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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
46 44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 47};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 50};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
56int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
59 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
60 135
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
63 key_value * wants_field; 140 key_value *wants_field;
64 141
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
68 */ 145 */
69 146
70 /* For each field in wants, */ 147 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
72 key_value * has_field; 150 key_value *has_field;
73 151
74 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
76 156 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 157 /* No field with that name. */
79 return FALSE; 158 return FALSE;
80 }
81 159 }
160
82 /* Found the matching field. */ 161 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
84 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 165 return FALSE;
86 } 166 }
87 167
88 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 169 }
170
91 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 172 return TRUE;
93} 173}
94 174
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
97 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
99 */ 181 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 183}
102 184
103/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 186 * they can be merged together.
105 * 187 *
106 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
109 * 191 *
110 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
111 * 193 *
112 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
113 * check weight 195 * check weight
114 */ 196 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
118{ 198{
119 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
121 return 0; 205 return 0;
122 206
123 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 210 * used to store nrof).
129 */ 211 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 223
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 226
145 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 252 return 0;
179 253
180 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 255 * check all objects in the inventory.
182 */ 256 */
183 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
184 { 258 {
185 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 261 return 0;
188 262
189 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 265 return 0;
192 266
193 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 268 * if it is valid.
195 */ 269 */
196 } 270 }
204 278
205 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
207 * check? 281 * check?
208 */ 282 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 284 return 0;
212 285
213 switch (ob1->type) 286 switch (ob1->type)
214 { 287 {
215 case SCROLL: 288 case SCROLL:
216 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
217 return 0; 290 return 0;
218 break; 291 break;
219 } 292 }
220 293
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 295 {
223 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
226 return 0; 299 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
230 303
231 //TODO: generate an event or call into perl for additional checks 304 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
233 { 306 {
234 ob1->optimise (); 307 ob1->optimise ();
235 ob2->optimise (); 308 ob2->optimise ();
236 309
237 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
238 return 0; 311 return 0;
239 } 312 }
240 313
241 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
242 return 1; 315 return 1;
243} 316}
317
244/* 318/*
245 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
248 */ 322 */
249signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
250 signed long sum; 326 long sum;
251 object *inv; 327 object *inv;
328
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
253 if (inv->inv) 331 if (inv->inv)
254 sum_weight(inv); 332 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 334 }
335
257 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
259 if(op->carrying != sum) 339 if (op->carrying != sum)
260 op->carrying = sum; 340 op->carrying = sum;
341
261 return sum; 342 return sum;
262} 343}
263 344
264/** 345/**
265 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
266 */ 347 */
267 348
349object *
268object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
269 while (op->env != NULL) 352 while (op->env != NULL)
270 op = op->env; 353 op = op->env;
271 return op; 354 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 355}
286 356
287/* 357/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 359 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
291 */ 361 */
292 362
293void dump_object2(object *op) { 363char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 364dump_object (object *op)
340 if(op==NULL) { 365{
341 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
342 return; 367 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 368
348void dump_all_objects(void) { 369 object_freezer freezer;
349 object *op; 370 save_object (freezer, op, 1);
350 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 372}
355 373
356/* 374/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
360 */ 378 */
361 379
380object *
362object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
363 object *tmp,*closest; 383 object *tmp, *closest;
364 int last_dist,i; 384 int last_dist, i;
385
365 if(op->more==NULL) 386 if (op->more == NULL)
366 return op; 387 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
370 return closest; 391 return closest;
371} 392}
372 393
373/* 394/*
374 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
375 */ 396 */
376 397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for_all_objects (op)
380 if(op->count==i) 401 if (op->count == i)
381 break;
382 return op; 402 return op;
403
404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412object *
391object *find_object_name(const char *str) { 413find_object_name (const char *str)
392 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
393 object *op; 416 object *op;
394 for(op=objects;op!=NULL;op=op->next) 417
418 for_all_objects (op)
395 if(&op->name == name) 419 if (op->name == str_)
396 break; 420 break;
397 421
398 return op; 422 return op;
399} 423}
400 424
425void
401void free_all_object_data () 426free_all_object_data ()
402{ 427{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 429}
440 430
441/* 431/*
442 * 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
443 * skill and experience objects. 433 * skill and experience objects.
444 */ 434 */
445void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
446{ 437{
447 if(owner==NULL||op==NULL) 438 if (!owner)
448 return; 439 return;
449 440
450 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
451 /* 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
452 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
453 * 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
454 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
455 * 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.
456 */ 447 */
457 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
459 450
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 451 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 452}
495 453
496/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 455 * refcounts and freeing the links.
498 */ 456 */
457static void
499static void free_key_values(object * op) 458free_key_values (object *op)
500{ 459{
501 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
502 { 461 {
503 key_value *next = i->next; 462 key_value *next = i->next;
504 delete i; 463 delete i;
464
505 i = next; 465 i = next;
506 } 466 }
507 467
508 op->key_values = 0; 468 op->key_values = 0;
509} 469}
510 470
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 471/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
577 * 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,
578 * 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
579 * will point at garbage. 477 * will point at garbage.
580 */ 478 */
581 479void
582void copy_object (object *op2, object *op) 480object::copy_to (object *dst)
583{ 481{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 484
587 op2->clone (op); 485 *(object_copy *)dst = *this;
588 486
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 487 if (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 488 SET_FLAG (dst, FLAG_FREED);
591 489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
592 if (op2->speed < 0) 493 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 495
595 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 497 if (key_values)
597 { 498 {
598 key_value *tail = NULL; 499 key_value *tail = 0;
599 key_value *i; 500 key_value *i;
600 501
601 op->key_values = NULL; 502 dst->key_values = 0;
602 503
603 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
604 { 505 {
605 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
606 507
607 new_link->next = NULL; 508 new_link->next = 0;
608 new_link->key = i->key; 509 new_link->key = i->key;
609 new_link->value = i->value; 510 new_link->value = i->value;
610 511
611 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 513 if (!dst->key_values)
613 { 514 {
614 op->key_values = new_link; 515 dst->key_values = new_link;
615 tail = new_link; 516 tail = new_link;
616 } 517 }
617 else 518 else
618 { 519 {
619 tail->next = new_link; 520 tail->next = new_link;
620 tail = new_link; 521 tail = new_link;
621 } 522 }
622 } 523 }
623 } 524 }
624 525
625 update_ob_speed (op); 526 dst->set_speed (dst->speed);
626} 527}
627 528
628/* 529object *
629 * get_object() grabs an object from the list of unused objects, makes 530object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 531{
636 object *op = new object; 532 object *neu = create ();
637 533 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op; 534 return neu;
654} 535}
655 536
656/* 537/*
657 * 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
658 * 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
659 * 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.
660 */ 541 */
661 542void
662void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
664 return; 546 return;
547
665 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
667} 550}
668 551
669/* 552/*
670 * 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
671 * 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.
672 * 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.
673 */ 556 */
674 557void
675void update_ob_speed(object *op) { 558object::set_speed (float speed)
676 extern int arch_init; 559{
677 560 if (flag [FLAG_FREED] && speed)
678 /* No reason putting the archetypes objects on the speed list, 561 {
679 * since they never really need to be updated.
680 */
681
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
684#ifdef MANY_CORES
685 abort();
686#else
687 op->speed = 0; 563 speed = 0;
688#endif
689 } 564 }
690 if (arch_init) {
691 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 565
698 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
699 * of the list. */ 567
700 op->active_next = active_objects; 568 if (has_active_speed ())
701 if (op->active_next!=NULL) 569 activate ();
702 op->active_next->active_prev = op;
703 active_objects = op;
704 }
705 else { 570 else
706 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722 }
723} 572}
724 573
725/* This function removes object 'op' from the list of active
726 * objects.
