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Comparing deliantra/server/common/object.C (file contents):
Revision 1.11 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.11 2006/09/03 00:18:40 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>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 41
53object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 47};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 50};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
66int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
69 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
70 135
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
73 key_value * wants_field; 140 key_value *wants_field;
74 141
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
78 */ 145 */
79 146
80 /* For each field in wants, */ 147 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
82 key_value * has_field; 150 key_value *has_field;
83 151
84 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
86 156 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 157 /* No field with that name. */
89 return FALSE; 158 return FALSE;
90 }
91 159 }
160
92 /* Found the matching field. */ 161 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
94 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 165 return FALSE;
96 } 166 }
97 167
98 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 169 }
170
101 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 172 return TRUE;
103} 173}
104 174
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
107 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
109 */ 181 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 183}
112 184
113/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 186 * they can be merged together.
115 * 187 *
116 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
119 * 191 *
120 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
121 * 193 *
122 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
123 * check weight 195 * check weight
124 */ 196 */
125 197bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 198{
127
128 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
205 return 0;
130 206
131 if (ob1->speed != ob2->speed) return 0; 207 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 209 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 210 * used to store nrof).
135 */ 211 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0;
214
215 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning.
220 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name
230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id
241 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0;
253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 261 return 0;
138 262
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 263 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 264 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 265 return 0;
145 266
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 268 * if it is valid.
158 */ 269 */
159 } 270 }
160 271
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 272 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 273 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 274 * some items equipped, and we don't want those to merge.
212 */ 275 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277 return 0;
278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
286 switch (ob1->type)
287 {
288 case SCROLL:
289 if (ob1->level != ob2->level)
290 return 0;
291 break;
292 }
293
294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
296 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 /* One has fields, but the other one doesn't. */
214 return 0; 299 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
230 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
231 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
232 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
233 return 1; 315 return 1;
234} 316}
235 317
236/* 318/*
237 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
240 */ 322 */
241signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
242 signed long sum; 326 long sum;
243 object *inv; 327 object *inv;
328
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
245 if (inv->inv) 331 if (inv->inv)
246 sum_weight(inv); 332 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 334 }
335
249 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
251 if(op->carrying != sum) 339 if (op->carrying != sum)
252 op->carrying = sum; 340 op->carrying = sum;
341
253 return sum; 342 return sum;
254} 343}
255 344
256/** 345/**
257 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
258 */ 347 */
259 348
349object *
260object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
261 while (op->env != NULL) 352 while (op->env != NULL)
262 op = op->env; 353 op = op->env;
263 return op; 354 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 355}
278 356
279/* 357/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 359 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
283 */ 361 */
284 362
285void dump_object2(object *op) { 363char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 364dump_object (object *op)
332 if(op==NULL) { 365{
333 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
334 return; 367 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 368
340void dump_all_objects(void) { 369 object_freezer freezer;
341 object *op; 370 save_object (freezer, op, 1);
342 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 372}
347 373
348/* 374/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
352 */ 378 */
353 379
380object *
354object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
355 object *tmp,*closest; 383 object *tmp, *closest;
356 int last_dist,i; 384 int last_dist, i;
385
357 if(op->more==NULL) 386 if (op->more == NULL)
358 return op; 387 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
362 return closest; 391 return closest;
363} 392}
364 393
365/* 394/*
366 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
367 */ 396 */
368 397object *
369object *find_object(tag_t i) { 398find_object (tag_t i)
370 object *op; 399{
371 for(op=objects;op!=NULL;op=op->next) 400 for_all_objects (op)
372 if(op->count==i) 401 if (op->count == i)
373 break;
374 return op; 402 return op;
403
404 return 0;
375} 405}
376 406
377/* 407/*
378 * 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.
379 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
381 */ 411 */
382 412object *
383object *find_object_name(const char *str) { 413find_object_name (const char *str)
384 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
385 object *op; 416 object *op;
386 for(op=objects;op!=NULL;op=op->next) 417
418 for_all_objects (op)
387 if(&op->name == name) 419 if (op->name == str_)
388 break; 420 break;
389 421
390 return op; 422 return op;
391} 423}
392 424
425void
393void free_all_object_data(void) { 426free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 427{
435 if (!op) return; 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 429}
443
444
445 430
446/* 431/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 433 * skill and experience objects.
449 */ 434 */
450void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
451{ 437{
452 if(owner==NULL||op==NULL) 438 if (!owner)
453 return; 439 return;
454 440
455 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
461 */ 447 */
462 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
464 450
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 451 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 452}
518 453
519/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 455 * refcounts and freeing the links.
521 */ 456 */
457static void
522static void free_key_values(object * op) 458free_key_values (object *op)
523{ 459{
524 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
525 { 461 {
526 key_value *next = i->next; 462 key_value *next = i->next;
527 delete i; 463 delete i;
464
528 i = next; 465 i = next;
529 } 466 }
530 467
531 op->key_values = 0; 468 op->key_values = 0;
532} 469}
533 470
534/* 471/*
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{
541 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585}
586
587/*
588 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 477 * will point at garbage.
594 */ 478 */
595 479void
596void copy_object(object *op2, object *op) 480object::copy_to (object *dst)
597{ 481{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 484
600 op->clear (); 485 *(object_copy *)dst = *this;
601 486
602 free_key_values (op); 487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
603 489
604 *(object_special *)op = *(object_special *)op2; 490 if (is_removed)
605 op2->clone (op); 491 SET_FLAG (dst, FLAG_REMOVED);
606 492
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0) 493 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 495
613 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 497 if (key_values)
498 {
615 key_value *tail = NULL; 499 key_value *tail = 0;
616 key_value *i; 500 key_value *i;
617 501
618 op->key_values = NULL; 502 dst->key_values = 0;
619 503
620 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
621 { 505 {
622 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
623 507
624 new_link->next = NULL; 508 new_link->next = 0;
625 new_link->key = i->key; 509 new_link->key = i->key;
626 new_link->value = i->value; 510 new_link->value = i->value;
627 511
628 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 513 if (!dst->key_values)
630 { 514 {
631 op->key_values = new_link; 515 dst->key_values = new_link;
632 tail = new_link; 516 tail = new_link;
633 } 517 }
634 else 518 else
635 { 519 {
636 tail->next = new_link; 520 tail->next = new_link;
637 tail = new_link; 521 tail = new_link;
638 } 522 }
639 } 523 }
640 } 524 }
641 525
642 update_ob_speed (op); 526 dst->set_speed (dst->speed);
643} 527}
644 528
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 529object *
685 530object::clone ()
686 if(free_objects==NULL) 531{
687 expand_objects(); 532 object *neu = create ();
688 533 copy_to (neu);
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 534 return neu;
720} 535}
721 536
722/* 537/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
726 */ 541 */
727 542void
728void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
730 return; 546 return;
547
731 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
733} 550}
734 551
735/* 552/*
736 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
739 */ 556 */
740 557void
741void update_ob_speed(object *op) { 558object::set_speed (float speed)
742 extern int arch_init; 559{
743 560 if (flag [FLAG_FREED] && speed)
744 /* No reason putting the archetypes objects on the speed list, 561 {
745 * since they never really need to be updated.
746 */
747
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0; 563 speed = 0;
754#endif
755 } 564 }
756 if (arch_init) {
757 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 565
764 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
765 * of the list. */ 567
766 op->active_next = active_objects; 568 if (has_active_speed ())
767 if (op->active_next!=NULL) 569 activate ();
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else { 570 else
772 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
773 if (!op->active_next && !op->active_prev && op!=active_objects)
774 return;
775
776 if (op->active_prev==NULL) {
777 active_objects = op->active_next;
778 if (op->active_next!=NULL)
779 op->active_next->active_prev = NULL;
780 }
781 else {
782 op->active_prev->active_next = op->active_next;
783 if (op->active_next)
784 op->active_next->active_prev = op->active_prev;
785 }
786 op->active_next = NULL;
787 op->active_prev = NULL;
788 }
789} 572}
790 573
791/* This function removes object 'op' from the list of active
792 * objects.
793 * This should only be used for style maps or other such
794 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object.
