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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.21 2006/09/09 21:48:28 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 */
45object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
46 43
47short freearr_x[SIZEOFFREE]= 44short 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}; 45 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]= 46};
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, 47short 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}; 48 -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]= 49};
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, 50int 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}; 51 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};
56int freedir[SIZEOFFREE]= { 53int 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, 54 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}; 55 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};
57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
59 134
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
136static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 137compare_ob_value_lists_one (const object *wants, const object *has)
138{
62 key_value * wants_field; 139 key_value *wants_field;
63 140
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 141 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
67 */ 144 */
68 145
69 /* For each field in wants, */ 146 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
148 {
71 key_value * has_field; 149 key_value *has_field;
72 150
73 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
75 155 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 156 /* No field with that name. */
78 return FALSE; 157 return FALSE;
79 }
80 158 }
159
81 /* Found the matching field. */ 160 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 161 if (has_field->value != wants_field->value)
162 {
83 /* Values don't match, so this half of the comparison is false. */ 163 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 164 return FALSE;
85 } 165 }
86 166
87 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 168 }
169
90 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 171 return TRUE;
92} 172}
93 173
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
175static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 176compare_ob_value_lists (const object *ob1, const object *ob2)
177{
96 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
98 */ 180 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 182}
101 183
102/* Function examines the 2 objects given to it, and returns true if 184/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 185 * they can be merged together.
104 * 186 *
105 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
108 * 190 *
109 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
110 * 192 *
111 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
112 * check weight 194 * check weight
113 */ 195 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
117{ 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
120 return 0; 204 return 0;
121 205
122 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 209 * used to store nrof).
128 */ 210 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 222
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 225
144 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
182 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
183 { 257 {
184 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
195 } 269 }
203 277
204 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
206 * check? 280 * check?
207 */ 281 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 283 return 0;
211 284
212 switch (ob1->type) 285 switch (ob1->type)
213 { 286 {
214 case SCROLL: 287 case SCROLL:
215 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
216 return 0; 289 return 0;
217 break; 290 break;
218 } 291 }
219 292
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 294 {
222 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
225 return 0; 298 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 300 return 0;
228 } 301 }
229 302
230 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
232 { 305 {
233 ob1->optimise (); 306 ob1->optimise ();
234 ob2->optimise (); 307 ob2->optimise ();
235 308
236 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
237 return 0; 310 return 0;
238 } 311 }
239 312
240 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
241 return 1; 314 return 1;
242} 315}
316
243/* 317/*
244 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
247 */ 321 */
248signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
249 signed long sum; 325 long sum;
250 object *inv; 326 object *inv;
327
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
252 if (inv->inv) 330 if (inv->inv)
253 sum_weight(inv); 331 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 333 }
334
256 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
258 if(op->carrying != sum) 338 if (op->carrying != sum)
259 op->carrying = sum; 339 op->carrying = sum;
340
260 return sum; 341 return sum;
261} 342}
262 343
263/** 344/**
264 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
265 */ 346 */
266 347
348object *
267object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
268 while (op->env != NULL) 351 while (op->env != NULL)
269 op = op->env; 352 op = op->env;
270 return op; 353 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 354}
285 355
286/* 356/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 358 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
290 */ 360 */
291 361
292void dump_object2(object *op) { 362char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 363dump_object (object *op)
339 if(op==NULL) { 364{
340 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
341 return; 366 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 367
347void dump_all_objects(void) { 368 object_freezer freezer;
348 object *op; 369 save_object (freezer, op, 1);
349 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 371}
354 372
355/* 373/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
359 */ 377 */
360 378
379object *
361object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
362 object *tmp,*closest; 382 object *tmp, *closest;
363 int last_dist,i; 383 int last_dist, i;
384
364 if(op->more==NULL) 385 if (op->more == NULL)
365 return op; 386 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
369 return closest; 390 return closest;
370} 391}
371 392
372/* 393/*
373 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
374 */ 395 */
375 396
397object *
376object *find_object(tag_t i) { 398find_object (tag_t i)
377 object *op; 399{
378 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 401 if (op->count == i)
380 break; 402 return op;
403
381 return op; 404 return 0;
382} 405}
383 406
384/* 407/*
385 * 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.
386 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
388 */ 411 */
389 412
413object *
390object *find_object_name(const char *str) { 414find_object_name (const char *str)
391 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
392 object *op; 417 object *op;
418
393 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 420 if (op->name == str_)
395 break; 421 break;
396 422
397 return op; 423 return op;
398} 424}
399 425
426void
400void free_all_object_data () 427free_all_object_data ()
401{ 428{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 430}
439 431
440/* 432/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 434 * skill and experience objects.
443 */ 435 */
444void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
445{ 438{
446 if(owner==NULL||op==NULL) 439 if (!owner)
447 return; 440 return;
448 441
449 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
455 */ 448 */
456 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
458 451
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 452 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 453}
494 454
495/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 456 * refcounts and freeing the links.
497 */ 457 */
458static void
498static void free_key_values(object * op) 459free_key_values (object *op)
499{ 460{
500 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
501 { 462 {
502 key_value *next = i->next; 463 key_value *next = i->next;
503 delete i; 464 delete i;
465
504 i = next; 466 i = next;
505 } 467 }
506 468
507 op->key_values = 0; 469 op->key_values = 0;
508} 470}
509 471
510void object::clear ()
511{
512 attachable_base::clear ();
513
514 free_key_values (this);
515
516 name = 0;
517 name_pl = 0;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/* 472/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 478 * will point at garbage.
579 */ 479 */
580 480void
581void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
582{ 482{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 485
586 op2->clone (op); 486 *(object_copy *)dst = *this;
587 487
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
590 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
591 if (op2->speed < 0) 494 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 496
594 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 498 if (key_values)
596 { 499 {
597 key_value *tail = NULL; 500 key_value *tail = 0;
598 key_value *i; 501 key_value *i;
599 502
600 op->key_values = NULL; 503 dst->key_values = 0;
601 504
602 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
603 { 506 {
604 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
605 508
606 new_link->next = NULL; 509 new_link->next = 0;
607 new_link->key = i->key; 510 new_link->key = i->key;
608 new_link->value = i->value; 511 new_link->value = i->value;
609 512
610 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 514 if (!dst->key_values)
612 { 515 {
613 op->key_values = new_link; 516 dst->key_values = new_link;
614 tail = new_link; 517 tail = new_link;
615 } 518 }
616 else 519 else
617 { 520 {
618 tail->next = new_link; 521 tail->next = new_link;
619 tail = new_link; 522 tail = new_link;
620 } 523 }
621 } 524 }
622 } 525 }
623 526
624 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
625} 536}
626 537
627/* 538/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
631 */ 542 */
632 543void
633void update_turn_face(object *op) { 544update_turn_face (object *op)
545{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 547 return;
548
636 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
638} 551}
639 552
640/* 553/*
641 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
644 */ 557 */
645 558void
646void update_ob_speed(object *op) { 559object::set_speed (float speed)
647 extern int arch_init; 560{
648 561 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 562 {
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 564 speed = 0;
659#endif
660 } 565 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 566
669 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
670 * of the list. */ 568
671 op->active_next = active_objects; 569 if (has_active_speed ())
672 if (op->active_next!=NULL) 570 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 571 else
677 /* If not on the active list, nothing needs to be done */ 572 deactivate ();
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694} 573}
695 574
696/* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704void remove_from_active_list(object *op)
705{
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 575/*
725 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 579 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
732 * 583 *
733 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 585 * current action are:
739 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
744 */ 591 */
745 592void
746void update_object(object *op, int action) { 593update_object (object *op, int action)
747 int update_now=0, flags; 594{
748 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
749 596
750 if (op == NULL) { 597 if (op == NULL)
598 {
751 /* this should never happen */ 599 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 601 return;
754 }
755 602 }
756 if(op->env!=NULL) { 603
604 if (op->env)
605 {
757 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
758 * to do in this case. 607 * to do in this case.
