */ 1802 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1803 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1804 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 {
1802 1808
1803 float diff; 1809 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1810 diff = tmp->move_slow_penalty * FABS (op->speed);
1811
1806 if (op->type == PLAYER) { 1812 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1815 diff /= 4.0;
1810 } 1816
1811 }
1812 op->speed_left -= diff; 1817 op->speed_left -= diff;
1813 } 1818 }
1814 } 1819 }
1815 1820
1816 /* Basically same logic as above, except now for actual apply. */ 1821 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1824 {
1821 move_apply(tmp, op, originator); 1825 move_apply (tmp, op, originator);
1826
1822 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
1823 return 1; 1828 return 1;
1824 1829
1825 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
1828 */ 1833 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1834 if (op->map != m || op->x != x || op->y != y)
1835 return 0;
1830 } 1836 }
1831 } 1837 }
1838
1832 return 0; 1839 return 0;
1833} 1840}
1834 1841
1835/* 1842/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
1839 */ 1846 */
1840 1847object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1848present_arch (const archetype *at, maptile *m, int x, int y)
1842 object *tmp; 1849{
1843 if(m==NULL || out_of_map(m,x,y)) { 1850 if (!m || out_of_map (m, x, y))
1851 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1853 return NULL;
1846 } 1854 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1855
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1848 if(tmp->arch == at) 1857 if (tmp->arch == at)
1849 return tmp; 1858 return tmp;
1859
1850 return NULL; 1860 return NULL;
1851} 1861}
1852 1862
1853/* 1863/*
1854 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
1857 */ 1867 */
1858 1868object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1869present (unsigned char type, maptile *m, int x, int y)
1860 object *tmp; 1870{
1861 if(out_of_map(m,x,y)) { 1871 if (out_of_map (m, x, y))
1872 {
1862 LOG(llevError,"Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1874 return NULL;
1864 } 1875 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876
1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1866 if(tmp->type==type) 1878 if (tmp->type == type)
1867 return tmp; 1879 return tmp;
1880
1868 return NULL; 1881 return NULL;
1869} 1882}
1870 1883
1871/* 1884/*
1872 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
1875 */ 1888 */
1876 1889object *
1877object *present_in_ob(unsigned char type, const object *op) { 1890present_in_ob (unsigned char type, const object *op)
1878 object *tmp; 1891{
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1893 if (tmp->type == type)
1881 return tmp; 1894 return tmp;
1895
1882 return NULL; 1896 return NULL;
1883} 1897}
1884 1898
1885/* 1899/*
1886 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
1894 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
1895 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
1897 * to be unique. 1911 * to be unique.
1898 */ 1912 */
1899 1913object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 1914present_in_ob_by_name (int type, const char *str, const object *op)
1901 object *tmp; 1915{
1902
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 1918 return tmp;
1906 } 1919
1907 return NULL; 1920 return 0;
1908} 1921}
1909 1922
1910/* 1923/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
1914 */ 1927 */
1915 1928object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 1929present_arch_in_ob (const archetype *at, const object *op)
1917 object *tmp; 1930{
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 1932 if (tmp->arch == at)
1920 return tmp; 1933 return tmp;
1934
1921 return NULL; 1935 return NULL;
1922} 1936}
1923 1937
1924/* 1938/*
1925 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
1926 */ 1940 */
1941void
1927void flag_inv(object*op, int flag){ 1942flag_inv (object *op, int flag)
1928 object *tmp; 1943{
1929 if(op->inv) 1944 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 {
1931 SET_FLAG(tmp, flag); 1947 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 1948 flag_inv (tmp, flag);
1933 } 1949 }
1950}
1951
1934}/* 1952/*
1935 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
1936 */ 1954 */
1955void
1937void unflag_inv(object*op, int flag){ 1956unflag_inv (object *op, int flag)
1938 object *tmp; 1957{
1939 if(op->inv) 1958 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 {
1941 CLEAR_FLAG(tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 1962 unflag_inv (tmp, flag);
1943 } 1963 }
1944} 1964}
1945 1965
1946/* 1966/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
1951 */ 1971 */
1952 1972void
1953void set_cheat(object *op) { 1973set_cheat (object *op)
1974{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
1956} 1977}
1957 1978
1958/* 1979/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
1974 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
1975 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 1998 * customized, changed states, etc.