798 */
799void remove_from_active_list(object *op)
800{
801 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects)
803 return;
804
805 if (op->active_prev==NULL) {
806 active_objects = op->active_next;
807 if (op->active_next!=NULL)
808 op->active_next->active_prev = NULL;
809 }
810 else {
811 op->active_prev->active_next = op->active_next;
812 if (op->active_next)
813 op->active_next->active_prev = op->active_prev;
814 }
815 op->active_next = NULL;
816 op->active_prev = NULL;
817}
818
819/* 574/*
820 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 578 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
827 * 582 *
828 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 584 * current action are:
834 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
839 */ 590 */
840 591void
841void update_object(object *op, int action) { 592update_object (object *op, int action)
842 int update_now=0, flags; 593{
843 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
844 595
845 if (op == NULL) { 596 if (op == NULL)
597 {
846 /* this should never happen */ 598 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 600 return;
849 }
850 601 }
851 if(op->env!=NULL) { 602
603 if (op->env)
604 {
852 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
853 * to do in this case. 606 * to do in this case.
854 */ 607 */
855 return; 608 return;
856 } 609 }
857 610
858 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 612 * going to get freed anyways.
860 */ 613 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
862 615 return;
616
863 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 621#ifdef MANY_CORES
868 abort(); 622 abort ();
869#endif 623#endif
870 return; 624 return;
871 }
872 625 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
880 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 644 * to have move_allow right now.
897 */ 645 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
901 } 649 }
902 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 652 * that is being removed.
905 */ 653 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 655 m.flags_ = 0;
908 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
910 }
911 else { 658 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 660
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 661 if (op->more)
921 update_object(op->more, action); 662 update_object (op->more, action);
922} 663}
923 664
665object *object::first;
924 666
925/* 667object::object ()
926 * free_object() frees everything allocated by an object, removes 668{
927 * it from the list of used objects, and puts it on the list of 669 SET_FLAG (this, FLAG_REMOVED);
928 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for
930 * this function to succeed.
931 *
932 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground.
934 */
935 670
936void free_object(object *ob) { 671 expmul = 1.0;
937 free_object2(ob, 0); 672 face = blank_face;
938} 673}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941 674
942 ob->clear (); 675object::~object ()
676{
677 free_key_values (this);
678}
943 679
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 680static int object_count;
945 LOG(llevDebug,"Free object called with non removed object\n"); 681
946 dump_object(ob); 682void object::link ()
947#ifdef MANY_CORES 683{
948 abort(); 684 assert (!index);//D
949#endif 685 uuid = gen_uuid ();
950 } 686 count = ++object_count;
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 687
952 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 688 refcnt_inc ();
953 remove_friendly_object(ob); 689 objects.insert (this);
954 } 690}
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 691
956 dump_object(ob); 692void object::unlink ()
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 693{
694 assert (index);//D
695 objects.erase (this);
696 refcnt_dec ();
697}
698
699void
700object::activate ()
701{
702 /* If already on active list, don't do anything */
703 if (active)
958 return; 704 return;
705
706 if (has_active_speed ())
707 actives.insert (this);
708}
709
710void
711object::activate_recursive ()
712{
713 activate ();
714
715 for (object *op = inv; op; op = op->below)
716 op->activate_recursive ();
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void
728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
959 } 750 {
960 if(ob->more!=NULL) { 751 op->flag [flag] = value;
961 free_object2(ob->more, free_inventory); 752 op->set_flag_inv (flag, value);
962 ob->more=NULL;
963 } 753 }
964 if (ob->inv) { 754}
755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
768 if (!inv)
769 return;
770
965 /* Only if the space blocks everything do we not process - 771 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 772 * if some form of movement is allowed, let objects
967 * drop on that space. 773 * drop on that space.
968 */ 774 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 775 if (!drop_to_ground
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 776 || !map
971 { 777 || map->in_memory != MAP_IN_MEMORY
972 op=ob->inv; 778 || ms ().move_block == MOVE_ALL)
973 while(op!=NULL) { 779 {
974 tmp=op->below; 780 while (inv)
975 remove_ob(op);
976 free_object2(op, free_inventory);
977 op=tmp;
978 }
979 } 781 {
980 else { /* Put objects in inventory onto this space */ 782 inv->destroy_inv (drop_to_ground);
981 op=ob->inv; 783 inv->destroy ();
982 while(op!=NULL) {
983 tmp=op->below;
984 remove_ob(op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
987 free_object(op);
988 else {
989 op->x=ob->x;
990 op->y=ob->y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
992 }
993 op=tmp;
994 } 784 }
785 }
786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
995 } 789 {
996 } 790 object *op = inv;
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000 791
1001 SET_FLAG(ob, FLAG_FREED); 792 if (op->flag [FLAG_STARTEQUIP]
1002 ob->count = 0; 793 || op->flag [FLAG_NO_DROP]
1003 794 || op->type == RUNE
1004 /* Remove this object from the list of used objects */ 795 || op->type == TRAP
1005 if(ob->prev==NULL) { 796 || op->flag [FLAG_IS_A_TEMPLATE]
1006 objects=ob->next; 797 || op->flag [FLAG_DESTROY_ON_DEATH])
1007 if(objects!=NULL) 798 op->destroy ();
1008 objects->prev=NULL; 799 else
800 map->insert (op, x, y);
801 }
1009 } 802 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025
1026 free_key_values (ob);
1027
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037} 803}
1038 804
1039/* 805object *object::create ()
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042
1043int count_free ()
1044{ 806{
1045 int i=0;
1046 object *tmp=free_objects; 807 object *op = new object;
1047 while(tmp!=NULL) 808 op->link ();
1048 tmp=tmp->next, i++;
1049 return i; 809 return op;
1050} 810}
1051 811
1052/* 812void
1053 * count_used() returns the number of objects on the list of used objects. 813object::do_destroy ()
1054 */
1055
1056int count_used()
1057{ 814{
1058 int i=0; 815 attachable::do_destroy ();
1059 object *tmp=objects; 816
1060 while(tmp!=NULL) 817 if (flag [FLAG_IS_LINKED])
1061 tmp=tmp->next, i++; 818 remove_button_link (this);
819
820 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this);
822
823 if (!flag [FLAG_REMOVED])
824 remove ();
825
826 destroy_inv (true);
827
828 deactivate ();
829 unlink ();
830
831 flag [FLAG_FREED] = 1;
832
833 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
838 {
839 freed_map = new maptile;
840
841 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
847 }
848
849 map = freed_map;
850 x = 1;
851 y = 1;
852 }
853
854 head = 0;
855
856 if (more)
857 {
858 more->destroy ();
859 more = 0;
860 }
861
862 // clear those pointers that likely might have circular references to us
863 owner = 0;
864 enemy = 0;
865 attacked_by = 0;
866}
867
868void
869object::destroy (bool destroy_inventory)
870{
871 if (destroyed ())
1062 return i; 872 return;
1063}
1064 873
1065/* 874 if (destroy_inventory)
1066 * count_active() returns the number of objects on the list of active objects. 875 destroy_inv (false);
1067 */
1068 876
1069int count_active() 877 attachable::destroy ();
1070{
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076} 878}
1077 879
1078/* 880/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 882 * weight of an object (and what is carried by it's environment(s)).
1081 */ 883 */
1082 884void
1083void sub_weight (object *op, signed long weight) { 885sub_weight (object *op, signed long weight)
886{
1084 while (op != NULL) { 887 while (op != NULL)
888 {
1085 if (op->type == CONTAINER) { 889 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 891
1088 op->carrying-=weight; 892 op->carrying -= weight;
1089 op = op->env; 893 op = op->env;
1090 } 894 }
1091} 895}
1092 896
1093/* remove_ob(op): 897/* op->remove ():
1094 * This function removes the object op from the linked list of objects 898 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 899 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 902 * the previous environment.
1099 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
1100 */ 904 */
1101 905void
1102void remove_ob(object *op) { 906object::remove ()
907{
1103 object *tmp,*last=NULL; 908 object *tmp, *last = 0;
1104 object *otmp; 909 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 910
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 912 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 913
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
1131 916
917 if (more)
918 more->remove ();
919
1132 /* 920 /*
1133 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1134 * inventory. 922 * inventory.
1135 */ 923 */
1136 if(op->env!=NULL) { 924 if (env)
925 {
1137 if(op->nrof) 926 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 927 sub_weight (env, weight * nrof);
1139 else 928 else
1140 sub_weight(op->env, op->weight+op->carrying); 929 sub_weight (env, weight + carrying);
1141 930
1142 /* NO_FIX_PLAYER is set when a great many changes are being 931 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 933 * to save cpu time.