759 */ 608 */
760 return; 609 return;
761 } 610 }
762 611
763 /* If the map is saving, don't do anything as everything is 612 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 613 * going to get freed anyways.
765 */ 614 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 615 if (!op->map || op->map->in_memory == MAP_SAVING)
767 616 return;
617
768 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 620 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 622#ifdef MANY_CORES
773 abort(); 623 abort ();
774#endif 624#endif
775 return; 625 return;
776 }
777 626 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 627
628 mapspace &m = op->ms ();
629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
785 if (action == UP_OBJ_INSERT) { 632 else if (action == UP_OBJ_INSERT)
633 {
634 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 641 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 642 || (m.move_off | op->move_off ) != m.move_off
804 643 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 645 * to have move_allow right now.
807 */ 646 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 649 m.flags_ = 0;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 650 }
814 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 653 * that is being removed.
817 */ 654 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 656 m.flags_ = 0;
820 } else if (action == UP_OBJ_FACE) { 657 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 658 /* Nothing to do for that case */ ;
822 }
823 else { 659 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 661
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 662 if (op->more)
833 update_object(op->more, action); 663 update_object (op->more, action);
834} 664}
835 665
836static std::vector<object *> mortals; 666object *object::first;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844}
845 667
846object::object () 668object::object ()
847{ 669{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
859 671
860 expmul = 1.0; 672 expmul = 1.0;
861 face = blank_face; 673 face = blank_face;
862 attacked_by_count = -1;
863} 674}
864 675
865object::~object () 676object::~object ()
866{ 677{
678 free_key_values (this);
867} 679}
868 680
869object *object::create () 681void object::link ()
870{ 682{
871 return new object; 683 count = ++ob_count;
872} 684 uuid = gen_uuid ();
873 685
874/*
875 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for
879 * this function to succeed.
880 *
881 * If free_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground.
883 */
884void
885object::free (bool free_inventory)
886{
887 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 {
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n");
899 remove_friendly_object (this);
900 }
901
902 if (QUERY_FLAG (this, FLAG_FREED))
903 {
904 dump_object (this);
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
906 return;
907 }
908
909 if (more)
910 {
911 more->free (free_inventory);
912 more = 0;
913 }
914
915 if (inv)
916 {
917 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects
919 * drop on that space.
920 */
921 if (free_inventory || !map
922 || map->in_memory != MAP_IN_MEMORY
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv;
926
927 while (op)
928 {
929 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory);
932 op = tmp;
933 }
934 }
935 else
936 { /* Put objects in inventory onto this space */
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 remove_ob (op);
943
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
947 free_object (op);
948 else
949 {
950 op->x = x;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 }
954
955 op = tmp;
956 }
957 }
958 }
959
960 /* Remove object from the active list */
961 speed = 0; 686 prev = 0;
962 update_ob_speed (this); 687 next = object::first;
963 688
964 SET_FLAG (this, FLAG_FREED); 689 if (object::first)
690 object::first->prev = this;
965 691
966 mortalise (); 692 object::first = this;
967} 693}
968 694
969void 695void object::unlink ()
970object::mortalise ()
971{ 696{
972 count = 0; 697 if (this == object::first)
698 object::first = next;
973 699
974 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
975 if (prev) prev->next = next; 701 if (prev) prev->next = next;
976 if (next) next->prev = prev; 702 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978 703
979 free_key_values (this); 704 prev = 0;
705 next = 0;
706}
980 707
981 mortals.push_back (this); 708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
840}
841
842object *object::create ()
843{
844 object *op = new object;
845 op->link ();
846 return op;
847}
848
849void
850object::do_destroy ()
851{
852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
862 return;
863
864 set_speed (0);
865
866 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
895
896 if (more)
897 {
898 more->destroy ();
899 more = 0;
900 }
901
902 // clear those pointers that likely might have circular references to us
903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909}
910
911void
912object::destroy (bool destroy_inventory)
913{
914 if (destroyed ())
915 return;
916
917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
982} 921}
983 922
984/* 923/*
985 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
987 */ 926 */
988 927void
989void sub_weight (object *op, signed long weight) { 928sub_weight (object *op, signed long weight)
929{
990 while (op != NULL) { 930 while (op != NULL)
931 {
991 if (op->type == CONTAINER) { 932 if (op->type == CONTAINER)
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 934
994 op->carrying-=weight; 935 op->carrying -= weight;
995 op = op->env; 936 op = op->env;
996 } 937 }
997} 938}
998 939
999/* remove_ob(op): 940/* op->remove ():
1000 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1002 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 945 * the previous environment.
1005 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1006 */ 947 */
1007 948void
1008void remove_ob(object *op) { 949object::remove ()
950{
1009 object *tmp,*last=NULL; 951 object *tmp, *last = 0;
1010 object *otmp; 952 object *otmp;
1011 tag_t tag;
1012 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 953
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1018 dump_object(op); 955 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 956
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1037 959
960 if (more)
961 more->remove ();
962
1038 /* 963 /*
1039 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1040 * inventory. 965 * inventory.
1041 */ 966 */
1042 if(op->env!=NULL) { 967 if (env)
968 {
1043 if(op->nrof) 969 if (nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 970 sub_weight (env, weight * nrof);
1045 else 971 else
1046 sub_weight(op->env, op->weight+op->carrying); 972 sub_weight (env, weight + carrying);
1047 973
1048 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 976 * to save cpu time.