1978 */ 1999 */
1979 2000int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{
1981 int i,index=0, flag; 2003 int index = 0, flag;
1982 static int altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
1983 2005
1984 for(i=start;i<stop;i++) { 2006 for (int i = start; i < stop; i++)
2007 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 2009 if (!flag)
1987 altern[index++]=i; 2010 altern [index++] = i;
1988 2011
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
1996 */ 2019 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2021 stop = maxfree[i];
1999 } 2022 }
2000 if(!index) return -1; 2023
2024 if (!index)
2025 return -1;
2026
2001 return altern[RANDOM()%index]; 2027 return altern[RANDOM () % index];
2002} 2028}
2003 2029
2004/* 2030/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2035 */
2010 2036int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2012 int i; 2038{
2013 for(i=0;i<SIZEOFFREE;i++) { 2039 for (int i = 0; i < SIZEOFFREE; i++)
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2041 return i;
2016 } 2042
2017 return -1; 2043 return -1;
2018} 2044}
2019 2045
2020/* 2046/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2023 */ 2050 */
2051static void
2024static void permute(int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2025{ 2053{
2026 int i, j, tmp, len; 2054 arr += begin;
2055 end -= begin;
2027 2056
2028 len = end-begin; 2057 while (--end)
2029 for(i = begin; i < end; i++) 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2030 {
2031 j = begin+RANDOM()%len;
2032
2033 tmp = arr[i];
2034 arr[i] = arr[j];
2035 arr[j] = tmp;
2036 }
2037} 2059}
2038 2060
2039/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2064 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2065 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2067 */
2068void
2046void get_search_arr(int *search_arr) 2069get_search_arr (int *search_arr)
2047{ 2070{
2048 int i; 2071 int i;
2049 2072
2050 for(i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2051 {
2052 search_arr[i] = i; 2074 search_arr[i] = i;
2053 }
2054 2075
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2079}
2059 2080
2060/* 2081/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2082 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2083 * given map at the given coordinates for live objects.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2068 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2091 * there is capable of.
2071 */ 2092 */
2072 2093int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2094find_dir (maptile *m, int x, int y, object *exclude)
2095{
2074 int i,max=SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2097
2075 sint16 nx, ny; 2098 sint16 nx, ny;
2076 object *tmp; 2099 object *tmp;
2077 mapstruct *mp; 2100 maptile *mp;
2101
2078 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2079 2103
2080 if (exclude && exclude->head) { 2104 if (exclude && exclude->head)
2105 {
2081 exclude = exclude->head; 2106 exclude = exclude->head;
2082 move_type = exclude->move_type; 2107 move_type = exclude->move_type;
2083 } else { 2108 }
2109 else
2110 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2111 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2112 move_type = MOVE_ALL;
2113 }
2114
2115 for (i = 1; i < max; i++)
2086 } 2116 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2117 mp = m;
2090 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2092 2120
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2094 if (mflags & P_OUT_OF_MAP) { 2123 if (mflags & P_OUT_OF_MAP)
2124 max = maxfree[i];
2125 else
2126 {
2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2130
2131 if ((move_type & blocked) == move_type)
2095 max = maxfree[i]; 2132 max = maxfree[i];
2096 } else {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2098
2099 if ((move_type & blocked) == move_type) {
2100 max=maxfree[i];
2101 } else if (mflags & P_IS_ALIVE) { 2133 else if (mflags & P_IS_ALIVE)
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2134 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2105 break; 2138 break;
2106 } 2139
2107 }
2108 if(tmp) { 2140 if (tmp)
2109 return freedir[i]; 2141 return freedir[i];
2110 }
2111 } 2142 }
2112 } 2143 }
2113 } 2144 }
2145
2114 return 0; 2146 return 0;
2115} 2147}
2116 2148
2117/* 2149/*
2118 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2151 * distance between the two given objects.