1145 */ 934 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 936 otmp->update_stats ();
1148 fix_player(otmp);
1149 937
1150 if(op->above!=NULL) 938 if (above)
1151 op->above->below=op->below; 939 above->below = below;
1152 else 940 else
1153 op->env->inv=op->below; 941 env->inv = below;
1154 942
1155 if(op->below!=NULL) 943 if (below)
1156 op->below->above=op->above; 944 below->above = above;
1157 945
1158 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
949 */
950 x = env->x, y = env->y;
951 map = env->map;
952 above = 0, below = 0;
953 env = 0;
954 }
955 else if (map)
956 {
957 if (type == PLAYER)
958 {
959 --map->players;
960 map->touch ();
961 }
962
963 map->dirty = true;
964
965 /* link the object above us */
966 if (above)
967 above->below = below;
968 else
969 map->at (x, y).top = below; /* we were top, set new top */
970
971 /* Relink the object below us, if there is one */
972 if (below)
973 below->above = above;
974 else
975 {
976 /* Nothing below, which means we need to relink map object for this space
977 * use translated coordinates in case some oddness with map tiling is
978 * evident
1161 */ 979 */
1162 op->x=op->env->x,op->y=op->env->y; 980 if (GET_MAP_OB (map, x, y) != this)
1163 op->ox=op->x,op->oy=op->y; 981 {
1164 op->map=op->env->map; 982 char *dump = dump_object (this);
1165 op->above=NULL,op->below=NULL; 983 LOG (llevError,
1166 op->env=NULL; 984 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990
991 map->at (x, y).bot = above; /* goes on above it. */
992 }
993
994 above = 0;
995 below = 0;
996
997 if (map->in_memory == MAP_SAVING)
1167 return; 998 return;
1168 }
1169 999
1170 /* If we get here, we are removing it from a map */ 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1171 if (op->map == NULL) return;
1172 1001
1173 x = op->x; 1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1174 y = op->y;
1175 m = get_map_from_coord(op->map, &x, &y);
1176
1177 if (!m) {
1178 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1179 op->map->path, op->x, op->y);
1180 /* in old days, we used to set x and y to 0 and continue.
1181 * it seems if we get into this case, something is probablye
1182 * screwed up and should be fixed.
1183 */
1184 abort();
1185 }
1186 if (op->map != m) {
1187 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1188 op->map->path, m->path, op->x, op->y, x, y);
1189 }
1190
1191 /* Re did the following section of code - it looks like it had
1192 * lots of logic for things we no longer care about
1193 */
1194
1195 /* link the object above us */
1196 if (op->above)
1197 op->above->below=op->below;
1198 else
1199 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1200
1201 /* Relink the object below us, if there is one */
1202 if(op->below) {
1203 op->below->above=op->above;
1204 } else {
1205 /* Nothing below, which means we need to relink map object for this space
1206 * use translated coordinates in case some oddness with map tiling is
1207 * evident
1208 */
1209 if(GET_MAP_OB(m,x,y)!=op) {
1210 dump_object(op);
1211 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);
1212 dump_object(GET_MAP_OB(m,x,y));
1213 LOG(llevError,"%s\n",errmsg);
1214 } 1003 {
1215 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1216 }
1217 op->above=NULL;
1218 op->below=NULL;
1219
1220 if (op->map->in_memory == MAP_SAVING)
1221 return;
1222
1223 tag = op->count;
1224 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1225 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1226 /* No point updating the players look faces if he is the object 1004 /* No point updating the players look faces if he is the object
1227 * being removed. 1005 * being removed.
1228 */ 1006 */
1229 1007
1230 if(tmp->type==PLAYER && tmp!=op) { 1008 if (tmp->type == PLAYER && tmp != this)
1009 {
1231 /* If a container that the player is currently using somehow gets 1010 /* If a container that the player is currently using somehow gets
1232 * removed (most likely destroyed), update the player view 1011 * removed (most likely destroyed), update the player view
1233 * appropriately. 1012 * appropriately.
1234 */ 1013 */
1235 if (tmp->container==op) { 1014 if (tmp->container == this)
1236 CLEAR_FLAG(op, FLAG_APPLIED); 1015 {
1016 flag [FLAG_APPLIED] = 0;
1237 tmp->container=NULL; 1017 tmp->container = 0;
1018 }
1019
1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1238 } 1022 }
1239 tmp->contr->socket.update_look=1; 1023
1240 }
1241 /* See if player moving off should effect something */ 1024 /* See if object moving off should effect something */
1242 if (check_walk_off && ((op->move_type & tmp->move_off) && 1025 if (check_walk_off
1026 && ((move_type & tmp->move_off)
1243 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1244 1028 {
1245 move_apply(tmp, op, NULL); 1029 move_apply (tmp, this, 0);
1030
1246 if (was_destroyed (op, tag)) { 1031 if (destroyed ())
1247 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1248 "leaving object\n", &tmp->name, &tmp->arch->name);
1249 } 1033 }
1250 }
1251 1034
1252 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1253 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1254 if(tmp->above == tmp) 1037 if (tmp->above == tmp)
1255 tmp->above = NULL; 1038 tmp->above = 0;
1039
1256 last=tmp; 1040 last = tmp;
1257 } 1041 }
1042
1258 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1259 if (last==NULL) { 1044 //TODO: this makes little sense, why only update the topmost object?
1260 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1045 if (!last)
1261 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1046 map->at (x, y).flags_ = 0;
1262 * those out anyways, and if there are any flags set right now, they won't
1263 * be correct anyways.
1264 */
1265 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1266 update_position(op->map, op->x, op->y);
1267 }
1268 else 1047 else
1269 update_object(last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1270 1049
1271 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1272 update_all_los(op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1273 1052 }
1274} 1053}
1275 1054
1276/* 1055/*
1277 * merge_ob(op,top): 1056 * merge_ob(op,top):
1278 * 1057 *
1279 * This function goes through all objects below and including top, and 1058 * This function goes through all objects below and including top, and
1280 * merges op to the first matching object. 1059 * merges op to the first matching object.
1281 * If top is NULL, it is calculated. 1060 * If top is NULL, it is calculated.
1282 * Returns pointer to object if it succeded in the merge, otherwise NULL 1061 * Returns pointer to object if it succeded in the merge, otherwise NULL
1283 */ 1062 */
1284 1063object *
1285object *merge_ob(object *op, object *top) { 1064merge_ob (object *op, object *top)
1065{
1286 if(!op->nrof) 1066 if (!op->nrof)
1287 return 0; 1067 return 0;
1288 if(top==NULL) 1068
1069 if (top)
1289 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1072
1290 for(;top!=NULL;top=top->below) { 1073 for (; top; top = top->below)
1074 {
1291 if(top==op) 1075 if (top == op)
1292 continue; 1076 continue;
1293 if (CAN_MERGE(op,top)) 1077
1294 { 1078 if (object::can_merge (op, top))
1079 {
1295 top->nrof+=op->nrof; 1080 top->nrof += op->nrof;
1081
1296/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1297 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1298 remove_ob(op); 1084 op->destroy ();
1299 free_object(op);
1300 return top; 1085 return top;
1301 } 1086 }
1302 } 1087 }
1088
1303 return NULL; 1089 return 0;
1304} 1090}
1305 1091
1306/* 1092/*
1307 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1308 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1309 */ 1095 */
1096object *
1310object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1311 object* tmp; 1098{
1312 if (op->head) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1313 op=op->head; 1100 {
1314 for (tmp=op;tmp;tmp=tmp->more){
1315 tmp->x=x+tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y=y+tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1317 } 1103 }
1104
1318 return insert_ob_in_map (op, m, originator, flag); 1105 return insert_ob_in_map (op, m, originator, flag);
1319} 1106}
1320 1107
1321/* 1108/*
1322 * insert_ob_in_map (op, map, originator, flag): 1109 * insert_ob_in_map (op, map, originator, flag):
1323 * This function inserts the object in the two-way linked list 1110 * This function inserts the object in the two-way linked list
1336 * Return value: 1123 * Return value:
1337 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1338 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1339 * just 'op' otherwise 1126 * just 'op' otherwise
1340 */ 1127 */
1341 1128object *
1342object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1343{ 1130{
1344 object *tmp, *top, *floor=NULL; 1131 object *tmp, *top, *floor = NULL;
1345 sint16 x,y; 1132 sint16 x, y;
1346 1133
1347 if (QUERY_FLAG (op, FLAG_FREED)) { 1134 if (QUERY_FLAG (op, FLAG_FREED))
1135 {
1348 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1349 return NULL; 1137 return NULL;
1138 }
1139
1140 if (!m)
1350 } 1141 {
1351 if(m==NULL) {
1352 dump_object(op); 1142 char *dump = dump_object (op);
1353 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1354 return op; 1145 return op;
1355 } 1146 }
1147
1356 if(out_of_map(m,op->x,op->y)) { 1148 if (out_of_map (m, op->x, op->y))
1149 {
1357 dump_object(op); 1150 char *dump = dump_object (op);
1358 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1359#ifdef MANY_CORES 1152#ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object 1153 /* Better to catch this here, as otherwise the next use of this object
1361 * is likely to cause a crash. Better to find out where it is getting 1154 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted. 1155 * improperly inserted.