1051 */ 977 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 979 otmp->update_stats ();
1054 fix_player(otmp);
1055 980
1056 if(op->above!=NULL) 981 if (above)
1057 op->above->below=op->below; 982 above->below = below;
1058 else 983 else
1059 op->env->inv=op->below; 984 env->inv = below;
1060 985
1061 if(op->below!=NULL) 986 if (below)
1062 op->below->above=op->above; 987 below->above = above;
1063 988
1064 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
992 */
993 x = env->x, y = env->y;
994 map = env->map;
995 above = 0, below = 0;
996 env = 0;
997 }
998 else if (map)
999 {
1000 if (type == PLAYER)
1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1005
1006 map->dirty = true;
1007
1008 /* link the object above us */
1009 if (above)
1010 above->below = below;
1011 else
1012 map->at (x, y).top = below; /* we were top, set new top */
1013
1014 /* Relink the object below us, if there is one */
1015 if (below)
1016 below->above = above;
1017 else
1018 {
1019 /* Nothing below, which means we need to relink map object for this space
1020 * use translated coordinates in case some oddness with map tiling is
1021 * evident
1067 */ 1022 */
1068 op->x=op->env->x,op->y=op->env->y; 1023 if (GET_MAP_OB (map, x, y) != this)
1069 op->map=op->env->map; 1024 {
1070 op->above=NULL,op->below=NULL; 1025 char *dump = dump_object (this);
1071 op->env=NULL; 1026 LOG (llevError,
1027 "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);
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033
1034 map->at (x, y).bot = above; /* goes on above it. */
1035 }
1036
1037 above = 0;
1038 below = 0;
1039
1040 if (map->in_memory == MAP_SAVING)
1072 return; 1041 return;
1073 }
1074 1042
1075 /* If we get here, we are removing it from a map */ 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1076 if (op->map == NULL) return;
1077 1044
1078 x = op->x; 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 } 1046 {
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1131 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1132 * being removed. 1048 * being removed.
1133 */ 1049 */
1134 1050
1135 if(tmp->type==PLAYER && tmp!=op) { 1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1136 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1138 * appropriately. 1055 * appropriately.
1139 */ 1056 */
1140 if (tmp->container==op) { 1057 if (tmp->container == this)
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1058 {
1059 flag [FLAG_APPLIED] = 0;
1142 tmp->container=NULL; 1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1143 } 1065 }
1144 tmp->contr->socket.update_look=1; 1066
1145 }
1146 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) && 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 1071 {
1150 move_apply(tmp, op, NULL); 1072 move_apply (tmp, this, 0);
1073
1151 if (was_destroyed (op, tag)) { 1074 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 } 1076 }
1155 }
1156 1077
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1159 if(tmp->above == tmp) 1080 if (tmp->above == tmp)
1160 tmp->above = NULL; 1081 tmp->above = 0;
1082
1161 last=tmp; 1083 last = tmp;
1162 } 1084 }
1085
1163 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1164 if (last==NULL) { 1087 //TODO: this makes little sense, why only update the topmost object?
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1088 if (!last)
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1089 map->at (x, y).flags_ = 0;
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y);
1172 }
1173 else 1090 else
1174 update_object(last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1175 1092
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los(op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1178 1095 }
1179} 1096}
1180 1097
1181/* 1098/*
1182 * merge_ob(op,top): 1099 * merge_ob(op,top):
1183 * 1100 *
1184 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1102 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1105 */
1189 1106object *
1190object *merge_ob(object *op, object *top) { 1107merge_ob (object *op, object *top)
1108{
1191 if(!op->nrof) 1109 if (!op->nrof)
1192 return 0; 1110 return 0;
1193 if(top==NULL) 1111
1112 if (top)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1195 for(;top!=NULL;top=top->below) { 1116 for (; top; top = top->below)
1117 {
1196 if(top==op) 1118 if (top == op)
1197 continue; 1119 continue;
1198 if (CAN_MERGE(op,top)) 1120
1199 { 1121 if (object::can_merge (op, top))
1122 {
1200 top->nrof+=op->nrof; 1123 top->nrof += op->nrof;
1124
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1127 op->destroy ();
1204 free_object(op);
1205 return top; 1128 return top;
1206 } 1129 }
1207 } 1130 }
1131
1208 return NULL; 1132 return 0;
1209} 1133}
1210 1134
1211/* 1135/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1214 */ 1138 */
1139object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216 object* tmp; 1141{
1217 if (op->head) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 op=op->head; 1143 {
1219 for (tmp=op;tmp;tmp=tmp->more){
1220 tmp->x=x+tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1222 } 1146 }
1147
1223 return insert_ob_in_map (op, m, originator, flag); 1148 return insert_ob_in_map (op, m, originator, flag);
1224} 1149}
1225 1150
1226/* 1151/*
1227 * insert_ob_in_map (op, map, originator, flag): 1152 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1153 * This function inserts the object in the two-way linked list
1241 * Return value: 1166 * Return value:
1242 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1169 * just 'op' otherwise
1245 */ 1170 */
1246 1171object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1173{
1249 object *tmp, *top, *floor=NULL; 1174 object *tmp, *top, *floor = NULL;
1250 sint16 x,y; 1175 sint16 x, y;
1251 1176
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1177 if (QUERY_FLAG (op, FLAG_FREED))
1178 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL; 1180 return NULL;
1181 }
1182
1183 if (!m)
1255 } 1184 {
1256 if(m==NULL) {
1257 dump_object(op); 1185 char *dump = dump_object (op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1259 return op; 1188 return op;
1260 } 1189 }
1190
1261 if(out_of_map(m,op->x,op->y)) { 1191 if (out_of_map (m, op->x, op->y))
1192 {
1262 dump_object(op); 1193 char *dump = dump_object (op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1264#ifdef MANY_CORES 1195#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object 1196 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting 1197 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted. 1198 * improperly inserted.
1268 */ 1199 */
1269 abort(); 1200 abort ();
1270#endif 1201#endif
1202 free (dump);
1271 return op; 1203 return op;
1272 } 1204 }
1205
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1274 dump_object(op); 1208 char *dump = dump_object (op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1276 return op; 1211 return op;
1212 }
1213
1214 if (op->more)
1277 } 1215 {
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1280 1217
1281 object *more = op->more; 1218 object *more = op->more;
1282 1219
1283 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1284 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1287 */ 1224 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1289 more->map = get_map_from_coord(m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1290 } else if (!more->map) { 1227 else if (!more->map)
1228 {
1291 /* For backwards compatibility - when not dealing with tiled maps, 1229 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent. 1230 * more->map should always point to the parent.