2120 */ 2152 */
2121 2153int
2122int distance(const object *ob1, const object *ob2) { 2154distance (const object *ob1, const object *ob2)
2123 int i; 2155{
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2126 return i;
2127} 2157}
2128 2158
2129/* 2159/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2133 */ 2163 */
2134 2164int
2135int find_dir_2(int x, int y) { 2165find_dir_2 (int x, int y)
2166{
2136 int q; 2167 int q;
2137 2168
2138 if(y) 2169 if (y)
2139 q=x*100/y; 2170 q = x * 100 / y;
2140 else if (x) 2171 else if (x)
2141 q= -300*x; 2172 q = -300 * x;
2142 else 2173 else
2143 return 0; 2174 return 0;
2144 2175
2145 if(y>0) { 2176 if (y > 0)
2177 {
2146 if(q < -242) 2178 if (q < -242)
2147 return 3 ; 2179 return 3;
2148 if (q < -41) 2180 if (q < -41)
2149 return 2 ; 2181 return 2;
2150 if (q < 41) 2182 if (q < 41)
2151 return 1 ; 2183 return 1;
2152 if (q < 242) 2184 if (q < 242)
2153 return 8 ; 2185 return 8;
2154 return 7 ; 2186 return 7;
2155 } 2187 }
2156 2188
2157 if (q < -242) 2189 if (q < -242)
2158 return 7 ; 2190 return 7;
2159 if (q < -41) 2191 if (q < -41)
2160 return 6 ; 2192 return 6;
2161 if (q < 41) 2193 if (q < 41)
2162 return 5 ; 2194 return 5;
2163 if (q < 242) 2195 if (q < 242)
2164 return 4 ; 2196 return 4;
2165 2197
2166 return 3 ; 2198 return 3;
2167} 2199}
2168 2200
2169/* 2201/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2202 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2203 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2204 * "overflow" in previous calculations of a direction).
2173 */ 2205 */
2174 2206
2207int
2175int absdir(int d) { 2208absdir (int d)
2176 while(d<1) d+=8; 2209{
2177 while(d>8) d-=8; 2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2178 return d; 2216 return d;
2179} 2217}
2180 2218
2181/* 2219/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2222 */
2185 2223
2224int
2186int dirdiff(int dir1, int dir2) { 2225dirdiff (int dir1, int dir2)
2226{
2187 int d; 2227 int d;
2228
2188 d = abs(dir1 - dir2); 2229 d = abs (dir1 - dir2);
2189 if(d>4) 2230 if (d > 4)
2190 d = 8 - d; 2231 d = 8 - d;
2232
2191 return d; 2233 return d;
2192} 2234}
2193 2235
2194/* peterm: 2236/* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2198 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2199 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2243 * functions.
2202 */ 2244 */
2203
2204int reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2251 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2252 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2253 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2254 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2255 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2256 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2257 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2258 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2259 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2260 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2261 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2262 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2263 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2264 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2265 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2266 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2267 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2268 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2269 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2270 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2271 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2272 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2273 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2274 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2275 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2276 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2277 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2278 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2279 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2280 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2281 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2282 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2283 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2284 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2285 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2286 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2287 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2288 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2289 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2290 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2291 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2292 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2293 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2294 {24, 9, -1}
2295}; /* 48 */
2254 2296
2255/* Recursive routine to step back and see if we can 2297/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2300 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2260 */ 2302 */
2261 2303int
2262
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2305{
2264 sint16 dx, dy; 2306 sint16 dx, dy;
2265 int mflags; 2307 int mflags;
2266 2308
2309 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2268 2311
2269 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2313 dy = y + freearr_y[dir];
2271 2314
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2315 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2316
2274 /* This functional arguably was incorrect before - it was 2317 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2318 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2319 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2320 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2321 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2322 * at least its move type.