727 * This should only be used for style maps or other such
728 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object.
732 */
733void remove_from_active_list(object *op)
734{
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects)
737 return;
738
739 if (op->active_prev==NULL) {
740 active_objects = op->active_next;
741 if (op->active_next!=NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else {
745 op->active_prev->active_next = op->active_next;
746 if (op->active_next)
747 op->active_next->active_prev = op->active_prev;
748 }
749 op->active_next = NULL;
750 op->active_prev = NULL;
751}
752
753/* 574/*
754 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
755 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
756 * 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
757 * invisible object, etc...) 578 * invisible object, etc...)
758 * 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
759 * 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
760 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
761 * 582 *
762 * 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.
763 * For example, if the only thing that has changed is the face (due to
764 * an animation), we don't need to call update_position until that actually
765 * comes into view of a player. OTOH, many other things, like addition/removal
766 * of walls or living creatures may need us to update the flags now.
767 * current action are: 584 * current action are:
768 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
769 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
770 * 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
771 * 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.
772 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
773 */ 590 */
774 591void
775void update_object(object *op, int action) { 592update_object (object *op, int action)
776 int update_now=0, flags; 593{
777 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
778 595
779 if (op == NULL) { 596 if (op == NULL)
597 {
780 /* this should never happen */ 598 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 600 return;
783 }
784 601 }
785 if(op->env!=NULL) { 602
603 if (op->env)
604 {
786 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
787 * to do in this case. 606 * to do in this case.
788 */ 607 */
789 return; 608 return;
790 } 609 }
791 610
792 /* 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
793 * going to get freed anyways. 612 * going to get freed anyways.
794 */ 613 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
796 615 return;
616
797 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
798 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)
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 621#ifdef MANY_CORES
802 abort(); 622 abort ();
803#endif 623#endif
804 return; 624 return;
805 }
806 625 }
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
813 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
814 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
816 update_now=1;
817
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
819 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
820 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
822 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
823
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1;
826
827 if ((move_on | op->move_on) != move_on) update_now=1;
828 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
829 /* 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
830 * to have move_allow right now. 644 * to have move_allow right now.
831 */ 645 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
833 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
835 } 649 }
836 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 652 * that is being removed.
839 */ 653 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 655 m.flags_ = 0;
842 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
844 }
845 else { 658 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 660
849 if (update_now) {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y);
852 }
853
854 if(op->more!=NULL) 661 if (op->more)
855 update_object(op->more, action); 662 update_object (op->more, action);
856} 663}
857 664
665object *object::first;
858 666
859/* 667object::object ()
860 * free_object() frees everything allocated by an object, removes 668{
861 * it from the list of used objects, and puts it on the list of 669 SET_FLAG (this, FLAG_REMOVED);
862 * free objects. The IS_FREED() flag is set in the object. 670
863 * The object must have been removed by remove_ob() first for 671 expmul = 1.0;
864 * this function to succeed. 672 face = blank_face;
865 * 673}
866 * If free_inventory is set, free inventory as well. Else drop items in 674
867 * inventory to the ground. 675object::~object ()
868 */ 676{
677 free_key_values (this);
678}
679
680static int object_count;
681
682void object::link ()
683{
684 assert (!index);//D
685 uuid = gen_uuid ();
686 count = ++object_count;
687
688 refcnt_inc ();
689 objects.insert (this);
690}
691
692void object::unlink ()
693{
694 assert (index);//D
695 objects.erase (this);
696 refcnt_dec ();
697}
869 698
870void 699void
871free_object (object * ob) 700object::activate ()
872{ 701{
873 free_object2 (ob, 0); 702 /* If already on active list, don't do anything */
703 if (active)
704 return;
705
706 if (has_active_speed ())
707 actives.insert (this);
874} 708}
875 709
876void 710void
877free_object2 (object * ob, int free_inventory) 711object::activate_recursive ()
878{ 712{
879 object *tmp, *op; 713 activate ();
880 714
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 715 for (object *op = inv; op; op = op->below)
882 { 716 op->activate_recursive ();
883 LOG (llevDebug, "Free object called with non removed object\n"); 717}
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889 718
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 719/* This function removes object 'op' from the list of active
891 { 720 * objects.
892 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 721 * This should only be used for style maps or other such
893 remove_friendly_object (ob); 722 * reference maps where you don't want an object that isn't
894 } 723 * in play chewing up cpu time getting processed.
895 724 * The reverse of this is to call update_ob_speed, which
896 if (QUERY_FLAG (ob, FLAG_FREED)) 725 * will do the right thing based on the speed of the object.
897 { 726 */
898 dump_object (ob); 727void
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
900 return; 732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
901 } 750 {
902 751 op->flag [flag] = value;
903 if (ob->more != NULL) 752 op->set_flag_inv (flag, value);
904 { 753 }
905 free_object2 (ob->more, free_inventory); 754}
906 ob->more = NULL;
907 }
908 755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
909 if (ob->inv) 768 if (!inv)
910 { 769 return;
770
911 /* Only if the space blocks everything do we not process - 771 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects 772 * if some form of movement is allowed, let objects
913 * drop on that space. 773 * drop on that space.
914 */ 774 */
915 if (free_inventory || ob->map == NULL 775 if (!drop_to_ground
776 || !map
916 || ob->map->in_memory != MAP_IN_MEMORY 777 || map->in_memory != MAP_IN_MEMORY
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 778 || ms ().move_block == MOVE_ALL)
918 {
919 op = ob->inv;
920
921 while (op != NULL)
922 { 779 {
923 tmp = op->below; 780 while (inv)
924 remove_ob (op); 781 {
925 free_object2 (op, free_inventory); 782 inv->destroy_inv (drop_to_ground);
926 op = tmp; 783 inv->destroy ();
927 } 784 }
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 op = ob->inv;
932
933 while (op != NULL)
934 {
935 tmp = op->below;
936 remove_ob (op);
937
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 free_object (op);
942 else
943 {
944 op->x = ob->x;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
947 }
948
949 op = tmp;
950 }
951 }
952 }
953
954 /* Remove object from the active list */
955 ob->speed = 0;
956 update_ob_speed (ob);
957
958 SET_FLAG (ob, FLAG_FREED);
959 ob->count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 } 785 }
969 else 786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
789 {
790 object *op = inv;
791
792 if (op->flag [FLAG_STARTEQUIP]
793 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE
795 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy ();
799 else
800 map->insert (op, x, y);
801 }
802 }
803}
804
805object *object::create ()
806{
807 object *op = new object;
808 op->link ();
809 return op;
810}
811
812void
813object::do_destroy ()
814{
815 attachable::do_destroy ();
816
817 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this);
819
820 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this);
822
823 if (!flag [FLAG_REMOVED])
824 remove ();
825
826 destroy_inv (true);
827
828 deactivate ();
829 unlink ();
830
831 flag [FLAG_FREED] = 1;
832
833 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
970 { 838 {
971 ob->prev->next = ob->next; 839 freed_map = new maptile;
972 840
973 if (ob->next != NULL) 841 freed_map->name = "/internal/freed_objects_map";
974 ob->next->prev = ob->prev; 842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
975 } 847 }
976 848
977 free_key_values (ob); 849 map = freed_map;
850 x = 1;
851 y = 1;
852 }
978 853
979 /* Now link it with the free_objects list: */ 854 head = 0;
980 ob->prev = 0;
981 ob->next = 0;
982 855
983 delete ob; 856 if (more)
857 {
858 more->destroy ();
859 more = 0;
860 }
861
862 // clear those pointers that likely might have circular references to us
863 owner = 0;
864 enemy = 0;
865 attacked_by = 0;
866}
867
868void
869object::destroy (bool destroy_inventory)
870{
871 if (destroyed ())
872 return;
873
874 if (destroy_inventory)
875 destroy_inv (false);
876
877 attachable::destroy ();
984} 878}
985 879
986/* 880/*
987 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)). 882 * weight of an object (and what is carried by it's environment(s)).