1363 */ 1156 */
1364 abort(); 1157 abort ();
1365#endif 1158#endif
1159 free (dump);
1366 return op; 1160 return op;
1367 } 1161 }
1162
1368 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1369 dump_object(op); 1165 char *dump = dump_object (op);
1370 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1371 return op; 1168 return op;
1169 }
1170
1171 if (op->more)
1372 } 1172 {
1373 if(op->more!=NULL) {
1374 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1375 1174
1376 object *more = op->more; 1175 object *more = op->more;
1377 1176
1378 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1379 * we set the map, that doesn't work if the location is within 1178 * we set the map, that doesn't work if the location is within
1380 * a map and this is straddling an edge. So only if coordinate 1179 * a map and this is straddling an edge. So only if coordinate
1381 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1382 */ 1181 */
1383 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1384 /* Debugging information so you can see the last coordinates this object had */
1385 more->ox = more->x;
1386 more->oy = more->y;
1387 more->map = get_map_from_coord(m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1388 } else if (!more->map) { 1184 else if (!more->map)
1185 {
1389 /* For backwards compatibility - when not dealing with tiled maps, 1186 /* For backwards compatibility - when not dealing with tiled maps,
1390 * more->map should always point to the parent. 1187 * more->map should always point to the parent.
1391 */ 1188 */
1392 more->map = m; 1189 more->map = m;
1393 } 1190 }
1394 1191
1395 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1193 {
1396 if ( ! op->head) 1194 if (!op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196
1398 return NULL; 1197 return 0;
1399 } 1198 }
1400 } 1199 }
1200
1401 CLEAR_FLAG(op,FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1402 1202
1403 /* Debugging information so you can see the last coordinates this object had */
1404 op->ox=op->x;
1405 op->oy=op->y;
1406
1407 /* Ideally, the caller figures this out. However, it complicates a lot 1203 /* Ideally, the caller figures this out. However, it complicates a lot
1408 * of areas of callers (eg, anything that uses find_free_spot would now 1204 * of areas of callers (eg, anything that uses find_free_spot would now
1409 * need extra work 1205 * need extra work
1410 */ 1206 */
1411 op->map=get_map_from_coord(m, &op->x, &op->y); 1207 op->map = get_map_from_coord (m, &op->x, &op->y);
1412 x = op->x; 1208 x = op->x;
1413 y = op->y; 1209 y = op->y;
1414 1210
1415 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1416 */ 1212 */
1417 if(op->nrof && !(flag & INS_NO_MERGE)) { 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1418 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1419 if (CAN_MERGE(op,tmp)) { 1215 if (object::can_merge (op, tmp))
1216 {
1420 op->nrof+=tmp->nrof; 1217 op->nrof += tmp->nrof;
1421 remove_ob(tmp); 1218 tmp->destroy ();
1422 free_object(tmp); 1219 }
1220
1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1222 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1223
1224 if (!QUERY_FLAG (op, FLAG_ALIVE))
1225 CLEAR_FLAG (op, FLAG_NO_STEAL);
1226
1227 if (flag & INS_BELOW_ORIGINATOR)
1228 {
1229 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1230 {
1231 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1232 abort ();
1233 }
1234
1235 op->above = originator;
1236 op->below = originator->below;
1237
1238 if (op->below)
1239 op->below->above = op;
1240 else
1241 op->ms ().bot = op;
1242
1243 /* since *below* originator, no need to update top */
1244 originator->below = op;
1245 }
1246 else
1247 {
1248 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1250 {
1251 object *last = 0;
1252
1253 /*
1254 * If there are multiple objects on this space, we do some trickier handling.
1255 * We've already dealt with merging if appropriate.
1256 * Generally, we want to put the new object on top. But if
1257 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1258 * floor, we want to insert above that and no further.
1259 * Also, if there are spell objects on this space, we stop processing
1260 * once we get to them. This reduces the need to traverse over all of
1261 * them when adding another one - this saves quite a bit of cpu time
1262 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects.
1264 */
1265 while (top)
1266 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1268 floor = top;
1269
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1271 {
1272 /* We insert above top, so we want this object below this */
1273 top = top->below;
1274 break;
1275 }
1276
1277 last = top;
1278 top = top->above;
1423 } 1279 }
1424 }
1425 1280
1426 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1281 /* Don't want top to be NULL, so set it to the last valid object */
1427 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1282 top = last;
1428 if (!QUERY_FLAG(op, FLAG_ALIVE))
1429 CLEAR_FLAG(op, FLAG_NO_STEAL);
1430 1283
1431 if (flag & INS_BELOW_ORIGINATOR) { 1284 /* We let update_position deal with figuring out what the space
1432 if (originator->map != op->map || originator->x != op->x || 1285 * looks like instead of lots of conditions here.
1433 originator->y != op->y) { 1286 * makes things faster, and effectively the same result.
1434 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1435 abort();
1436 }
1437 op->above = originator;
1438 op->below = originator->below;
1439 if (op->below) op->below->above = op;
1440 else SET_MAP_OB(op->map, op->x, op->y, op);
1441 /* since *below* originator, no need to update top */
1442 originator->below = op;
1443 } else {
1444 /* If there are other objects, then */
1445 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1446 object *last=NULL;
1447 /* 1287 */
1448 * If there are multiple objects on this space, we do some trickier handling. 1288
1449 * We've already dealt with merging if appropriate. 1289 /* Have object 'fall below' other objects that block view.
1450 * Generally, we want to put the new object on top. But if 1290 * Unless those objects are exits, type 66
1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1291 * If INS_ON_TOP is used, don't do this processing
1452 * floor, we want to insert above that and no further. 1292 * Need to find the object that in fact blocks view, otherwise
1453 * Also, if there are spell objects on this space, we stop processing 1293 * stacking is a bit odd.
1454 * once we get to them. This reduces the need to traverse over all of 1294 */
1455 * them when adding another one - this saves quite a bit of cpu time 1295 if (!(flag & INS_ON_TOP) &&
1456 * when lots of spells are cast in one area. Currently, it is presumed 1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1457 * that flying non pickable objects are spell objects. 1297 {
1298 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break;
1301 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we
1304 * set top to the object below us.
1458 */ 1305 */
1459 1306 if (last && last->below && last != floor)
1460 while (top != NULL) {
1461 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1462 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1463 if (QUERY_FLAG(top, FLAG_NO_PICK)
1464 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1465 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1466 {
1467 /* We insert above top, so we want this object below this */
1468 top=top->below;
1469 break;
1470 }
1471 last = top;
1472 top = top->above; 1307 top = last->below;
1473 } 1308 }
1474 /* Don't want top to be NULL, so set it to the last valid object */
1475 top = last;
1476
1477 /* We let update_position deal with figuring out what the space
1478 * looks like instead of lots of conditions here.
1479 * makes things faster, and effectively the same result.
1480 */
1481
1482 /* Have object 'fall below' other objects that block view.
1483 * Unless those objects are exits, type 66
1484 * If INS_ON_TOP is used, don't do this processing
1485 * Need to find the object that in fact blocks view, otherwise
1486 * stacking is a bit odd.
1487 */
1488 if (!(flag & INS_ON_TOP) &&
1489 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1490 (op->face && !op->face->visibility)) {
1491 for (last=top; last != floor; last=last->below)
1492 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1493 /* Check to see if we found the object that blocks view,
1494 * and make sure we have a below pointer for it so that
1495 * we can get inserted below this one, which requires we
1496 * set top to the object below us.