1293 */ 1231 */
1294 more->map = m; 1232 more->map = m;
1295 } 1233 }
1296 1234
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1298 if ( ! op->head) 1237 if (!op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239
1300 return NULL; 1240 return 0;
1301 } 1241 }
1302 } 1242 }
1243
1303 CLEAR_FLAG(op,FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1304 1245
1305 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work 1248 * need extra work
1308 */ 1249 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y); 1250 op->map = get_map_from_coord (m, &op->x, &op->y);
1310 x = op->x; 1251 x = op->x;
1311 y = op->y; 1252 y = op->y;
1312 1253
1313 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1314 */ 1255 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) { 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1317 if (CAN_MERGE(op,tmp)) { 1258 if (object::can_merge (op, tmp))
1259 {
1318 op->nrof+=tmp->nrof; 1260 op->nrof += tmp->nrof;
1319 remove_ob(tmp); 1261 tmp->destroy ();
1320 free_object(tmp); 1262 }
1263
1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1266
1267 if (!QUERY_FLAG (op, FLAG_ALIVE))
1268 CLEAR_FLAG (op, FLAG_NO_STEAL);
1269
1270 if (flag & INS_BELOW_ORIGINATOR)
1271 {
1272 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1273 {
1274 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1275 abort ();
1276 }
1277
1278 op->above = originator;
1279 op->below = originator->below;
1280
1281 if (op->below)
1282 op->below->above = op;
1283 else
1284 op->ms ().bot = op;
1285
1286 /* since *below* originator, no need to update top */
1287 originator->below = op;
1288 }
1289 else
1290 {
1291 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1293 {
1294 object *last = 0;
1295
1296 /*
1297 * If there are multiple objects on this space, we do some trickier handling.
1298 * We've already dealt with merging if appropriate.
1299 * Generally, we want to put the new object on top. But if
1300 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1301 * floor, we want to insert above that and no further.
1302 * Also, if there are spell objects on this space, we stop processing
1303 * once we get to them. This reduces the need to traverse over all of
1304 * them when adding another one - this saves quite a bit of cpu time
1305 * when lots of spells are cast in one area. Currently, it is presumed
1306 * that flying non pickable objects are spell objects.
1307 */
1308 while (top)
1309 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top;
1312
1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1314 {
1315 /* We insert above top, so we want this object below this */
1316 top = top->below;
1317 break;
1318 }
1319
1320 last = top;
1321 top = top->above;
1321 } 1322 }
1322 }
1323 1323
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 /* Don't want top to be NULL, so set it to the last valid object */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1325 top = last;
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328 1326
1329 if (flag & INS_BELOW_ORIGINATOR) { 1327 /* We let update_position deal with figuring out what the space
1330 if (originator->map != op->map || originator->x != op->x || 1328 * looks like instead of lots of conditions here.
1331 originator->y != op->y) { 1329 * makes things faster, and effectively the same result.
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /* 1330 */
1346 * If there are multiple objects on this space, we do some trickier handling. 1331
1347 * We've already dealt with merging if appropriate. 1332 /* Have object 'fall below' other objects that block view.
1348 * Generally, we want to put the new object on top. But if 1333 * Unless those objects are exits, type 66
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1334 * If INS_ON_TOP is used, don't do this processing
1350 * floor, we want to insert above that and no further. 1335 * Need to find the object that in fact blocks view, otherwise
1351 * Also, if there are spell objects on this space, we stop processing 1336 * stacking is a bit odd.
1352 * once we get to them. This reduces the need to traverse over all of 1337 */
1353 * them when adding another one - this saves quite a bit of cpu time 1338 if (!(flag & INS_ON_TOP) &&
1354 * when lots of spells are cast in one area. Currently, it is presumed 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1355 * that flying non pickable objects are spell objects. 1340 {
1341 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break;
1344 /* Check to see if we found the object that blocks view,
1345 * and make sure we have a below pointer for it so that
1346 * we can get inserted below this one, which requires we
1347 * set top to the object below us.
1356 */ 1348 */
1357 1349 if (last && last->below && last != floor)
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above; 1350 top = last->below;
1371 } 1351 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */ 1352 } /* If objects on this space */
1353
1399 if (flag & INS_MAP_LOAD) 1354 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y); 1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1357 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor;
1402 1359
1403 /* Top is the object that our object (op) is going to get inserted above. 1360 /* Top is the object that our object (op) is going to get inserted above.
1404 */ 1361 */
1405 1362
1406 /* First object on this space */ 1363 /* First object on this space */
1407 if (!top) { 1364 if (!top)
1365 {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1367
1368 if (op->above)
1409 if (op->above) op->above->below = op; 1369 op->above->below = op;
1370
1410 op->below = NULL; 1371 op->below = 0;
1411 SET_MAP_OB(op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1373 }
1374 else
1412 } else { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1413 op->above = top->above; 1376 op->above = top->above;
1377
1378 if (op->above)
1414 if (op->above) op->above->below = op; 1379 op->above->below = op;
1380
1415 op->below = top; 1381 op->below = top;
1416 top->above = op; 1382 top->above = op;
1417 } 1383 }
1384
1418 if (op->above==NULL) 1385 if (!op->above)
1419 SET_MAP_TOP(op->map,op->x, op->y, op); 1386 op->ms ().top = op;
1420 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1421 1388
1422 if(op->type==PLAYER) 1389 if (op->type == PLAYER)
1390 {
1423 op->contr->do_los=1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1424 1395
1396 op->map->dirty = true;
1397
1425 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1427 */ 1400 */
1428 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1402 if (object *pl = op->ms ().player ())
1430 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1431 tmp->contr->socket.update_look=1; 1404 pl->contr->ns->floorbox_update ();
1432 }
1433 1405
1434 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1441 * of effect may be sufficient. 1413 * of effect may be sufficient.
1442 */ 1414 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1445 1417
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1449 1420
1421 INVOKE_OBJECT (INSERT, op);
1450 1422
1451 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1453 * 1425 *
1454 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object(). 1429 * update_object().
1458 */ 1430 */
1459 1431
1460 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1434 {
1463 if (check_move_on(op, originator)) 1435 if (check_move_on (op, originator))
1464 return NULL; 1436 return 0;
1465 1437
1466 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1439 * walk on's.
1468 */ 1440 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1471 return NULL; 1443 return 0;
1472 } 1444 }
1445
1473 return op; 1446 return op;
1474} 1447}
1475 1448
1476/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1479 */ 1452 */
1453void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1481 object *tmp; 1455{
1482 object *tmp1; 1456 object *tmp, *tmp1;
1483 1457
1484 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1485 1459
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1462 tmp->destroy ();
1489 free_object(tmp);
1490 }
1491 }
1492 1463
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1465
1495 1466 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1467 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1475}
1499 1476
1500/* 1477/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1482 * global static errmsg array.