2280 */ 2323 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2324 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2325 return 0;
2282 2326
2283 /* yes, can see. */ 2327 /* yes, can see. */
2284 if(dir < 9) return 1; 2328 if (dir < 9)
2329 return 1;
2330
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288} 2334}
2289 2335
2290
2291
2292/* 2336/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2296 * 2340 *
2298 * core dumps if they do. 2342 * core dumps if they do.
2299 * 2343 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2344 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2345 */
2302 2346
2347int
2303int can_pick(const object *who, const object *item) { 2348can_pick (const object *who, const object *item)
2349{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2353}
2309
2310 2354
2311/* 2355/*
2312 * create clone from object to another 2356 * create clone from object to another
2313 */ 2357 */
2358object *
2314object *object_create_clone (object *asrc) { 2359object_create_clone (object *asrc)
2360{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2316 2362
2317 if(!asrc) return NULL; 2363 if (!asrc)
2364 return 0;
2365
2318 src = asrc; 2366 src = asrc;
2319 if(src->head) 2367 if (src->head)
2320 src = src->head; 2368 src = src->head;
2321 2369
2322 prev = NULL; 2370 prev = 0;
2323 for(part = src; part; part = part->more) { 2371 for (part = src; part; part = part->more)
2324 tmp = get_object(); 2372 {
2325 copy_object(part,tmp); 2373 tmp = part->clone ();
2326 tmp->x -= src->x; 2374 tmp->x -= src->x;
2327 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2328 if(!part->head) { 2377 if (!part->head)
2378 {
2329 dst = tmp; 2379 dst = tmp;
2330 tmp->head = NULL; 2380 tmp->head = 0;
2381 }
2331 } else { 2382 else
2332 tmp->head = dst; 2383 tmp->head = dst;
2333 } 2384
2334 tmp->more = NULL; 2385 tmp->more = 0;
2386
2335 if(prev) 2387 if (prev)
2336 prev->more = tmp; 2388 prev->more = tmp;
2389
2337 prev = tmp; 2390 prev = tmp;
2338 } 2391 }
2339 /*** copy inventory ***/ 2392
2340 for(item = src->inv; item; item = item->below) { 2393 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2395
2344 return dst; 2396 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353} 2397}
2354 2398
2355/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2361 2405object *
2362object* load_object_str(const char *obstr) 2406load_object_str (const char *obstr)
2363{ 2407{
2364 object *op; 2408 object *op;
2365 char filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2410
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2412
2368 FILE *tempfile=fopen(filename,"w"); 2413 FILE *tempfile = fopen (filename, "w");
2414
2369 if (tempfile == NULL) 2415 if (tempfile == NULL)
2370 { 2416 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2418 return NULL;
2373 }; 2419 }
2420
2374 fprintf(tempfile,obstr); 2421 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2422 fclose (tempfile);
2376 2423
2377 op=get_object(); 2424 op = object::create ();
2378 2425
2379 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2380 2427
2381 if (thawer) 2428 if (thawer)
2382 load_object(thawer,op,0); 2429 load_object (thawer, op, 0);
2383 2430
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2432 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2433
2387 return op; 2434 return op;
2388} 2435}
2389 2436
2390/* This returns the first object in who's inventory that 2437/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2438 * has the same type and subtype match.
2392 * returns NULL if no match. 2439 * returns NULL if no match.
2393 */ 2440 */
2441object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2443{
2396 object *tmp;
2397
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2445 if (tmp->type == type && tmp->subtype == subtype)
2446 return tmp;
2400 2447
2401 return NULL; 2448 return 0;
2402} 2449}
2403 2450
2404/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2452 * otherwise return NULL.
2406 * 2453 *
2407 * key must be a passed in shared string - otherwise, this won't 2454 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2455 * do the desired thing.