989 */ 883 */
990 884void
991void sub_weight (object *op, signed long weight) { 885sub_weight (object *op, signed long weight)
886{
992 while (op != NULL) { 887 while (op != NULL)
888 {
993 if (op->type == CONTAINER) { 889 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 891
996 op->carrying-=weight; 892 op->carrying -= weight;
997 op = op->env; 893 op = op->env;
998 } 894 }
999} 895}
1000 896
1001/* remove_ob(op): 897/* op->remove ():
1002 * This function removes the object op from the linked list of objects 898 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 899 * which it is currently tied to. When this function is done, the
1004 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 902 * the previous environment.
1007 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
1008 */ 904 */
1009 905void
1010void remove_ob(object *op) { 906object::remove ()
907{
1011 object *tmp,*last=NULL; 908 object *tmp, *last = 0;
1012 object *otmp; 909 object *otmp;
1013 tag_t tag;
1014 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018 910
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1020 dump_object(op); 912 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 913
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
1039 916
917 if (more)
918 more->remove ();
919
1040 /* 920 /*
1041 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1042 * inventory. 922 * inventory.
1043 */ 923 */
1044 if(op->env!=NULL) { 924 if (env)
925 {
1045 if(op->nrof) 926 if (nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 927 sub_weight (env, weight * nrof);
1047 else 928 else
1048 sub_weight(op->env, op->weight+op->carrying); 929 sub_weight (env, weight + carrying);
1049 930
1050 /* NO_FIX_PLAYER is set when a great many changes are being 931 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 933 * to save cpu time.
1053 */ 934 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 936 otmp->update_stats ();
1056 fix_player(otmp);
1057 937
1058 if(op->above!=NULL) 938 if (above)
1059 op->above->below=op->below; 939 above->below = below;
1060 else 940 else
1061 op->env->inv=op->below; 941 env->inv = below;
1062 942
1063 if(op->below!=NULL) 943 if (below)
1064 op->below->above=op->above; 944 below->above = above;
1065 945
1066 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
949 */
950 x = env->x, y = env->y;
951 map = env->map;
952 above = 0, below = 0;
953 env = 0;
954 }
955 else if (map)
956 {
957 if (type == PLAYER)
958 {
959 --map->players;
960 map->touch ();
961 }
962
963 map->dirty = true;
964
965 /* link the object above us */
966 if (above)
967 above->below = below;
968 else
969 map->at (x, y).top = below; /* we were top, set new top */
970
971 /* Relink the object below us, if there is one */
972 if (below)
973 below->above = above;
974 else
975 {
976 /* Nothing below, which means we need to relink map object for this space
977 * use translated coordinates in case some oddness with map tiling is
978 * evident
1069 */ 979 */
1070 op->x=op->env->x,op->y=op->env->y; 980 if (GET_MAP_OB (map, x, y) != this)
1071 op->map=op->env->map; 981 {
1072 op->above=NULL,op->below=NULL; 982 char *dump = dump_object (this);
1073 op->env=NULL; 983 LOG (llevError,
984 "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);
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990
991 map->at (x, y).bot = above; /* goes on above it. */
992 }
993
994 above = 0;
995 below = 0;
996
997 if (map->in_memory == MAP_SAVING)
1074 return; 998 return;
1075 }
1076 999
1077 /* If we get here, we are removing it from a map */ 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 if (op->map == NULL) return;
1079 1001
1080 x = op->x; 1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 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);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 } 1003 {
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1133 /* No point updating the players look faces if he is the object 1004 /* No point updating the players look faces if he is the object
1134 * being removed. 1005 * being removed.
1135 */ 1006 */
1136 1007
1137 if(tmp->type==PLAYER && tmp!=op) { 1008 if (tmp->type == PLAYER && tmp != this)
1009 {
1138 /* If a container that the player is currently using somehow gets 1010 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1011 * removed (most likely destroyed), update the player view
1140 * appropriately. 1012 * appropriately.
1141 */ 1013 */
1142 if (tmp->container==op) { 1014 if (tmp->container == this)
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1015 {
1016 flag [FLAG_APPLIED] = 0;
1144 tmp->container=NULL; 1017 tmp->container = 0;
1018 }
1019
1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1145 } 1022 }
1146 tmp->contr->socket.update_look=1; 1023
1147 }
1148 /* See if player moving off should effect something */ 1024 /* See if object moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) && 1025 if (check_walk_off
1026 && ((move_type & tmp->move_off)
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 1028 {
1152 move_apply(tmp, op, NULL); 1029 move_apply (tmp, this, 0);
1030
1153 if (was_destroyed (op, tag)) { 1031 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 } 1033 }
1157 }
1158 1034
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1161 if(tmp->above == tmp) 1037 if (tmp->above == tmp)
1162 tmp->above = NULL; 1038 tmp->above = 0;
1039
1163 last=tmp; 1040 last = tmp;
1164 } 1041 }
1042
1165 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1166 if (last==NULL) { 1044 //TODO: this makes little sense, why only update the topmost object?
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1045 if (!last)
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1046 map->at (x, y).flags_ = 0;
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y);
1174 }
1175 else 1047 else
1176 update_object(last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1177 1049
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los(op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1180 1052 }
1181} 1053}
1182 1054
1183/* 1055/*
1184 * merge_ob(op,top): 1056 * merge_ob(op,top):
1185 * 1057 *
1186 * This function goes through all objects below and including top, and 1058 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1059 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1060 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1061 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1062 */
1191 1063object *
1192object *merge_ob(object *op, object *top) { 1064merge_ob (object *op, object *top)
1065{
1193 if(!op->nrof) 1066 if (!op->nrof)
1194 return 0; 1067 return 0;
1195 if(top==NULL) 1068
1069 if (top)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1072
1197 for(;top!=NULL;top=top->below) { 1073 for (; top; top = top->below)
1074 {
1198 if(top==op) 1075 if (top == op)
1199 continue; 1076 continue;
1200 if (CAN_MERGE(op,top)) 1077
1201 { 1078 if (object::can_merge (op, top))
1079 {
1202 top->nrof+=op->nrof; 1080 top->nrof += op->nrof;
1081
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1084 op->destroy ();
1206 free_object(op);
1207 return top; 1085 return top;
1208 } 1086 }
1209 } 1087 }
1088
1210 return NULL; 1089 return 0;
1211} 1090}
1212 1091
1213/* 1092/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1215 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1216 */ 1095 */
1096object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1218 object* tmp; 1098{
1219 if (op->head) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1220 op=op->head; 1100 {
1221 for (tmp=op;tmp;tmp=tmp->more){
1222 tmp->x=x+tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1224 } 1103 }
1104
1225 return insert_ob_in_map (op, m, originator, flag); 1105 return insert_ob_in_map (op, m, originator, flag);
1226} 1106}
1227 1107
1228/* 1108/*
1229 * insert_ob_in_map (op, map, originator, flag): 1109 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1110 * This function inserts the object in the two-way linked list
1243 * Return value: 1123 * Return value:
1244 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1126 * just 'op' otherwise
1247 */ 1127 */
1248 1128object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1130{
1251 object *tmp, *top, *floor=NULL; 1131 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1132 sint16 x, y;
1253 1133
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1134 if (QUERY_FLAG (op, FLAG_FREED))
1135 {
1255 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1256 return NULL; 1137 return NULL;
1138 }
1139
1140 if (!m)
1257 } 1141 {
1258 if(m==NULL) {
1259 dump_object(op); 1142 char *dump = dump_object (op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1261 return op; 1145 return op;
1262 } 1146 }
1147
1263 if(out_of_map(m,op->x,op->y)) { 1148 if (out_of_map (m, op->x, op->y))
1149 {
1264 dump_object(op); 1150 char *dump = dump_object (op);
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1266#ifdef MANY_CORES 1152#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object 1153 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting 1154 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted. 1155 * improperly inserted.