1506 */ 1483 */
1507 1484object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1485get_split_ob (object *orig_ob, uint32 nr)
1486{
1509 object *newob; 1487 object *newob;
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1489
1512 if(orig_ob->nrof<nr) { 1490 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1491 {
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1515 return NULL; 1493 return NULL;
1516 } 1494 }
1495
1517 newob = object_create_clone(orig_ob); 1496 newob = object_create_clone (orig_ob);
1497
1518 if((orig_ob->nrof-=nr)<1) { 1498 if ((orig_ob->nrof -= nr) < 1)
1519 if ( ! is_removed) 1499 orig_ob->destroy (1);
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) { 1500 else if (!is_removed)
1501 {
1524 if(orig_ob->env!=NULL) 1502 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1505 {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1506 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n"); 1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL; 1508 return NULL;
1531 } 1509 }
1532 } 1510 }
1511
1533 newob->nrof=nr; 1512 newob->nrof = nr;
1534 1513
1535 return newob; 1514 return newob;
1536} 1515}
1537 1516
1538/* 1517/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1518 * decrease_ob_nr(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1519 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1520 * is subsequently removed and freed.
1542 * 1521 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1522 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1523 */
1545 1524
1525object *
1546object *decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1547{ 1527{
1548 object *tmp; 1528 object *tmp;
1549 player *pl;
1550 1529
1551 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1531 return op;
1553 1532
1554 if (i > op->nrof) 1533 if (i > op->nrof)
1555 i = op->nrof; 1534 i = op->nrof;
1556 1535
1557 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1537 op->nrof -= i;
1538 else if (op->env)
1539 {
1540 /* is this object in the players inventory, or sub container
1541 * therein?
1542 */
1543 tmp = op->in_player ();
1544 /* nope. Is this a container the player has opened?
1545 * If so, set tmp to that player.
1546 * IMO, searching through all the players will mostly
1547 * likely be quicker than following op->env to the map,
1548 * and then searching the map for a player.
1549 */
1550 if (!tmp)
1551 for_all_players (pl)
1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1555 break;
1556 }
1557
1558 if (i < op->nrof)
1559 {
1560 sub_weight (op->env, op->weight * i);
1561 op->nrof -= i;
1562 if (tmp)
1563 esrv_send_item (tmp, op);
1564 }
1565 else
1566 {
1567 op->remove ();
1568 op->nrof = 0;
1569 if (tmp)
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1558 { 1572 }
1573 else
1574 {
1575 object *above = op->above;
1576
1577 if (i < op->nrof)
1559 op->nrof -= i; 1578 op->nrof -= i;
1560 } 1579 else
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 } 1580 {
1579
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op); 1581 op->remove ();
1588 op->nrof = 0; 1582 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 } 1583 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597 1584
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1587 if (tmp->type == PLAYER)
1588 {
1607 if (op->nrof) 1589 if (op->nrof)
1608 esrv_send_item(tmp, op); 1590 esrv_send_item (tmp, op);
1609 else 1591 else
1610 esrv_del_item(tmp->contr, op->count); 1592 esrv_del_item (tmp->contr, op->count);
1611 } 1593 }
1612 } 1594 }
1613 1595
1614 if (op->nrof) { 1596 if (op->nrof)
1615 return op; 1597 return op;
1616 } else { 1598 else
1617 free_object (op); 1599 {
1600 op->destroy ();
1618 return NULL; 1601 return 0;
1619 } 1602 }
1620} 1603}
1621 1604
1622/* 1605/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1607 * and also updates how much the environment(s) is/are carrying.
1625 */ 1608 */
1626 1609
1610void
1627void add_weight (object *op, signed long weight) { 1611add_weight (object *op, signed long weight)
1612{
1628 while (op!=NULL) { 1613 while (op != NULL)
1614 {
1629 if (op->type == CONTAINER) { 1615 if (op->type == CONTAINER)
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1617
1632 op->carrying+=weight; 1618 op->carrying += weight;
1633 op=op->env; 1619 op = op->env;
1634 } 1620 }
1635} 1621}
1636 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1637/* 1643/*
1638 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1639 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1640 * inside the object environment. 1646 * inside the object environment.
1641 * 1647 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1649 */ 1650 */
1650 1651
1651object *insert_ob_in_ob(object *op,object *where) { 1652object *
1653object::insert (object *op)
1654{
1652 object *tmp, *otmp; 1655 object *tmp, *otmp;
1653 1656
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1655 dump_object(op); 1658 op->remove ();
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1659
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) { 1660 if (op->more)
1661 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1663 return op;
1673 } 1664 }
1665
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1668 if (op->nrof)
1669 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1671 if (object::can_merge (tmp, op))
1672 {
1679 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1674 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1684 */ 1678 */
1685 add_weight (where, op->weight*op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1688 op = tmp; 1682 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1685 break;
1692 } 1686 }
1693 1687
1694 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1697 * the weight, so we need to add it in again, since we actually do 1691 * the weight, so we need to add it in again, since we actually do
1698 * the linking below 1692 * the linking below
1699 */ 1693 */
1700 add_weight (where, op->weight*op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1695 }
1701 } else 1696 else
1702 add_weight (where, (op->weight+op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1703 1698
1704 otmp=is_player_inv(where); 1699 otmp = this->in_player ();
1705 if (otmp&&otmp->contr!=NULL) { 1700 if (otmp && otmp->contr)
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1702 otmp->update_stats ();
1708 }
1709 1703
1710 op->map=NULL; 1704 op->map = 0;
1711 op->env=where; 1705 op->env = this;
1712 op->above=NULL; 1706 op->above = 0;
1713 op->below=NULL; 1707 op->below = 0;
1714 op->x=0,op->y=0; 1708 op->x = 0, op->y = 0;
1715 1709
1716 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1711 if ((op->glow_radius != 0) && map)
1718 { 1712 {
1719#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1716 if (map->darkness)
1717 update_all_los (map, x, y);
1724 } 1718 }
1725 1719
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1727 * It sure simplifies this function... 1721 * It sure simplifies this function...
1728 */ 1722 */
1729 if (where->inv==NULL) 1723 if (!inv)
1730 where->inv=op; 1724 inv = op;
1731 else { 1725 else
1726 {
1732 op->below = where->inv; 1727 op->below = inv;
1733 op->below->above = op; 1728 op->below->above = op;
1734 where->inv = op; 1729 inv = op;
1735 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1736 return op; 1734 return op;
1737} 1735}
1738 1736
1739/* 1737/*
1740 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1754 * 1752 *
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1755 * on top.
1758 */ 1756 */
1759 1757int
1760int check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1761{ 1759{
1762 object *tmp; 1760 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1761 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1762 int x = op->x, y = op->y;
1763
1766 MoveType move_on, move_slow, move_block; 1764 MoveType move_on, move_slow, move_block;
1767 1765
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1767 return 0;
1770 1768
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1772
1777 /* if nothing on this space will slow op down or be applied, 1773 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1774 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1775 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1776 * as walking.
1781 */ 1777 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 1779 return 0;
1784 1780
1785 /* This is basically inverse logic of that below - basically, 1781 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 1782 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is 1783 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 1784 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1785 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 1786 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1787 return 0;
1792 1788
1793 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1795 */ 1791 */
1796 1792
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 1794 {
1799 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 1797 * we don't need to check all of them.