2409 */ 2456 */
2457key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2458get_ob_key_link (const object *ob, const char *key)
2411 key_value * link; 2459{
2412
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2460 for (key_value *link = ob->key_values; link; link = link->next)
2414 if (link->key == key) { 2461 if (link->key == key)
2415 return link; 2462 return link;
2416 } 2463
2417 } 2464 return 0;
2418 2465}
2419 return NULL;
2420}
2421 2466
2422/* 2467/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2469 *
2425 * The argument doesn't need to be a shared string. 2470 * The argument doesn't need to be a shared string.
2426 * 2471 *
2427 * The returned string is shared. 2472 * The returned string is shared.
2428 */ 2473 */
2474const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2475get_ob_key_value (const object *op, const char *const key)
2476{
2430 key_value * link; 2477 key_value *link;
2431 const char * canonical_key; 2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2432 2481 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2486 */
2441 return NULL; 2487 return 0;
2442 } 2488 }
2443 2489
2444 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2446 */ 2492 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2493 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2494 if (link->key == canonical_key)
2449 return link->value; 2495 return link->value;
2450 } 2496
2451 } 2497 return 0;
2452 return NULL;
2453} 2498}
2454 2499
2455 2500
2456/* 2501/*
2457 * Updates the canonical_key in op to value. 2502 * Updates the canonical_key in op to value.
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2507 * keys.
2463 * 2508 *
2464 * Returns TRUE on success. 2509 * Returns TRUE on success.
2465 */ 2510 */
2511int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513{
2467 key_value * field = NULL, *last=NULL; 2514 key_value *field = NULL, *last = NULL;
2468 2515
2469 for (field=op->key_values; field != NULL; field=field->next) { 2516 for (field = op->key_values; field != NULL; field = field->next)
2517 {
2470 if (field->key != canonical_key) { 2518 if (field->key != canonical_key)
2519 {
2471 last = field; 2520 last = field;
2472 continue; 2521 continue;
2473 } 2522 }
2474 2523
2475 if (value) 2524 if (value)
2476 field->value = value; 2525 field->value = value;
2477 else { 2526 else
2527 {
2478 /* Basically, if the archetype has this key set, 2528 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2529 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2530 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2531 * we get this value back again.
2482 */ 2532 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2534 field->value = 0;
2535 else
2536 {
2537 if (last)
2538 last->next = field->next;
2485 else 2539 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2540 op->key_values = field->next;
2489 2541
2490 delete field; 2542 delete field;
2491 } 2543 }
2492 } 2544 }
2493 return TRUE; 2545 return TRUE;
2494 } 2546 }
2495 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2496 2548
2497 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2498 2550
2499 if (!add_key) { 2551 if (!add_key)
2500 return FALSE; 2552 return FALSE;
2501 } 2553
2502 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2506 * should pass in "" 2558 * should pass in ""
2507 */ 2559 */
2508 if (value == NULL) return TRUE; 2560 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2519} 2572}
2520 2573
2521/* 2574/*
2522 * Updates the key in op to value. 2575 * Updates the key in op to value.
2523 * 2576 *
2525 * and not add new ones. 2578 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2579 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2580 *
2528 * Returns TRUE on success. 2581 * Returns TRUE on success.
2529 */ 2582 */
2583int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2585{
2532 shstr key_ (key); 2586 shstr key_ (key);
2587
2533 return set_ob_key_value_s (op, key_, value, add_key); 2588 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2589}
2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2598void
2599object::depth_iterator::next ()
2600{
2601 if (item->below)
2602 {
2603 item = item->below;
2604
2605 while (item->inv)
2606 item = item->inv;
2607 }
2608 else
2609 item = item->env;
2610}
2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2641// return a suitable string describing an object in enough detail to find it
2642const char *
2643object::debug_desc (char *info) const
2644{
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663}
2664
2665const char *
2666object::debug_desc () const
2667{
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670}
2671

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