1270 */ 1156 */
1271 abort(); 1157 abort ();
1272#endif 1158#endif
1159 free (dump);
1273 return op; 1160 return op;
1274 } 1161 }
1162
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1276 dump_object(op); 1165 char *dump = dump_object (op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1278 return op; 1168 return op;
1169 }
1170
1171 if (op->more)
1279 } 1172 {
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1282 1174
1283 object *more = op->more; 1175 object *more = op->more;
1284 1176
1285 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1286 * we set the map, that doesn't work if the location is within 1178 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate 1179 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1289 */ 1181 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1291 more->map = get_map_from_coord(m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1292 } else if (!more->map) { 1184 else if (!more->map)
1185 {
1293 /* For backwards compatibility - when not dealing with tiled maps, 1186 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent. 1187 * more->map should always point to the parent.
1295 */ 1188 */
1296 more->map = m; 1189 more->map = m;
1297 } 1190 }
1298 1191
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1193 {
1300 if ( ! op->head) 1194 if (!op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196
1302 return NULL; 1197 return 0;
1303 } 1198 }
1304 } 1199 }
1200
1305 CLEAR_FLAG(op,FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1306 1202
1307 /* Ideally, the caller figures this out. However, it complicates a lot 1203 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now 1204 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work 1205 * need extra work
1310 */ 1206 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y); 1207 op->map = get_map_from_coord (m, &op->x, &op->y);
1312 x = op->x; 1208 x = op->x;
1313 y = op->y; 1209 y = op->y;
1314 1210
1315 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1316 */ 1212 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) { 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1319 if (CAN_MERGE(op,tmp)) { 1215 if (object::can_merge (op, tmp))
1216 {
1320 op->nrof+=tmp->nrof; 1217 op->nrof += tmp->nrof;
1321 remove_ob(tmp); 1218 tmp->destroy ();
1322 free_object(tmp); 1219 }
1220
1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1222 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1223
1224 if (!QUERY_FLAG (op, FLAG_ALIVE))
1225 CLEAR_FLAG (op, FLAG_NO_STEAL);
1226
1227 if (flag & INS_BELOW_ORIGINATOR)
1228 {
1229 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1230 {
1231 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1232 abort ();
1233 }
1234
1235 op->above = originator;
1236 op->below = originator->below;
1237
1238 if (op->below)
1239 op->below->above = op;
1240 else
1241 op->ms ().bot = op;
1242
1243 /* since *below* originator, no need to update top */
1244 originator->below = op;
1245 }
1246 else
1247 {
1248 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1250 {
1251 object *last = 0;
1252
1253 /*
1254 * If there are multiple objects on this space, we do some trickier handling.
1255 * We've already dealt with merging if appropriate.
1256 * Generally, we want to put the new object on top. But if
1257 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1258 * floor, we want to insert above that and no further.
1259 * Also, if there are spell objects on this space, we stop processing
1260 * once we get to them. This reduces the need to traverse over all of
1261 * them when adding another one - this saves quite a bit of cpu time
1262 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects.
1264 */
1265 while (top)
1266 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1268 floor = top;
1269
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1271 {
1272 /* We insert above top, so we want this object below this */
1273 top = top->below;
1274 break;
1275 }
1276
1277 last = top;
1278 top = top->above;
1323 } 1279 }
1324 }
1325 1280
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1281 /* Don't want top to be NULL, so set it to the last valid object */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1282 top = last;
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330 1283
1331 if (flag & INS_BELOW_ORIGINATOR) { 1284 /* We let update_position deal with figuring out what the space
1332 if (originator->map != op->map || originator->x != op->x || 1285 * looks like instead of lots of conditions here.
1333 originator->y != op->y) { 1286 * makes things faster, and effectively the same result.
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort();
1336 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else {
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /* 1287 */
1348 * If there are multiple objects on this space, we do some trickier handling. 1288
1349 * We've already dealt with merging if appropriate. 1289 /* Have object 'fall below' other objects that block view.
1350 * Generally, we want to put the new object on top. But if 1290 * Unless those objects are exits, type 66
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1291 * If INS_ON_TOP is used, don't do this processing
1352 * floor, we want to insert above that and no further. 1292 * Need to find the object that in fact blocks view, otherwise
1353 * Also, if there are spell objects on this space, we stop processing 1293 * stacking is a bit odd.
1354 * once we get to them. This reduces the need to traverse over all of 1294 */
1355 * them when adding another one - this saves quite a bit of cpu time 1295 if (!(flag & INS_ON_TOP) &&
1356 * when lots of spells are cast in one area. Currently, it is presumed 1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1357 * that flying non pickable objects are spell objects. 1297 {
1298 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break;
1301 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we
1304 * set top to the object below us.
1358 */ 1305 */
1359 1306 if (last && last->below && last != floor)
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above; 1307 top = last->below;
1373 } 1308 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */ 1309 } /* If objects on this space */
1310
1401 if (flag & INS_MAP_LOAD) 1311 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y); 1312 top = GET_MAP_TOP (op->map, op->x, op->y);
1313
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1314 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor;
1404 1316
1405 /* Top is the object that our object (op) is going to get inserted above. 1317 /* Top is the object that our object (op) is going to get inserted above.
1406 */ 1318 */
1407 1319
1408 /* First object on this space */ 1320 /* First object on this space */
1409 if (!top) { 1321 if (!top)
1322 {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1324
1325 if (op->above)
1411 if (op->above) op->above->below = op; 1326 op->above->below = op;
1327
1412 op->below = NULL; 1328 op->below = 0;
1413 SET_MAP_OB(op->map, op->x, op->y, op); 1329 op->ms ().bot = op;
1330 }
1331 else
1414 } else { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1415 op->above = top->above; 1333 op->above = top->above;
1334
1335 if (op->above)
1416 if (op->above) op->above->below = op; 1336 op->above->below = op;
1337
1417 op->below = top; 1338 op->below = top;
1418 top->above = op; 1339 top->above = op;
1419 } 1340 }
1341
1420 if (op->above==NULL) 1342 if (!op->above)
1421 SET_MAP_TOP(op->map,op->x, op->y, op); 1343 op->ms ().top = op;
1422 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1423 1345
1424 if(op->type==PLAYER) 1346 if (op->type == PLAYER)
1347 {
1425 op->contr->do_los=1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1426 1352
1353 op->map->dirty = true;
1354
1427 /* If we have a floor, we know the player, if any, will be above 1355 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there. 1356 * it, so save a few ticks and start from there.
1429 */ 1357 */
1430 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1359 if (object *pl = op->ms ().player ())
1432 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1433 tmp->contr->socket.update_look=1; 1361 pl->contr->ns->floorbox_update ();
1434 }
1435 1362
1436 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really 1364 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players 1365 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well 1366 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1443 * of effect may be sufficient. 1370 * of effect may be sufficient.
1444 */ 1371 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1447 1374
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1451 1377
1378 INVOKE_OBJECT (INSERT, op);
1452 1379
1453 /* Don't know if moving this to the end will break anything. However, 1380 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this. 1381 * we want to have floorbox_update called before calling this.
1455 * 1382 *
1456 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object(). 1386 * update_object().