1802 */ 1798 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1800 break;
1801 }
1802
1803 for (; tmp; tmp = tmp->below)
1804 } 1804 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1805 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1806 continue; /* Can't apply yourself */
1807 1807
1808 /* Check to see if one of the movement types should be slowed down. 1808 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1809 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1810 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually 1811 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty. 1812 * swim on that space, can't use it to avoid the penalty.
1813 */ 1813 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1814 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1815 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 {
1818 1819
1819 float diff; 1820 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1821 diff = tmp->move_slow_penalty * FABS (op->speed);
1822
1822 if (op->type == PLAYER) { 1823 if (op->type == PLAYER)
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1826 diff /= 4.0;
1826 } 1827
1827 }
1828 op->speed_left -= diff; 1828 op->speed_left -= diff;
1829 } 1829 }
1830 } 1830 }
1831 1831
1832 /* Basically same logic as above, except now for actual apply. */ 1832 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 1835 {
1837 move_apply(tmp, op, originator); 1836 move_apply (tmp, op, originator);
1837
1838 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
1839 return 1; 1839 return 1;
1840 1840
1841 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
1844 */ 1844 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 1845 if (op->map != m || op->x != x || op->y != y)
1846 return 0;
1846 } 1847 }
1847 } 1848 }
1849
1848 return 0; 1850 return 0;
1849} 1851}
1850 1852
1851/* 1853/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1855 */ 1857 */
1856 1858object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1859present_arch (const archetype *at, maptile *m, int x, int y)
1858 object *tmp; 1860{
1859 if(m==NULL || out_of_map(m,x,y)) { 1861 if (!m || out_of_map (m, x, y))
1862 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1864 return NULL;
1862 } 1865 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if(tmp->arch == at) 1868 if (tmp->arch == at)
1865 return tmp; 1869 return tmp;
1870
1866 return NULL; 1871 return NULL;
1867} 1872}
1868 1873
1869/* 1874/*
1870 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1873 */ 1878 */
1874 1879object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1880present (unsigned char type, maptile *m, int x, int y)
1876 object *tmp; 1881{
1877 if(out_of_map(m,x,y)) { 1882 if (out_of_map (m, x, y))
1883 {
1878 LOG(llevError,"Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1885 return NULL;
1880 } 1886 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if(tmp->type==type) 1889 if (tmp->type == type)
1883 return tmp; 1890 return tmp;
1891
1884 return NULL; 1892 return NULL;
1885} 1893}
1886 1894
1887/* 1895/*
1888 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
1891 */ 1899 */
1892 1900object *
1893object *present_in_ob(unsigned char type, const object *op) { 1901present_in_ob (unsigned char type, const object *op)
1894 object *tmp; 1902{
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 1904 if (tmp->type == type)
1897 return tmp; 1905 return tmp;
1906
1898 return NULL; 1907 return NULL;
1899} 1908}
1900 1909
1901/* 1910/*
1902 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1922 * to be unique.
1914 */ 1923 */
1915 1924object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 1925present_in_ob_by_name (int type, const char *str, const object *op)
1917 object *tmp; 1926{
1918
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1929 return tmp;
1922 } 1930
1923 return NULL; 1931 return 0;
1924} 1932}
1925 1933
1926/* 1934/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
1930 */ 1938 */
1931 1939object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 1940present_arch_in_ob (const archetype *at, const object *op)
1933 object *tmp; 1941{
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 1943 if (tmp->arch == at)
1936 return tmp; 1944 return tmp;
1945
1937 return NULL; 1946 return NULL;
1938} 1947}
1939 1948
1940/* 1949/*
1941 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
1942 */ 1951 */
1952void
1943void flag_inv(object*op, int flag){ 1953flag_inv (object *op, int flag)
1944 object *tmp; 1954{
1945 if(op->inv) 1955 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1957 {
1947 SET_FLAG(tmp, flag); 1958 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 1959 flag_inv (tmp, flag);
1949 } 1960 }
1961}
1962
1950}/* 1963/*
1951 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
1952 */ 1965 */
1966void
1953void unflag_inv(object*op, int flag){ 1967unflag_inv (object *op, int flag)
1954 object *tmp; 1968{
1955 if(op->inv) 1969 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 {
1957 CLEAR_FLAG(tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 1973 unflag_inv (tmp, flag);
1959 } 1974 }
1960} 1975}
1961 1976
1962/* 1977/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
1967 */ 1982 */
1968 1983void
1969void set_cheat(object *op) { 1984set_cheat (object *op)
1985{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
1972} 1988}
1973 1989
1974/* 1990/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain 1992 * a spot at the given map and coordinates which will be able to contain
1990 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
1991 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 2009 * customized, changed states, etc.
1994 */ 2010 */
1995 2011int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013{
1997 int i,index=0, flag; 2014 int index = 0, flag;
1998 static int altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
1999 2016
2000 for(i=start;i<stop;i++) { 2017 for (int i = start; i < stop; i++)
2018 {
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2002 if(!flag) 2020 if (!flag)
2003 altern[index++]=i; 2021 altern [index++] = i;
2004 2022
2005 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2012 */ 2030 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 2032 stop = maxfree[i];
2015 } 2033 }
2016 if(!index) return -1; 2034
2035 if (!index)
2036 return -1;
2037
2017 return altern[RANDOM()%index]; 2038 return altern[RANDOM () % index];
2018} 2039}
2019 2040
2020/* 2041/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 2046 */
2026 2047int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028 int i; 2049{
2029 for(i=0;i<SIZEOFFREE;i++) { 2050 for (int i = 0; i < SIZEOFFREE; i++)
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2052 return i;
2032 } 2053
2033 return -1; 2054 return -1;
2034} 2055}
2035 2056
2036/* 2057/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2039 */ 2061 */
2062static void
2040static void permute(int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2041{ 2064{
2042 int i, j, tmp, len; 2065 arr += begin;
2066 end -= begin;
2043 2067
2044 len = end-begin; 2068 while (--end)
2045 for(i = begin; i < end; i++) 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2046 {
2047 j = begin+RANDOM()%len;
2048
2049 tmp = arr[i];
2050 arr[i] = arr[j];
2051 arr[j] = tmp;
2052 }
2053} 2070}
2054 2071
2055/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed 2075 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within 2076 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2078 */
2079void
2062void get_search_arr(int *search_arr) 2080get_search_arr (int *search_arr)
2063{ 2081{
2064 int i; 2082 int i;
2065 2083
2066 for(i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2067 {
2068 search_arr[i] = i; 2085 search_arr[i] = i;
2069 }
2070 2086
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2090}
2075 2091
2076/* 2092/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2093 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2094 * given map at the given coordinates for live objects.