1497 */
1498 if (last && last->below && last != floor) top=last->below;
1499 }
1500 } /* If objects on this space */ 1309 } /* If objects on this space */
1310
1501 if (flag & INS_MAP_LOAD) 1311 if (flag & INS_MAP_LOAD)
1502 top = GET_MAP_TOP(op->map,op->x,op->y); 1312 top = GET_MAP_TOP (op->map, op->x, op->y);
1313
1503 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1314 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor;
1504 1316
1505 /* Top is the object that our object (op) is going to get inserted above. 1317 /* Top is the object that our object (op) is going to get inserted above.
1506 */ 1318 */
1507 1319
1508 /* First object on this space */ 1320 /* First object on this space */
1509 if (!top) { 1321 if (!top)
1322 {
1510 op->above = GET_MAP_OB(op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1324
1325 if (op->above)
1511 if (op->above) op->above->below = op; 1326 op->above->below = op;
1327
1512 op->below = NULL; 1328 op->below = 0;
1513 SET_MAP_OB(op->map, op->x, op->y, op); 1329 op->ms ().bot = op;
1330 }
1331 else
1514 } else { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1515 op->above = top->above; 1333 op->above = top->above;
1334
1335 if (op->above)
1516 if (op->above) op->above->below = op; 1336 op->above->below = op;
1337
1517 op->below = top; 1338 op->below = top;
1518 top->above = op; 1339 top->above = op;
1519 } 1340 }
1341
1520 if (op->above==NULL) 1342 if (!op->above)
1521 SET_MAP_TOP(op->map,op->x, op->y, op); 1343 op->ms ().top = op;
1522 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1523 1345
1524 if(op->type==PLAYER) 1346 if (op->type == PLAYER)
1347 {
1525 op->contr->do_los=1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1526 1352
1353 op->map->dirty = true;
1354
1527 /* If we have a floor, we know the player, if any, will be above 1355 /* If we have a floor, we know the player, if any, will be above
1528 * it, so save a few ticks and start from there. 1356 * it, so save a few ticks and start from there.
1529 */ 1357 */
1530 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1531 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1359 if (object *pl = op->ms ().player ())
1532 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1533 tmp->contr->socket.update_look=1; 1361 pl->contr->ns->floorbox_update ();
1534 }
1535 1362
1536 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1537 * visible to others on this map. But update_all_los is really 1364 * visible to others on this map. But update_all_los is really
1538 * an inefficient way to do this, as it means los for all players 1365 * an inefficient way to do this, as it means los for all players
1539 * on the map will get recalculated. The players could very well 1366 * on the map will get recalculated. The players could very well
1540 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1541 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1542 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1543 * of effect may be sufficient. 1370 * of effect may be sufficient.
1544 */ 1371 */
1545 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1546 update_all_los(op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1547 1374
1548
1549 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1550 update_object(op,UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1551 1377
1378 INVOKE_OBJECT (INSERT, op);
1552 1379
1553 /* Don't know if moving this to the end will break anything. However, 1380 /* Don't know if moving this to the end will break anything. However,
1554 * we want to have update_look set above before calling this. 1381 * we want to have floorbox_update called before calling this.
1555 * 1382 *
1556 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1557 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1558 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1559 * update_object(). 1386 * update_object().
1560 */ 1387 */
1561 1388
1562 /* if this is not the head or flag has been passed, don't check walk on status */ 1389 /* if this is not the head or flag has been passed, don't check walk on status */
1563
1564 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1391 {
1565 if (check_move_on(op, originator)) 1392 if (check_move_on (op, originator))
1566 return NULL; 1393 return 0;
1567 1394
1568 /* If we are a multi part object, lets work our way through the check 1395 /* If we are a multi part object, lets work our way through the check
1569 * walk on's. 1396 * walk on's.
1570 */ 1397 */
1571 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1572 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1573 return NULL; 1400 return 0;
1574 } 1401 }
1402
1575 return op; 1403 return op;
1576} 1404}
1577 1405
1578/* this function inserts an object in the map, but if it 1406/* this function inserts an object in the map, but if it
1579 * finds an object of its own type, it'll remove that one first. 1407 * finds an object of its own type, it'll remove that one first.
1580 * op is the object to insert it under: supplies x and the map. 1408 * op is the object to insert it under: supplies x and the map.
1581 */ 1409 */
1410void
1582void replace_insert_ob_in_map(const char *arch_string, object *op) { 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1583 object *tmp; 1412{
1584 object *tmp1; 1413 object *tmp, *tmp1;
1585 1414
1586 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1587 1416
1588 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1589 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1590 remove_ob(tmp); 1419 tmp->destroy ();
1591 free_object(tmp);
1592 }
1593 }
1594 1420
1595 tmp1=arch_to_object(find_archetype(arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1596 1422
1597 1423 tmp1->x = op->x;
1598 tmp1->x = op->x; tmp1->y = op->y; 1424 tmp1->y = op->y;
1599 insert_ob_in_map(tmp1,op->map,op,0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1600} 1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1432}
1601 1433
1602/* 1434/*
1603 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1604 * is returned contains nr objects, and the remaining parts contains 1436 * is returned contains nr objects, and the remaining parts contains
1605 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1606 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1607 * global static errmsg array. 1439 * global static errmsg array.
1608 */ 1440 */
1609 1441object *
1610object *get_split_ob(object *orig_ob, uint32 nr) { 1442get_split_ob (object *orig_ob, uint32 nr)
1443{
1611 object *newob; 1444 object *newob;
1612 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1446
1614 if(orig_ob->nrof<nr) { 1447 if (orig_ob->nrof < nr)
1615 sprintf(errmsg,"There are only %d %ss.", 1448 {
1616 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1450 return NULL;
1618 } 1451 }
1452
1619 newob = object_create_clone(orig_ob); 1453 newob = object_create_clone (orig_ob);
1454
1620 if((orig_ob->nrof-=nr)<1) { 1455 if ((orig_ob->nrof -= nr) < 1)
1621 if ( ! is_removed) 1456 orig_ob->destroy (1);
1622 remove_ob(orig_ob);
1623 free_object2(orig_ob, 1);
1624 }
1625 else if ( ! is_removed) { 1457 else if (!is_removed)
1458 {
1626 if(orig_ob->env!=NULL) 1459 if (orig_ob->env != NULL)
1627 sub_weight (orig_ob->env,orig_ob->weight*nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1628 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1462 {
1629 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1463 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1630 LOG(llevDebug,
1631 "Error, Tried to split object whose map is not in memory.\n"); 1464 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1632 return NULL; 1465 return NULL;
1633 } 1466 }
1634 } 1467 }
1468
1635 newob->nrof=nr; 1469 newob->nrof = nr;
1636 1470
1637 return newob; 1471 return newob;
1638} 1472}
1639 1473
1640/* 1474/*
1641 * decrease_ob_nr(object, number) decreases a specified number from 1475 * decrease_ob_nr(object, number) decreases a specified number from
1642 * the amount of an object. If the amount reaches 0, the object 1476 * the amount of an object. If the amount reaches 0, the object
1643 * is subsequently removed and freed. 1477 * is subsequently removed and freed.
1644 * 1478 *
1645 * Return value: 'op' if something is left, NULL if the amount reached 0 1479 * Return value: 'op' if something is left, NULL if the amount reached 0
1646 */ 1480 */
1647 1481
1482object *
1648object *decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1649{ 1484{
1650 object *tmp; 1485 object *tmp;
1651 player *pl;
1652 1486
1653 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1654 return op; 1488 return op;
1655 1489
1656 if (i > op->nrof) 1490 if (i > op->nrof)
1657 i = op->nrof; 1491 i = op->nrof;
1658 1492
1659 if (QUERY_FLAG (op, FLAG_REMOVED)) 1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1494 op->nrof -= i;
1495 else if (op->env)
1496 {
1497 /* is this object in the players inventory, or sub container
1498 * therein?
1499 */
1500 tmp = op->in_player ();
1501 /* nope. Is this a container the player has opened?
1502 * If so, set tmp to that player.
1503 * IMO, searching through all the players will mostly
1504 * likely be quicker than following op->env to the map,
1505 * and then searching the map for a player.