1460 */ 1387 */
1461 1388
1462 /* if this is not the head or flag has been passed, don't check walk on status */ 1389 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1391 {
1465 if (check_move_on(op, originator)) 1392 if (check_move_on (op, originator))
1466 return NULL; 1393 return 0;
1467 1394
1468 /* If we are a multi part object, lets work our way through the check 1395 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1396 * walk on's.
1470 */ 1397 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1473 return NULL; 1400 return 0;
1474 } 1401 }
1402
1475 return op; 1403 return op;
1476} 1404}
1477 1405
1478/* this function inserts an object in the map, but if it 1406/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1407 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1408 * op is the object to insert it under: supplies x and the map.
1481 */ 1409 */
1410void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1483 object *tmp; 1412{
1484 object *tmp1; 1413 object *tmp, *tmp1;
1485 1414
1486 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1487 1416
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1490 remove_ob(tmp); 1419 tmp->destroy ();
1491 free_object(tmp);
1492 }
1493 }
1494 1420
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1422
1497 1423 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1424 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1432}
1501 1433
1502/* 1434/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains 1436 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1439 * global static errmsg array.
1508 */ 1440 */
1509 1441object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1442get_split_ob (object *orig_ob, uint32 nr)
1443{
1511 object *newob; 1444 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1446
1514 if(orig_ob->nrof<nr) { 1447 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1448 {
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL; 1450 return NULL;
1518 } 1451 }
1452
1519 newob = object_create_clone(orig_ob); 1453 newob = object_create_clone (orig_ob);
1454
1520 if((orig_ob->nrof-=nr)<1) { 1455 if ((orig_ob->nrof -= nr) < 1)
1521 if ( ! is_removed) 1456 orig_ob->destroy (1);
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) { 1457 else if (!is_removed)
1458 {
1526 if(orig_ob->env!=NULL) 1459 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1462 {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1463 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n"); 1464 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL; 1465 return NULL;
1533 } 1466 }
1534 } 1467 }
1468
1535 newob->nrof=nr; 1469 newob->nrof = nr;
1536 1470
1537 return newob; 1471 return newob;
1538} 1472}
1539 1473
1540/* 1474/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1475 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1476 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1477 * is subsequently removed and freed.
1544 * 1478 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1479 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1480 */
1547 1481
1482object *
1548object *decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1549{ 1484{
1550 object *tmp; 1485 object *tmp;
1551 player *pl;
1552 1486
1553 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1488 return op;
1555 1489
1556 if (i > op->nrof) 1490 if (i > op->nrof)
1557 i = op->nrof; 1491 i = op->nrof;
1558 1492
1559 if (QUERY_FLAG (op, FLAG_REMOVED)) 1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1494 op->nrof -= i;
1495 else if (op->env)
1496 {
1497 /* is this object in the players inventory, or sub container
1498 * therein?
1499 */
1500 tmp = op->in_player ();
1501 /* nope. Is this a container the player has opened?
1502 * If so, set tmp to that player.
1503 * IMO, searching through all the players will mostly
1504 * likely be quicker than following op->env to the map,
1505 * and then searching the map for a player.
1506 */
1507 if (!tmp)
1508 for_all_players (pl)
1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1512 break;
1513 }
1514
1515 if (i < op->nrof)
1516 {
1517 sub_weight (op->env, op->weight * i);
1518 op->nrof -= i;
1519 if (tmp)
1520 esrv_send_item (tmp, op);
1521 }
1522 else
1523 {
1524 op->remove ();
1525 op->nrof = 0;
1526 if (tmp)
1527 esrv_del_item (tmp->contr, op->count);
1528 }
1560 { 1529 }
1530 else
1531 {
1532 object *above = op->above;
1533
1534 if (i < op->nrof)
1561 op->nrof -= i; 1535 op->nrof -= i;
1562 } 1536 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1537 {
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op); 1538 op->remove ();
1590 op->nrof = 0; 1539 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 } 1540 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599 1541
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1542 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1543 for (tmp = above; tmp; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1544 if (tmp->type == PLAYER)
1545 {
1609 if (op->nrof) 1546 if (op->nrof)
1610 esrv_send_item(tmp, op); 1547 esrv_send_item (tmp, op);
1611 else 1548 else
1612 esrv_del_item(tmp->contr, op->count); 1549 esrv_del_item (tmp->contr, op->count);
1613 } 1550 }
1614 } 1551 }
1615 1552
1616 if (op->nrof) { 1553 if (op->nrof)
1617 return op; 1554 return op;
1618 } else { 1555 else
1619 free_object (op); 1556 {
1557 op->destroy ();
1620 return NULL; 1558 return 0;
1621 } 1559 }
1622} 1560}
1623 1561
1624/* 1562/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1564 * and also updates how much the environment(s) is/are carrying.
1627 */ 1565 */
1628 1566
1567void
1629void add_weight (object *op, signed long weight) { 1568add_weight (object *op, signed long weight)
1569{
1630 while (op!=NULL) { 1570 while (op != NULL)
1571 {
1631 if (op->type == CONTAINER) { 1572 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1573 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1574
1634 op->carrying+=weight; 1575 op->carrying += weight;
1635 op=op->env; 1576 op = op->env;
1636 } 1577 }
1637} 1578}
1638 1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1584 {
1585 char *dump = dump_object (op);
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump);
1588 return op;
1589 }
1590
1591 if (where->head)
1592 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head;
1595 }
1596
1597 return where->insert (op);
1598}
1599
1639/* 1600/*
1640 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1641 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1642 * inside the object environment. 1603 * inside the object environment.
1643 * 1604 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can 1605 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1651 */ 1607 */
1652 1608
1653object *insert_ob_in_ob(object *op,object *where) { 1609object *
1610object::insert (object *op)
1611{
1654 object *tmp, *otmp; 1612 object *tmp, *otmp;
1655 1613
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 dump_object(op); 1615 op->remove ();
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1616
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) { 1617 if (op->more)
1618 {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 &op->name, op->count);
1674 return op; 1620 return op;
1675 } 1621 }
1622
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1625 if (op->nrof)
1626 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1628 if (object::can_merge (tmp, op))
1629 {
1681 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1631 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1686 */ 1635 */
1687 add_weight (where, op->weight*op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1690 op = tmp; 1639 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1642 break;
1694 } 1643 }
1695 1644
1696 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1647 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1648 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1649 * the linking below
1701 */ 1650 */
1702 add_weight (where, op->weight*op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1652 }
1703 } else 1653 else
1704 add_weight (where, (op->weight+op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1705 1655
1706 otmp=is_player_inv(where); 1656 otmp = this->in_player ();
1707 if (otmp&&otmp->contr!=NULL) { 1657 if (otmp && otmp->contr)
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1659 otmp->update_stats ();
1710 }
1711 1660
1712 op->map=NULL; 1661 op->map = 0;
1713 op->env=where; 1662 op->env = this;
1714 op->above=NULL; 1663 op->above = 0;
1715 op->below=NULL; 1664 op->below = 0;
1716 op->x=0,op->y=0; 1665 op->x = 0, op->y = 0;
1717 1666
1718 /* reset the light list and los of the players on the map */ 1667 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1668 if ((op->glow_radius != 0) && map)
1720 { 1669 {
1721#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1673 if (map->darkness)
1674 update_all_los (map, x, y);
1726 } 1675 }
1727 1676
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1677 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function... 1678 * It sure simplifies this function...