2083 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2084 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2102 * there is capable of.
2087 */ 2103 */
2088 2104int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2105find_dir (maptile *m, int x, int y, object *exclude)
2106{
2090 int i,max=SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2108
2091 sint16 nx, ny; 2109 sint16 nx, ny;
2092 object *tmp; 2110 object *tmp;
2093 mapstruct *mp; 2111 maptile *mp;
2112
2094 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2095 2114
2096 if (exclude && exclude->head) { 2115 if (exclude && exclude->head)
2116 {
2097 exclude = exclude->head; 2117 exclude = exclude->head;
2098 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2099 } else { 2119 }
2120 else
2121 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2122 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2123 move_type = MOVE_ALL;
2124 }
2125
2126 for (i = 1; i < max; i++)
2102 } 2127 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2128 mp = m;
2106 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2108 2131
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2110 if (mflags & P_OUT_OF_MAP) { 2134 if (mflags & P_OUT_OF_MAP)
2135 max = maxfree[i];
2136 else
2137 {
2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2141
2142 if ((move_type & blocked) == move_type)
2111 max = maxfree[i]; 2143 max = maxfree[i];
2112 } else {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2114
2115 if ((move_type & blocked) == move_type) {
2116 max=maxfree[i];
2117 } else if (mflags & P_IS_ALIVE) { 2144 else if (mflags & P_IS_ALIVE)
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2145 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2121 break; 2149 break;
2122 } 2150
2123 }
2124 if(tmp) { 2151 if (tmp)
2125 return freedir[i]; 2152 return freedir[i];
2126 }
2127 } 2153 }
2128 } 2154 }
2129 } 2155 }
2156
2130 return 0; 2157 return 0;
2131} 2158}
2132 2159
2133/* 2160/*
2134 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2162 * distance between the two given objects.
2136 */ 2163 */
2137 2164int
2138int distance(const object *ob1, const object *ob2) { 2165distance (const object *ob1, const object *ob2)
2139 int i; 2166{
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2142 return i;
2143} 2168}
2144 2169
2145/* 2170/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2149 */ 2174 */
2150 2175int
2151int find_dir_2(int x, int y) { 2176find_dir_2 (int x, int y)
2177{
2152 int q; 2178 int q;
2153 2179
2154 if(y) 2180 if (y)
2155 q=x*100/y; 2181 q = x * 100 / y;
2156 else if (x) 2182 else if (x)
2157 q= -300*x; 2183 q = -300 * x;
2158 else 2184 else
2159 return 0; 2185 return 0;
2160 2186
2161 if(y>0) { 2187 if (y > 0)
2188 {
2162 if(q < -242) 2189 if (q < -242)
2163 return 3 ; 2190 return 3;
2164 if (q < -41) 2191 if (q < -41)
2165 return 2 ; 2192 return 2;
2166 if (q < 41) 2193 if (q < 41)
2167 return 1 ; 2194 return 1;
2168 if (q < 242) 2195 if (q < 242)
2169 return 8 ; 2196 return 8;
2170 return 7 ; 2197 return 7;
2171 } 2198 }
2172 2199
2173 if (q < -242) 2200 if (q < -242)
2174 return 7 ; 2201 return 7;
2175 if (q < -41) 2202 if (q < -41)
2176 return 6 ; 2203 return 6;
2177 if (q < 41) 2204 if (q < 41)
2178 return 5 ; 2205 return 5;
2179 if (q < 242) 2206 if (q < 242)
2180 return 4 ; 2207 return 4;
2181 2208
2182 return 3 ; 2209 return 3;
2183} 2210}
2184 2211
2185/* 2212/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2213 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2214 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2215 * "overflow" in previous calculations of a direction).
2189 */ 2216 */
2190 2217
2218int
2191int absdir(int d) { 2219absdir (int d)
2192 while(d<1) d+=8; 2220{
2193 while(d>8) d-=8; 2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2194 return d; 2227 return d;
2195} 2228}
2196 2229
2197/* 2230/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2232 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2233 */
2201 2234
2235int
2202int dirdiff(int dir1, int dir2) { 2236dirdiff (int dir1, int dir2)
2237{
2203 int d; 2238 int d;
2239
2204 d = abs(dir1 - dir2); 2240 d = abs (dir1 - dir2);
2205 if(d>4) 2241 if (d > 4)
2206 d = 8 - d; 2242 d = 8 - d;
2243
2207 return d; 2244 return d;
2208} 2245}
2209 2246
2210/* peterm: 2247/* peterm:
2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2214 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2215 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2254 * functions.
2218 */ 2255 */
2219
2220int reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2262 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2263 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2264 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2265 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2266 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2267 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2268 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2269 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2270 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2271 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2272 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2273 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2274 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2275 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2276 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2277 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2278 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2279 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2280 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2281 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2282 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2283 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2284 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2285 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2286 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2287 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2288 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2289 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2290 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2291 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2292 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2293 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2294 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2295 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2296 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2297 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2298 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2299 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2300 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2301 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2302 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2303 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2304 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2305 {24, 9, -1}
2306}; /* 48 */
2270 2307
2271/* Recursive routine to step back and see if we can 2308/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2311 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2276 */ 2313 */
2277 2314int
2278
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2316{
2280 sint16 dx, dy; 2317 sint16 dx, dy;
2281 int mflags; 2318 int mflags;
2282 2319
2320 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2284 2322
2285 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2324 dy = y + freearr_y[dir];
2287 2325
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2326 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2327
2290 /* This functional arguably was incorrect before - it was 2328 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2329 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2330 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2331 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or 2332 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2333 * at least its move type.
2296 */ 2334 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2335 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2336 return 0;
2298 2337
2299 /* yes, can see. */ 2338 /* yes, can see. */
2300 if(dir < 9) return 1; 2339 if (dir < 9)
2340 return 1;
2341
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2304} 2345}
2305 2346
2306
2307
2308/* 2347/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2312 * 2351 *
2314 * core dumps if they do. 2353 * core dumps if they do.