1506 */
1507 if (!tmp)
1508 for_all_players (pl)
1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1512 break;
1513 }
1514
1515 if (i < op->nrof)
1516 {
1517 sub_weight (op->env, op->weight * i);
1518 op->nrof -= i;
1519 if (tmp)
1520 esrv_send_item (tmp, op);
1521 }
1522 else
1523 {
1524 op->remove ();
1525 op->nrof = 0;
1526 if (tmp)
1527 esrv_del_item (tmp->contr, op->count);
1528 }
1660 { 1529 }
1530 else
1531 {
1532 object *above = op->above;
1533
1534 if (i < op->nrof)
1661 op->nrof -= i; 1535 op->nrof -= i;
1662 } 1536 else
1663 else if (op->env != NULL)
1664 {
1665 /* is this object in the players inventory, or sub container
1666 * therein?
1667 */
1668 tmp = is_player_inv (op->env);
1669 /* nope. Is this a container the player has opened?
1670 * If so, set tmp to that player.
1671 * IMO, searching through all the players will mostly
1672 * likely be quicker than following op->env to the map,
1673 * and then searching the map for a player.
1674 */
1675 if (!tmp) {
1676 for (pl=first_player; pl; pl=pl->next)
1677 if (pl->ob->container == op->env) break;
1678 if (pl) tmp=pl->ob;
1679 else tmp=NULL;
1680 } 1537 {
1681
1682 if (i < op->nrof) {
1683 sub_weight (op->env, op->weight * i);
1684 op->nrof -= i;
1685 if (tmp) {
1686 esrv_send_item(tmp, op);
1687 }
1688 } else {
1689 remove_ob (op); 1538 op->remove ();
1690 op->nrof = 0; 1539 op->nrof = 0;
1691 if (tmp) {
1692 esrv_del_item(tmp->contr, op->count);
1693 } 1540 }
1694 }
1695 }
1696 else
1697 {
1698 object *above = op->above;
1699 1541
1700 if (i < op->nrof) {
1701 op->nrof -= i;
1702 } else {
1703 remove_ob (op);
1704 op->nrof = 0;
1705 }
1706 /* Since we just removed op, op->above is null */ 1542 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above) 1543 for (tmp = above; tmp; tmp = tmp->above)
1708 if (tmp->type == PLAYER) { 1544 if (tmp->type == PLAYER)
1545 {
1709 if (op->nrof) 1546 if (op->nrof)
1710 esrv_send_item(tmp, op); 1547 esrv_send_item (tmp, op);
1711 else 1548 else
1712 esrv_del_item(tmp->contr, op->count); 1549 esrv_del_item (tmp->contr, op->count);
1713 } 1550 }
1714 } 1551 }
1715 1552
1716 if (op->nrof) { 1553 if (op->nrof)
1717 return op; 1554 return op;
1718 } else { 1555 else
1719 free_object (op); 1556 {
1557 op->destroy ();
1720 return NULL; 1558 return 0;
1721 } 1559 }
1722} 1560}
1723 1561
1724/* 1562/*
1725 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1726 * and also updates how much the environment(s) is/are carrying. 1564 * and also updates how much the environment(s) is/are carrying.
1727 */ 1565 */
1728 1566
1567void
1729void add_weight (object *op, signed long weight) { 1568add_weight (object *op, signed long weight)
1569{
1730 while (op!=NULL) { 1570 while (op != NULL)
1571 {
1731 if (op->type == CONTAINER) { 1572 if (op->type == CONTAINER)
1732 weight=(signed long)(weight*(100-op->stats.Str)/100); 1573 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1733 } 1574
1734 op->carrying+=weight; 1575 op->carrying += weight;
1735 op=op->env; 1576 op = op->env;
1736 } 1577 }
1737} 1578}
1738 1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1584 {
1585 char *dump = dump_object (op);
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump);
1588 return op;
1589 }
1590
1591 if (where->head)
1592 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head;
1595 }
1596
1597 return where->insert (op);
1598}
1599
1739/* 1600/*
1740 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1741 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1742 * inside the object environment. 1603 * inside the object environment.
1743 * 1604 *
1744 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1745 * the inventory at the last position or next to other objects of the same
1746 * type.
1747 * Frank: Now sorted by type, archetype and magic!
1748 *
1749 * The function returns now pointer to inserted item, and return value can 1605 * The function returns now pointer to inserted item, and return value can
1750 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1751 */ 1607 */
1752 1608
1753object *insert_ob_in_ob(object *op,object *where) { 1609object *
1610object::insert (object *op)
1611{
1754 object *tmp, *otmp; 1612 object *tmp, *otmp;
1755 1613
1756 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 dump_object(op); 1615 op->remove ();
1758 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1616
1759 return op;
1760 }
1761 if(where==NULL) {
1762 dump_object(op);
1763 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1764 return op;
1765 }
1766 if (where->head) {
1767 LOG(llevDebug,
1768 "Warning: Tried to insert object wrong part of multipart object.\n");
1769 where = where->head;
1770 }
1771 if (op->more) { 1617 if (op->more)
1618 {
1772 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1773 &op->name, op->count);
1774 return op; 1620 return op;
1775 } 1621 }
1622
1776 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1777 CLEAR_FLAG(op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1778 if(op->nrof) { 1625 if (op->nrof)
1626 {
1779 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1780 if ( CAN_MERGE(tmp,op) ) { 1628 if (object::can_merge (tmp, op))
1629 {
1781 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1782 (client needs the original object) */ 1631 (client needs the original object) */
1783 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1784 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1785 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1786 */ 1635 */
1787 add_weight (where, op->weight*op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1788 SET_FLAG(op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1789 free_object(op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1790 op = tmp; 1639 op = tmp;
1791 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1792 CLEAR_FLAG(op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1793 break; 1642 break;
1794 } 1643 }
1795 1644
1796 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1797 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1798 * (if it was possible to merge). calling remove_ob will subtract 1647 * (if it was possible to merge). calling remove_ob will subtract
1799 * the weight, so we need to add it in again, since we actually do 1648 * the weight, so we need to add it in again, since we actually do
1800 * the linking below 1649 * the linking below
1801 */ 1650 */
1802 add_weight (where, op->weight*op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1652 }
1803 } else 1653 else
1804 add_weight (where, (op->weight+op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1805 1655
1806 otmp=is_player_inv(where); 1656 otmp = this->in_player ();
1807 if (otmp&&otmp->contr!=NULL) { 1657 if (otmp && otmp->contr)
1808 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1809 fix_player(otmp); 1659 otmp->update_stats ();
1810 }
1811 1660
1812 op->map=NULL; 1661 op->map = 0;
1813 op->env=where; 1662 op->env = this;
1814 op->above=NULL; 1663 op->above = 0;
1815 op->below=NULL; 1664 op->below = 0;
1816 op->x=0,op->y=0; 1665 op->x = 0, op->y = 0;
1817 op->ox=0,op->oy=0;
1818 1666
1819 /* reset the light list and los of the players on the map */ 1667 /* reset the light list and los of the players on the map */
1820 if((op->glow_radius!=0)&&where->map) 1668 if ((op->glow_radius != 0) && map)
1821 { 1669 {
1822#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1823 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1824 op->name);
1825#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1826 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1673 if (map->darkness)
1674 update_all_los (map, x, y);
1827 } 1675 }
1828 1676
1829 /* Client has no idea of ordering so lets not bother ordering it here. 1677 /* Client has no idea of ordering so lets not bother ordering it here.
1830 * It sure simplifies this function... 1678 * It sure simplifies this function...
1831 */ 1679 */
1832 if (where->inv==NULL) 1680 if (!inv)
1833 where->inv=op; 1681 inv = op;
1834 else { 1682 else
1683 {
1835 op->below = where->inv; 1684 op->below = inv;
1836 op->below->above = op; 1685 op->below->above = op;
1837 where->inv = op; 1686 inv = op;
1838 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1839 return op; 1691 return op;
1840} 1692}
1841 1693
1842/* 1694/*
1843 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1857 * 1709 *
1858 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * MSW 2001-07-08: Check all objects on space, not just those below
1859 * object being inserted. insert_ob_in_map may not put new objects 1711 * object being inserted. insert_ob_in_map may not put new objects
1860 * on top. 1712 * on top.