1730 */ 1679 */
1731 if (where->inv==NULL) 1680 if (!inv)
1732 where->inv=op; 1681 inv = op;
1733 else { 1682 else
1683 {
1734 op->below = where->inv; 1684 op->below = inv;
1735 op->below->above = op; 1685 op->below->above = op;
1736 where->inv = op; 1686 inv = op;
1737 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1738 return op; 1691 return op;
1739} 1692}
1740 1693
1741/* 1694/*
1742 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1756 * 1709 *
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1711 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1712 * on top.
1760 */ 1713 */
1761 1714int
1762int check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1763{ 1716{
1764 object *tmp; 1717 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1718 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1719 int x = op->x, y = op->y;
1720
1768 MoveType move_on, move_slow, move_block; 1721 MoveType move_on, move_slow, move_block;
1769 1722
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1723 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1724 return 0;
1772 1725
1773 tag = op->count;
1774
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1726 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1727 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1729
1779 /* if nothing on this space will slow op down or be applied, 1730 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type 1731 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that 1732 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1733 * as walking.
1783 */ 1734 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1735 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1736 return 0;
1786 1737
1787 /* This is basically inverse logic of that below - basically, 1738 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1739 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is 1740 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1741 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1742 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 1743 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1744 return 0;
1794 1745
1795 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1797 */ 1748 */
1798 1749
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1800 tmp->above!=NULL; tmp=tmp->above) { 1751 {
1801 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 1754 * we don't need to check all of them.
1804 */ 1755 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1756 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1757 break;
1758 }
1759
1760 for (; tmp; tmp = tmp->below)
1806 } 1761 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1762 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1763 continue; /* Can't apply yourself */
1809 1764
1810 /* Check to see if one of the movement types should be slowed down. 1765 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1766 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1767 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1768 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1769 * swim on that space, can't use it to avoid the penalty.
1815 */ 1770 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1771 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1772 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 {
1820 1776
1821 float diff; 1777 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1778 diff = tmp->move_slow_penalty * FABS (op->speed);
1779
1824 if (op->type == PLAYER) { 1780 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1781 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 1783 diff /= 4.0;
1828 } 1784
1829 }
1830 op->speed_left -= diff; 1785 op->speed_left -= diff;
1831 } 1786 }
1832 } 1787 }
1833 1788
1834 /* Basically same logic as above, except now for actual apply. */ 1789 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1790 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1791 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1792 {
1839 move_apply(tmp, op, originator); 1793 move_apply (tmp, op, originator);
1794
1840 if (was_destroyed (op, tag)) 1795 if (op->destroyed ())
1841 return 1; 1796 return 1;
1842 1797
1843 /* what the person/creature stepped onto has moved the object 1798 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1799 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1800 * have a feeling strange problems would result.
1846 */ 1801 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 1802 if (op->map != m || op->x != x || op->y != y)
1803 return 0;
1848 } 1804 }
1849 } 1805 }
1806
1850 return 0; 1807 return 0;
1851} 1808}
1852 1809
1853/* 1810/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
1857 */ 1814 */
1858 1815object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1816present_arch (const archetype *at, maptile *m, int x, int y)
1860 object *tmp; 1817{
1861 if(m==NULL || out_of_map(m,x,y)) { 1818 if (!m || out_of_map (m, x, y))
1819 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1821 return NULL;
1864 } 1822 }
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1823
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1866 if(tmp->arch == at) 1825 if (tmp->arch == at)
1867 return tmp; 1826 return tmp;
1827
1868 return NULL; 1828 return NULL;
1869} 1829}
1870 1830
1871/* 1831/*
1872 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
1875 */ 1835 */
1876 1836object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 1837present (unsigned char type, maptile *m, int x, int y)
1878 object *tmp; 1838{
1879 if(out_of_map(m,x,y)) { 1839 if (out_of_map (m, x, y))
1840 {
1880 LOG(llevError,"Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 1842 return NULL;
1882 } 1843 }
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1844
1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1884 if(tmp->type==type) 1846 if (tmp->type == type)
1885 return tmp; 1847 return tmp;
1848
1886 return NULL; 1849 return NULL;
1887} 1850}
1888 1851
1889/* 1852/*
1890 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1893 */ 1856 */
1894 1857object *
1895object *present_in_ob(unsigned char type, const object *op) { 1858present_in_ob (unsigned char type, const object *op)
1896 object *tmp; 1859{
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 1861 if (tmp->type == type)
1899 return tmp; 1862 return tmp;
1863
1900 return NULL; 1864 return NULL;
1901} 1865}
1902 1866
1903/* 1867/*
1904 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
1912 * str is the string to match against. Note that we match against 1876 * str is the string to match against. Note that we match against
1913 * the object name, not the archetype name. this is so that the 1877 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name 1878 * spell code can use one object type (force), but change it's name
1915 * to be unique. 1879 * to be unique.
1916 */ 1880 */
1917 1881object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 1882present_in_ob_by_name (int type, const char *str, const object *op)
1919 object *tmp; 1883{
1920
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 1886 return tmp;
1924 } 1887
1925 return NULL; 1888 return 0;
1926} 1889}
1927 1890
1928/* 1891/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
1932 */ 1895 */
1933 1896object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 1897present_arch_in_ob (const archetype *at, const object *op)
1935 object *tmp; 1898{
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 1900 if (tmp->arch == at)
1938 return tmp; 1901 return tmp;
1902
1939 return NULL; 1903 return NULL;
1940} 1904}
1941 1905
1942/* 1906/*
1943 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
1944 */ 1908 */
1909void
1945void flag_inv(object*op, int flag){ 1910flag_inv (object *op, int flag)
1946 object *tmp; 1911{
1947 if(op->inv) 1912 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1914 {
1949 SET_FLAG(tmp, flag); 1915 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 1916 flag_inv (tmp, flag);
1951 } 1917 }
1918}
1919
1952}/* 1920/*
1953 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
1954 */ 1922 */
1923void
1955void unflag_inv(object*op, int flag){ 1924unflag_inv (object *op, int flag)
1956 object *tmp; 1925{
1957 if(op->inv) 1926 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 {
1959 CLEAR_FLAG(tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 1930 unflag_inv (tmp, flag);
1961 } 1931 }
1962} 1932}
1963 1933
1964/* 1934/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for 1937 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function. 1938 * him/her-self and all object carried by a call to this function.
1969 */ 1939 */
1970 1940void
1971void set_cheat(object *op) { 1941set_cheat (object *op)
1942{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
1974} 1945}
1975 1946
1976/* 1947/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 1948 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain 1949 * a spot at the given map and coordinates which will be able to contain
1992 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * because arch_blocked (now ob_blocked) needs to know the movement type
1993 * to know if the space in question will block the object. We can't use 1964 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been 1965 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 1966 * customized, changed states, etc.