2315 * 2354 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2355 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2356 */
2318 2357
2358int
2319int can_pick(const object *who, const object *item) { 2359can_pick (const object *who, const object *item)
2360{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2364}
2325
2326 2365
2327/* 2366/*
2328 * create clone from object to another 2367 * create clone from object to another
2329 */ 2368 */
2369object *
2330object *object_create_clone (object *asrc) { 2370object_create_clone (object *asrc)
2371{
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2332 2373
2333 if(!asrc) return NULL; 2374 if (!asrc)
2375 return 0;
2376
2334 src = asrc; 2377 src = asrc;
2335 if(src->head) 2378 if (src->head)
2336 src = src->head; 2379 src = src->head;
2337 2380
2338 prev = NULL; 2381 prev = 0;
2339 for(part = src; part; part = part->more) { 2382 for (part = src; part; part = part->more)
2340 tmp = get_object(); 2383 {
2341 copy_object(part,tmp); 2384 tmp = part->clone ();
2342 tmp->x -= src->x; 2385 tmp->x -= src->x;
2343 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2344 if(!part->head) { 2388 if (!part->head)
2389 {
2345 dst = tmp; 2390 dst = tmp;
2346 tmp->head = NULL; 2391 tmp->head = 0;
2392 }
2347 } else { 2393 else
2348 tmp->head = dst; 2394 tmp->head = dst;
2349 } 2395
2350 tmp->more = NULL; 2396 tmp->more = 0;
2397
2351 if(prev) 2398 if (prev)
2352 prev->more = tmp; 2399 prev->more = tmp;
2400
2353 prev = tmp; 2401 prev = tmp;
2354 } 2402 }
2355 /*** copy inventory ***/ 2403
2356 for(item = src->inv; item; item = item->below) { 2404 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2406
2360 return dst; 2407 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2408}
2370 2409
2371/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2372/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2373/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2374/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2375/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2376/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2377 2416object *
2378object* load_object_str(const char *obstr) 2417load_object_str (const char *obstr)
2379{ 2418{
2380 object *op; 2419 object *op;
2381 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2421
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2423
2384 FILE *tempfile=fopen(filename,"w"); 2424 FILE *tempfile = fopen (filename, "w");
2425
2385 if (tempfile == NULL) 2426 if (tempfile == NULL)
2386 { 2427 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2429 return NULL;
2389 }; 2430 }
2431
2390 fprintf(tempfile,obstr); 2432 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2433 fclose (tempfile);
2392 2434
2393 op=get_object(); 2435 op = object::create ();
2394 2436
2395 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2396 2438
2397 if (thawer) 2439 if (thawer)
2398 load_object(thawer,op,0); 2440 load_object (thawer, op, 0);
2399 2441
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2443 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2444
2403 return op; 2445 return op;
2404} 2446}
2405 2447
2406/* This returns the first object in who's inventory that 2448/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2449 * has the same type and subtype match.
2408 * returns NULL if no match. 2450 * returns NULL if no match.
2409 */ 2451 */
2452object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2454{
2412 object *tmp;
2413
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2456 if (tmp->type == type && tmp->subtype == subtype)
2457 return tmp;
2416 2458
2417 return NULL; 2459 return 0;
2418} 2460}
2419 2461
2420/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL. 2463 * otherwise return NULL.
2422 * 2464 *
2423 * key must be a passed in shared string - otherwise, this won't 2465 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing. 2466 * do the desired thing.
2425 */ 2467 */
2468key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2469get_ob_key_link (const object *ob, const char *key)
2427 key_value * link; 2470{
2428
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2471 for (key_value *link = ob->key_values; link; link = link->next)
2430 if (link->key == key) { 2472 if (link->key == key)
2431 return link; 2473 return link;
2432 } 2474
2433 } 2475 return 0;
2434 2476}
2435 return NULL;
2436}
2437 2477
2438/* 2478/*
2439 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2440 * 2480 *
2441 * The argument doesn't need to be a shared string. 2481 * The argument doesn't need to be a shared string.
2442 * 2482 *
2443 * The returned string is shared. 2483 * The returned string is shared.
2444 */ 2484 */
2485const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2486get_ob_key_value (const object *op, const char *const key)
2487{
2446 key_value * link; 2488 key_value *link;
2447 const char * canonical_key; 2489 shstr_cmp canonical_key (key);
2490
2491 if (!canonical_key)
2448 2492 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2497 */
2457 return NULL; 2498 return 0;
2458 } 2499 }
2459 2500
2460 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2462 */ 2503 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2504 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2505 if (link->key == canonical_key)
2465 return link->value; 2506 return link->value;
2466 } 2507
2467 } 2508 return 0;
2468 return NULL;
2469} 2509}
2470 2510
2471 2511
2472/* 2512/*
2473 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2517 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys. 2518 * keys.
2479 * 2519 *
2480 * Returns TRUE on success. 2520 * Returns TRUE on success.
2481 */ 2521 */
2522int
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2524{
2483 key_value * field = NULL, *last=NULL; 2525 key_value *field = NULL, *last = NULL;
2484 2526
2485 for (field=op->key_values; field != NULL; field=field->next) { 2527 for (field = op->key_values; field != NULL; field = field->next)
2528 {
2486 if (field->key != canonical_key) { 2529 if (field->key != canonical_key)
2530 {
2487 last = field; 2531 last = field;
2488 continue; 2532 continue;
2489 } 2533 }
2490 2534
2491 if (value) 2535 if (value)
2492 field->value = value; 2536 field->value = value;
2493 else { 2537 else
2538 {
2494 /* Basically, if the archetype has this key set, 2539 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2540 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2541 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2542 * we get this value back again.
2498 */ 2543 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2544 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2545 field->value = 0;
2546 else
2547 {
2548 if (last)
2549 last->next = field->next;
2501 else 2550 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2551 op->key_values = field->next;
2505 2552
2506 delete field; 2553 delete field;
2507 } 2554 }
2508 } 2555 }
2509 return TRUE; 2556 return TRUE;
2510 } 2557 }
2511 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2512 2559
2513 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2514 2561
2515 if (!add_key) { 2562 if (!add_key)
2516 return FALSE; 2563 return FALSE;
2517 } 2564
2518 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2522 * should pass in "" 2569 * should pass in ""
2523 */ 2570 */
2524 if (value == NULL) return TRUE; 2571 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE; 2572 return TRUE;
2573
2574 field = new key_value;
2575
2576 field->key = canonical_key;
2577 field->value = value;
2578 /* Usual prepend-addition. */
2579 field->next = op->key_values;
2580 op->key_values = field;
2581
2582 return TRUE;
2535} 2583}
2536 2584
2537/* 2585/*
2538 * Updates the key in op to value. 2586 * Updates the key in op to value.
2539 * 2587 *
2541 * and not add new ones. 2589 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key 2590 * In general, should be little reason FALSE is ever passed in for add_key
2543 * 2591 *
2544 * Returns TRUE on success. 2592 * Returns TRUE on success.
2545 */ 2593 */
2594int
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2595set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{ 2596{
2548 shstr key_ (key); 2597 shstr key_ (key);
2598
2549 return set_ob_key_value_s (op, key_, value, add_key); 2599 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2600}
2601
2602object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container)
2604{
2605 while (item->inv)
2606 item = item->inv;
2607}
2608
2609void
2610object::depth_iterator::next ()
2611{
2612 if (item->below)
2613 {
2614 item = item->below;
2615
2616 while (item->inv)
2617 item = item->inv;
2618 }
2619 else
2620 item = item->env;
2621}
2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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