1861 */ 1713 */
1862 1714int
1863int check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1864{ 1716{
1865 object *tmp; 1717 object *tmp;
1866 tag_t tag;
1867 mapstruct *m=op->map; 1718 maptile *m = op->map;
1868 int x=op->x, y=op->y; 1719 int x = op->x, y = op->y;
1720
1869 MoveType move_on, move_slow, move_block; 1721 MoveType move_on, move_slow, move_block;
1870 1722
1871 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1723 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1872 return 0; 1724 return 0;
1873 1725
1874 tag = op->count;
1875
1876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1726 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1877 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1727 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1878 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1879 1729
1880 /* if nothing on this space will slow op down or be applied, 1730 /* if nothing on this space will slow op down or be applied,
1881 * no need to do checking below. have to make sure move_type 1731 * no need to do checking below. have to make sure move_type
1882 * is set, as lots of objects don't have it set - we treat that 1732 * is set, as lots of objects don't have it set - we treat that
1883 * as walking. 1733 * as walking.
1884 */ 1734 */
1885 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1735 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1886 return 0; 1736 return 0;
1887 1737
1888 /* This is basically inverse logic of that below - basically, 1738 /* This is basically inverse logic of that below - basically,
1889 * if the object can avoid the move on or slow move, they do so, 1739 * if the object can avoid the move on or slow move, they do so,
1890 * but can't do it if the alternate movement they are using is 1740 * but can't do it if the alternate movement they are using is
1891 * blocked. Logic on this seems confusing, but does seem correct. 1741 * blocked. Logic on this seems confusing, but does seem correct.
1892 */ 1742 */
1893 if ((op->move_type & ~move_on & ~move_block) != 0 && 1743 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1894 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1744 return 0;
1895 1745
1896 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1897 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1898 */ 1748 */
1899 1749
1900 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1901 tmp->above!=NULL; tmp=tmp->above) { 1751 {
1902 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1903 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1904 * we don't need to check all of them. 1754 * we don't need to check all of them.
1905 */ 1755 */
1906 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1756 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1757 break;
1758 }
1759
1760 for (; tmp; tmp = tmp->below)
1907 } 1761 {
1908 for(;tmp!=NULL; tmp=tmp->below) { 1762 if (tmp == op)
1909 if (tmp == op) continue; /* Can't apply yourself */ 1763 continue; /* Can't apply yourself */
1910 1764
1911 /* Check to see if one of the movement types should be slowed down. 1765 /* Check to see if one of the movement types should be slowed down.
1912 * Second check makes sure that the movement types not being slowed 1766 * Second check makes sure that the movement types not being slowed
1913 * (~slow_move) is not blocked on this space - just because the 1767 * (~slow_move) is not blocked on this space - just because the
1914 * space doesn't slow down swimming (for example), if you can't actually 1768 * space doesn't slow down swimming (for example), if you can't actually
1915 * swim on that space, can't use it to avoid the penalty. 1769 * swim on that space, can't use it to avoid the penalty.
1916 */ 1770 */
1917 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1771 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1772 {
1918 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1919 ((op->move_type & tmp->move_slow) &&
1920 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 {
1921 1776
1922 float diff; 1777 float
1923
1924 diff = tmp->move_slow_penalty*FABS(op->speed); 1778 diff = tmp->move_slow_penalty * FABS (op->speed);
1779
1925 if (op->type == PLAYER) { 1780 if (op->type == PLAYER)
1926 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1781 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1927 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1928 diff /= 4.0; 1783 diff /= 4.0;
1929 } 1784
1930 }
1931 op->speed_left -= diff; 1785 op->speed_left -= diff;
1932 } 1786 }
1933 } 1787 }
1934 1788
1935 /* Basically same logic as above, except now for actual apply. */ 1789 /* Basically same logic as above, except now for actual apply. */
1936 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1790 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1937 ((op->move_type & tmp->move_on) &&
1938 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1791 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1939 1792 {
1940 move_apply(tmp, op, originator); 1793 move_apply (tmp, op, originator);
1794
1941 if (was_destroyed (op, tag)) 1795 if (op->destroyed ())
1942 return 1; 1796 return 1;
1943 1797
1944 /* what the person/creature stepped onto has moved the object 1798 /* what the person/creature stepped onto has moved the object
1945 * someplace new. Don't process any further - if we did, 1799 * someplace new. Don't process any further - if we did,
1946 * have a feeling strange problems would result. 1800 * have a feeling strange problems would result.
1947 */ 1801 */
1948 if (op->map != m || op->x != x || op->y != y) return 0; 1802 if (op->map != m || op->x != x || op->y != y)
1803 return 0;
1949 } 1804 }
1950 } 1805 }
1806
1951 return 0; 1807 return 0;
1952} 1808}
1953 1809
1954/* 1810/*
1955 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
1956 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
1957 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
1958 */ 1814 */
1959 1815object *
1960object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1816present_arch (const archetype *at, maptile *m, int x, int y)
1961 object *tmp; 1817{
1962 if(m==NULL || out_of_map(m,x,y)) { 1818 if (!m || out_of_map (m, x, y))
1819 {
1963 LOG(llevError,"Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
1964 return NULL; 1821 return NULL;
1965 } 1822 }
1966 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1823
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1967 if(tmp->arch == at) 1825 if (tmp->arch == at)
1968 return tmp; 1826 return tmp;
1827
1969 return NULL; 1828 return NULL;
1970} 1829}
1971 1830
1972/* 1831/*
1973 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
1974 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
1975 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
1976 */ 1835 */
1977 1836object *
1978object *present(unsigned char type,mapstruct *m, int x,int y) { 1837present (unsigned char type, maptile *m, int x, int y)
1979 object *tmp; 1838{
1980 if(out_of_map(m,x,y)) { 1839 if (out_of_map (m, x, y))
1840 {
1981 LOG(llevError,"Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1842 return NULL;
1983 } 1843 }
1984 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1844
1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1985 if(tmp->type==type) 1846 if (tmp->type == type)
1986 return tmp; 1847 return tmp;
1848
1987 return NULL; 1849 return NULL;
1988} 1850}
1989 1851
1990/* 1852/*
1991 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1994 */ 1856 */
1995 1857object *
1996object *present_in_ob(unsigned char type, const object *op) { 1858present_in_ob (unsigned char type, const object *op)
1997 object *tmp; 1859{
1998 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if(tmp->type==type) 1861 if (tmp->type == type)
2000 return tmp; 1862 return tmp;
1863
2001 return NULL; 1864 return NULL;
2002} 1865}
2003 1866
2004/* 1867/*
2005 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1876 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the 1877 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 1878 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1879 * to be unique.
2017 */ 1880 */
2018 1881object *
2019object *present_in_ob_by_name(int type, const char *str, const object *op) { 1882present_in_ob_by_name (int type, const char *str, const object *op)
2020 object *tmp; 1883{
2021
2022 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2023 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2024 return tmp; 1886 return tmp;
2025 } 1887
2026 return NULL; 1888 return 0;
2027} 1889}
2028 1890
2029/* 1891/*
2030 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
2031 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
2032 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2033 */ 1895 */
2034 1896object *
2035object *present_arch_in_ob(const archetype *at, const object *op) { 1897present_arch_in_ob (const archetype *at, const object *op)
2036 object *tmp; 1898{
2037 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2038 if( tmp->arch == at) 1900 if (tmp->arch == at)
2039 return tmp; 1901 return tmp;
1902
2040 return NULL; 1903 return NULL;
2041} 1904}
2042 1905
2043/* 1906/*
2044 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
2045 */ 1908 */
1909void
2046void flag_inv(object*op, int flag){ 1910flag_inv (object *op, int flag)
2047 object *tmp; 1911{
2048 if(op->inv) 1912 if (op->inv)
2049 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1914 {
2050 SET_FLAG(tmp, flag); 1915 SET_FLAG (tmp, flag);
2051 flag_inv(tmp,flag); 1916 flag_inv (tmp, flag);
2052 } 1917 }
1918}
1919
2053}/* 1920/*
2054 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
2055 */ 1922 */
1923void
2056void unflag_inv(object*op, int flag){ 1924unflag_inv (object *op, int flag)
2057 object *tmp; 1925{
2058 if(op->inv) 1926 if (op->inv)
2059 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 {
2060 CLEAR_FLAG(tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
2061 unflag_inv(tmp,flag); 1930 unflag_inv (tmp, flag);
2062 } 1931 }
2063} 1932}
2064 1933
2065/* 1934/*
2066 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2067 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
2068 * If checksums are used, a player will get set_cheat called for 1937 * If checksums are used, a player will get set_cheat called for
2069 * him/her-self and all object carried by a call to this function. 1938 * him/her-self and all object carried by a call to this function.