1996 */ 1967 */
1997 1968int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1970{
1999 int i,index=0, flag; 1971 int index = 0, flag;
2000 static int altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
2001 1973
2002 for(i=start;i<stop;i++) { 1974 for (int i = start; i < stop; i++)
1975 {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2004 if(!flag) 1977 if (!flag)
2005 altern[index++]=i; 1978 altern [index++] = i;
2006 1979
2007 /* Basically, if we find a wall on a space, we cut down the search size. 1980 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall. 1981 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions - 1982 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty 1983 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space 1984 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
2014 */ 1987 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 1989 stop = maxfree[i];
2017 } 1990 }
2018 if(!index) return -1; 1991
1992 if (!index)
1993 return -1;
1994
2019 return altern[RANDOM()%index]; 1995 return altern[RANDOM () % index];
2020} 1996}
2021 1997
2022/* 1998/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2001 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2003 */
2028 2004int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2030 int i; 2006{
2031 for(i=0;i<SIZEOFFREE;i++) { 2007 for (int i = 0; i < SIZEOFFREE; i++)
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2009 return i;
2034 } 2010
2035 return -1; 2011 return -1;
2036} 2012}
2037 2013
2038/* 2014/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2041 */ 2018 */
2019static void
2042static void permute(int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2043{ 2021{
2044 int i, j, tmp, len; 2022 arr += begin;
2023 end -= begin;
2045 2024
2046 len = end-begin; 2025 while (--end)
2047 for(i = begin; i < end; i++) 2026 swap (arr [end], arr [RANDOM () % (end + 1)]);
2048 {
2049 j = begin+RANDOM()%len;
2050
2051 tmp = arr[i];
2052 arr[i] = arr[j];
2053 arr[j] = tmp;
2054 }
2055} 2027}
2056 2028
2057/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2030 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2031 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2032 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2033 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2034 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2035 */
2036void
2064void get_search_arr(int *search_arr) 2037get_search_arr (int *search_arr)
2065{ 2038{
2066 int i; 2039 int i;
2067 2040
2068 for(i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2069 {
2070 search_arr[i] = i; 2042 search_arr[i] = i;
2071 }
2072 2043
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2047}
2077 2048
2078/* 2049/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2050 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2051 * given map at the given coordinates for live objects.
2085 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * Perhaps incorrectly, but I'm making the assumption that exclude
2086 * is actually want is going to try and move there. We need this info 2057 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2058 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2059 * there is capable of.
2089 */ 2060 */
2090 2061int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2062find_dir (maptile *m, int x, int y, object *exclude)
2063{
2092 int i,max=SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2065
2093 sint16 nx, ny; 2066 sint16 nx, ny;
2094 object *tmp; 2067 object *tmp;
2095 mapstruct *mp; 2068 maptile *mp;
2069
2096 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2097 2071
2098 if (exclude && exclude->head) { 2072 if (exclude && exclude->head)
2073 {
2099 exclude = exclude->head; 2074 exclude = exclude->head;
2100 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2101 } else { 2076 }
2077 else
2078 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2079 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2080 move_type = MOVE_ALL;
2081 }
2082
2083 for (i = 1; i < max; i++)
2104 } 2084 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2085 mp = m;
2108 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2110 2088
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2112 if (mflags & P_OUT_OF_MAP) { 2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i];
2093 else
2094 {
2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type)
2113 max = maxfree[i]; 2100 max = maxfree[i];
2114 } else {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2116
2117 if ((move_type & blocked) == move_type) {
2118 max=maxfree[i];
2119 } else if (mflags & P_IS_ALIVE) { 2101 else if (mflags & P_IS_ALIVE)
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2102 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2123 break; 2106 break;
2124 } 2107
2125 }
2126 if(tmp) { 2108 if (tmp)
2127 return freedir[i]; 2109 return freedir[i];
2128 }
2129 } 2110 }
2130 } 2111 }
2131 } 2112 }
2113
2132 return 0; 2114 return 0;
2133} 2115}
2134 2116
2135/* 2117/*
2136 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2119 * distance between the two given objects.
2138 */ 2120 */
2139 2121int
2140int distance(const object *ob1, const object *ob2) { 2122distance (const object *ob1, const object *ob2)
2141 int i; 2123{
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2144 return i;
2145} 2125}
2146 2126
2147/* 2127/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another 2129 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2151 */ 2131 */
2152 2132int
2153int find_dir_2(int x, int y) { 2133find_dir_2 (int x, int y)
2134{
2154 int q; 2135 int q;
2155 2136
2156 if(y) 2137 if (y)
2157 q=x*100/y; 2138 q = x * 100 / y;
2158 else if (x) 2139 else if (x)
2159 q= -300*x; 2140 q = -300 * x;
2160 else 2141 else
2161 return 0; 2142 return 0;
2162 2143
2163 if(y>0) { 2144 if (y > 0)
2145 {
2164 if(q < -242) 2146 if (q < -242)
2165 return 3 ; 2147 return 3;
2166 if (q < -41) 2148 if (q < -41)
2167 return 2 ; 2149 return 2;
2168 if (q < 41) 2150 if (q < 41)
2169 return 1 ; 2151 return 1;
2170 if (q < 242) 2152 if (q < 242)
2171 return 8 ; 2153 return 8;
2172 return 7 ; 2154 return 7;
2173 } 2155 }
2174 2156
2175 if (q < -242) 2157 if (q < -242)
2176 return 7 ; 2158 return 7;
2177 if (q < -41) 2159 if (q < -41)
2178 return 6 ; 2160 return 6;
2179 if (q < 41) 2161 if (q < 41)
2180 return 5 ; 2162 return 5;
2181 if (q < 242) 2163 if (q < 242)
2182 return 4 ; 2164 return 4;
2183 2165
2184 return 3 ; 2166 return 3;
2185} 2167}
2186 2168
2187/* 2169/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2170 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2171 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2172 * "overflow" in previous calculations of a direction).
2191 */ 2173 */
2192 2174
2175int
2193int absdir(int d) { 2176absdir (int d)
2194 while(d<1) d+=8; 2177{
2195 while(d>8) d-=8; 2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2196 return d; 2184 return d;
2197} 2185}
2198 2186
2199/* 2187/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2189 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2190 */
2203 2191
2192int
2204int dirdiff(int dir1, int dir2) { 2193dirdiff (int dir1, int dir2)
2194{
2205 int d; 2195 int d;
2196
2206 d = abs(dir1 - dir2); 2197 d = abs (dir1 - dir2);
2207 if(d>4) 2198 if (d > 4)
2208 d = 8 - d; 2199 d = 8 - d;
2200
2209 return d; 2201 return d;
2210} 2202}
2211 2203
2212/* peterm: 2204/* peterm:
2213 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2216 * This basically means that if direction is 15, then it could either go 2208 * This basically means that if direction is 15, then it could either go
2217 * direction 4, 14, or 16 to get back to where we are. 2209 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction 2210 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2211 * functions.
2220 */ 2212 */
2221
2222int reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2219 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2220 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2221 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2222 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2223 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2224 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2225 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2226 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2227 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2228 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2229 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2230 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2231 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2232 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2233 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2234 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2235 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2236 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2237 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2238 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2239 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2240 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2241 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2242 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2243 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2244 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2245 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2246 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2247 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2248 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2249 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2250 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2251 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2252 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2253 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2254 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2255 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2256 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2257 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2258 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2259 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2260 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2261 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2262 {24, 9, -1}
2263}; /* 48 */
2272 2264
2273/* Recursive routine to step back and see if we can 2265/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2268 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2278 */ 2270 */
2279 2271int
2280
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2273{
2282 sint16 dx, dy; 2274 sint16 dx, dy;
2283 int mflags; 2275 int mflags;
2284 2276
2277 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2286 2279
2287 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2281 dy = y + freearr_y[dir];
2289 2282
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2283 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2284
2292 /* This functional arguably was incorrect before - it was 2285 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2286 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2287 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2288 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or 2289 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2290 * at least its move type.
2298 */ 2291 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2292 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2293 return 0;
2300 2294
2301 /* yes, can see. */ 2295 /* yes, can see. */
2302 if(dir < 9) return 1; 2296 if (dir < 9)
2297 return 1;
2298
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2299 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306} 2302}
2307 2303
2308
2309
2310/* 2304/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2305 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be 2306 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2314 * 2308 *
2316 * core dumps if they do. 2310 * core dumps if they do.
2317 * 2311 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2312 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2313 */
2320 2314
2315int
2321int can_pick(const object *who, const object *item) { 2316can_pick (const object *who, const object *item)
2317{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2321}
2327
2328 2322
2329/* 2323/*
2330 * create clone from object to another 2324 * create clone from object to another
2331 */ 2325 */
2326object *
2332object *object_create_clone (object *asrc) { 2327object_create_clone (object *asrc)
2328{
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2334 2330
2335 if(!asrc) return NULL; 2331 if (!asrc)
2332 return 0;
2333
2336 src = asrc; 2334 src = asrc;
2337 if(src->head) 2335 if (src->head)
2338 src = src->head; 2336 src = src->head;
2339 2337
2340 prev = NULL; 2338 prev = 0;
2341 for(part = src; part; part = part->more) { 2339 for (part = src; part; part = part->more)
2342 tmp = get_object(); 2340 {
2343 copy_object(part,tmp); 2341 tmp = part->clone ();
2344 tmp->x -= src->x; 2342 tmp->x -= src->x;
2345 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2346 if(!part->head) { 2345 if (!part->head)
2346 {
2347 dst = tmp; 2347 dst = tmp;
2348 tmp->head = NULL; 2348 tmp->head = 0;
2349 }
2349 } else { 2350 else
2350 tmp->head = dst; 2351 tmp->head = dst;
2351 } 2352
2352 tmp->more = NULL; 2353 tmp->more = 0;
2354
2353 if(prev) 2355 if (prev)
2354 prev->more = tmp; 2356 prev->more = tmp;
2357
2355 prev = tmp; 2358 prev = tmp;
2356 } 2359 }
2357 /*** copy inventory ***/ 2360
2358 for(item = src->inv; item; item = item->below) { 2361 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2363
2362 return dst; 2364 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2365}
2372 2366
2373/* GROS - Creates an object using a string representing its content. */ 2367/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */ 2368/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */ 2370/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */ 2371/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2379 2373object *
2380object* load_object_str(const char *obstr) 2374load_object_str (const char *obstr)
2381{ 2375{
2382 object *op; 2376 object *op;
2383 char filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2378
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2380
2386 FILE *tempfile=fopen(filename,"w"); 2381 FILE *tempfile = fopen (filename, "w");
2382
2387 if (tempfile == NULL) 2383 if (tempfile == NULL)
2388 { 2384 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2386 return NULL;
2391 }; 2387 }
2388
2392 fprintf(tempfile,obstr); 2389 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2390 fclose (tempfile);
2394 2391
2395 op=get_object(); 2392 op = object::create ();
2396 2393
2397 object_thawer thawer (filename); 2394 object_thawer thawer (filename);
2398 2395
2399 if (thawer) 2396 if (thawer)
2400 load_object(thawer,op,0); 2397 load_object (thawer, op, 0);
2401 2398
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2400 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2401
2405 return op; 2402 return op;
2406} 2403}
2407 2404
2408/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2406 * has the same type and subtype match.
2410 * returns NULL if no match. 2407 * returns NULL if no match.
2411 */ 2408 */
2409object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2411{
2414 object *tmp;
2415
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2413 if (tmp->type == type && tmp->subtype == subtype)
2414 return tmp;
2418 2415
2419 return NULL; 2416 return 0;
2420} 2417}
2421 2418
2422/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2420 * otherwise return NULL.
2424 * 2421 *
2425 * key must be a passed in shared string - otherwise, this won't 2422 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2423 * do the desired thing.
2427 */ 2424 */
2425key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2426get_ob_key_link (const object *ob, const char *key)
2429 key_value * link; 2427{
2430
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2428 for (key_value *link = ob->key_values; link; link = link->next)
2432 if (link->key == key) { 2429 if (link->key == key)
2433 return link; 2430 return link;
2434 } 2431
2435 } 2432 return 0;
2436 2433}
2437 return NULL;
2438}
2439 2434
2440/* 2435/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2437 *
2443 * The argument doesn't need to be a shared string. 2438 * The argument doesn't need to be a shared string.
2444 * 2439 *
2445 * The returned string is shared. 2440 * The returned string is shared.
2446 */ 2441 */
2442const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2443get_ob_key_value (const object *op, const char *const key)
2444{
2448 key_value * link; 2445 key_value *link;
2449 const char * canonical_key; 2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2450 2449 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2450 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2451 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2452 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2453 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2454 */
2459 return NULL; 2455 return 0;
2460 } 2456 }
2461 2457
2462 /* This is copied from get_ob_key_link() above - 2458 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2459 * only 4 lines, and saves the function call overhead.
2464 */ 2460 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2461 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2462 if (link->key == canonical_key)
2467 return link->value; 2463 return link->value;
2468 } 2464
2469 } 2465 return 0;
2470 return NULL;
2471} 2466}
2472 2467
2473 2468
2474/* 2469/*
2475 * Updates the canonical_key in op to value. 2470 * Updates the canonical_key in op to value.
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2474 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2475 * keys.
2481 * 2476 *
2482 * Returns TRUE on success. 2477 * Returns TRUE on success.
2483 */ 2478 */
2479int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2481{
2485 key_value * field = NULL, *last=NULL; 2482 key_value *field = NULL, *last = NULL;
2486 2483
2487 for (field=op->key_values; field != NULL; field=field->next) { 2484 for (field = op->key_values; field != NULL; field = field->next)
2485 {
2488 if (field->key != canonical_key) { 2486 if (field->key != canonical_key)
2487 {
2489 last = field; 2488 last = field;
2490 continue; 2489 continue;
2491 } 2490 }
2492 2491
2493 if (value) 2492 if (value)
2494 field->value = value; 2493 field->value = value;
2495 else { 2494 else
2495 {
2496 /* Basically, if the archetype has this key set, 2496 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2497 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2498 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2499 * we get this value back again.
2500 */ 2500 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2501 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2502 field->value = 0;
2503 else
2504 {
2505 if (last)
2506 last->next = field->next;
2503 else 2507 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2508 op->key_values = field->next;
2507 2509
2508 delete field; 2510 delete field;
2509 } 2511 }
2510 } 2512 }
2511 return TRUE; 2513 return TRUE;
2512 } 2514 }
2513 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2514 2516
2515 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2516 2518
2517 if (!add_key) { 2519 if (!add_key)
2518 return FALSE; 2520 return FALSE;
2519 } 2521
2520 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2524 * should pass in "" 2526 * should pass in ""
2525 */ 2527 */
2526 if (value == NULL) return TRUE; 2528 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 2529 return TRUE;
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE;
2537} 2540}
2538 2541
2539/* 2542/*
2540 * Updates the key in op to value. 2543 * Updates the key in op to value.
2541 * 2544 *
2543 * and not add new ones. 2546 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2547 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2548 *
2546 * Returns TRUE on success. 2549 * Returns TRUE on success.
2547 */ 2550 */
2551int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2552set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2553{
2550 shstr key_ (key); 2554 shstr key_ (key);
2555
2551 return set_ob_key_value_s (op, key_, value, add_key); 2556 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2557}
2558
2559object::depth_iterator::depth_iterator (object *container)
2560: iterator_base (container)
2561{
2562 while (item->inv)
2563 item = item->inv;
2564}
2565
2566void
2567object::depth_iterator::next ()
2568{
2569 if (item->below)
2570 {
2571 item = item->below;
2572
2573 while (item->inv)
2574 item = item->inv;
2575 }
2576 else
2577 item = item->env;
2578}
2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2609// return a suitable string describing an object in enough detail to find it
2610const char *
2611object::debug_desc (char *info) const
2612{
2613 char flagdesc[512];
2614 char info2[256 * 4];
2615 char *p = info;
2616
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2618 count, uuid.seq,
2619 &name,
2620 title ? "\",title:" : "",
2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2623
2624 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626
2627 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629
2630 return info;
2631}
2632
2633const char *
2634object::debug_desc () const
2635{
2636 static char info[256 * 4];
2637 return debug_desc (info);
2638}
2639

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