2070 */ 1939 */
2071 1940void
2072void set_cheat(object *op) { 1941set_cheat (object *op)
1942{
2073 SET_FLAG(op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv(op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
2075} 1945}
2076 1946
2077/* 1947/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 1948 * find_free_spot(object, map, x, y, start, stop) will search for
2079 * a spot at the given map and coordinates which will be able to contain 1949 * a spot at the given map and coordinates which will be able to contain
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use 1964 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 1965 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 1966 * customized, changed states, etc.
2097 */ 1967 */
2098 1968int
2099int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1970{
2100 int i,index=0, flag; 1971 int index = 0, flag;
2101 static int altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
2102 1973
2103 for(i=start;i<stop;i++) { 1974 for (int i = start; i < stop; i++)
1975 {
2104 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2105 if(!flag) 1977 if (!flag)
2106 altern[index++]=i; 1978 altern [index++] = i;
2107 1979
2108 /* Basically, if we find a wall on a space, we cut down the search size. 1980 /* Basically, if we find a wall on a space, we cut down the search size.
2109 * In this way, we won't return spaces that are on another side of a wall. 1981 * In this way, we won't return spaces that are on another side of a wall.
2110 * This mostly work, but it cuts down the search size in all directions - 1982 * This mostly work, but it cuts down the search size in all directions -
2111 * if the space being examined only has a wall to the north and empty 1983 * if the space being examined only has a wall to the north and empty
2112 * spaces in all the other directions, this will reduce the search space 1984 * spaces in all the other directions, this will reduce the search space
2113 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
2114 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
2115 */ 1987 */
2116 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2117 stop=maxfree[i]; 1989 stop = maxfree[i];
2118 } 1990 }
2119 if(!index) return -1; 1991
1992 if (!index)
1993 return -1;
1994
2120 return altern[RANDOM()%index]; 1995 return altern[RANDOM () % index];
2121} 1996}
2122 1997
2123/* 1998/*
2124 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2125 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2126 * But it will return the first available spot, not a random choice. 2001 * But it will return the first available spot, not a random choice.
2127 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2128 */ 2003 */
2129 2004int
2130int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2131 int i; 2006{
2132 for(i=0;i<SIZEOFFREE;i++) { 2007 for (int i = 0; i < SIZEOFFREE; i++)
2133 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2134 return i; 2009 return i;
2135 } 2010
2136 return -1; 2011 return -1;
2137} 2012}
2138 2013
2139/* 2014/*
2140 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2141 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2142 */ 2018 */
2019static void
2143static void permute(int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2144{ 2021{
2145 int i, j, tmp, len; 2022 arr += begin;
2023 end -= begin;
2146 2024
2147 len = end-begin; 2025 while (--end)
2148 for(i = begin; i < end; i++) 2026 swap (arr [end], arr [RANDOM () % (end + 1)]);
2149 {
2150 j = begin+RANDOM()%len;
2151
2152 tmp = arr[i];
2153 arr[i] = arr[j];
2154 arr[j] = tmp;
2155 }
2156} 2027}
2157 2028
2158/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2159 * This basically returns a randomized array (in the passed pointer) of 2030 * This basically returns a randomized array (in the passed pointer) of
2160 * the spaces to find monsters. In this way, it won't always look for 2031 * the spaces to find monsters. In this way, it won't always look for
2161 * monsters to the north first. However, the size of the array passed 2032 * monsters to the north first. However, the size of the array passed
2162 * covers all the spaces, so within that size, all the spaces within 2033 * covers all the spaces, so within that size, all the spaces within
2163 * the 3x3 area will be searched, just not in a predictable order. 2034 * the 3x3 area will be searched, just not in a predictable order.
2164 */ 2035 */
2036void
2165void get_search_arr(int *search_arr) 2037get_search_arr (int *search_arr)
2166{ 2038{
2167 int i; 2039 int i;
2168 2040
2169 for(i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2170 {
2171 search_arr[i] = i; 2042 search_arr[i] = i;
2172 }
2173 2043
2174 permute(search_arr, 1, SIZEOFFREE1+1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2175 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2176 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2177} 2047}
2178 2048
2179/* 2049/*
2180 * find_dir(map, x, y, exclude) will search some close squares in the 2050 * find_dir(map, x, y, exclude) will search some close squares in the
2181 * given map at the given coordinates for live objects. 2051 * given map at the given coordinates for live objects.
2186 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * Perhaps incorrectly, but I'm making the assumption that exclude
2187 * is actually want is going to try and move there. We need this info 2057 * is actually want is going to try and move there. We need this info
2188 * because we have to know what movement the thing looking to move 2058 * because we have to know what movement the thing looking to move
2189 * there is capable of. 2059 * there is capable of.
2190 */ 2060 */
2191 2061int
2192int find_dir(mapstruct *m, int x, int y, object *exclude) { 2062find_dir (maptile *m, int x, int y, object *exclude)
2063{
2193 int i,max=SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2065
2194 sint16 nx, ny; 2066 sint16 nx, ny;
2195 object *tmp; 2067 object *tmp;
2196 mapstruct *mp; 2068 maptile *mp;
2069
2197 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2198 2071
2199 if (exclude && exclude->head) { 2072 if (exclude && exclude->head)
2073 {
2200 exclude = exclude->head; 2074 exclude = exclude->head;
2201 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2202 } else { 2076 }
2077 else
2078 {
2203 /* If we don't have anything, presume it can use all movement types. */ 2079 /* If we don't have anything, presume it can use all movement types. */
2204 move_type=MOVE_ALL; 2080 move_type = MOVE_ALL;
2081 }
2082
2083 for (i = 1; i < max; i++)
2205 } 2084 {
2206
2207 for(i=1;i<max;i++) {
2208 mp = m; 2085 mp = m;
2209 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2210 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2211 2088
2212 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2213 if (mflags & P_OUT_OF_MAP) { 2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i];
2093 else
2094 {
2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type)
2214 max = maxfree[i]; 2100 max = maxfree[i];
2215 } else {
2216 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2217
2218 if ((move_type & blocked) == move_type) {
2219 max=maxfree[i];
2220 } else if (mflags & P_IS_ALIVE) { 2101 else if (mflags & P_IS_ALIVE)
2221 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2102 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2222 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2223 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2224 break; 2106 break;
2225 } 2107
2226 }
2227 if(tmp) { 2108 if (tmp)
2228 return freedir[i]; 2109 return freedir[i];
2229 }
2230 } 2110 }
2231 } 2111 }
2232 } 2112 }
2113
2233 return 0; 2114 return 0;
2234} 2115}
2235 2116
2236/* 2117/*
2237 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2238 * distance between the two given objects. 2119 * distance between the two given objects.
2239 */ 2120 */
2240 2121int
2241int distance(const object *ob1, const object *ob2) { 2122distance (const object *ob1, const object *ob2)
2242 int i; 2123{
2243 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2244 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2245 return i;
2246} 2125}
2247 2126
2248/* 2127/*
2249 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * find_dir_2(delta-x,delta-y) will return a direction in which
2250 * an object which has subtracted the x and y coordinates of another 2129 * an object which has subtracted the x and y coordinates of another
2251 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2252 */ 2131 */
2253 2132int
2254int find_dir_2(int x, int y) { 2133find_dir_2 (int x, int y)
2134{
2255 int q; 2135 int q;
2256 2136
2257 if(y) 2137 if (y)
2258 q=x*100/y; 2138 q = x * 100 / y;
2259 else if (x) 2139 else if (x)
2260 q= -300*x; 2140 q = -300 * x;
2261 else 2141 else
2262 return 0; 2142 return 0;
2263 2143
2264 if(y>0) { 2144 if (y > 0)
2145 {
2265 if(q < -242) 2146 if (q < -242)
2266 return 3 ; 2147 return 3;
2267 if (q < -41) 2148 if (q < -41)
2268 return 2 ; 2149 return 2;
2269 if (q < 41) 2150 if (q < 41)
2270 return 1 ; 2151 return 1;
2271 if (q < 242) 2152 if (q < 242)
2272 return 8 ; 2153 return 8;
2273 return 7 ; 2154 return 7;
2274 } 2155 }
2275 2156
2276 if (q < -242) 2157 if (q < -242)
2277 return 7 ; 2158 return 7;
2278 if (q < -41) 2159 if (q < -41)
2279 return 6 ; 2160 return 6;
2280 if (q < 41) 2161 if (q < 41)
2281 return 5 ; 2162 return 5;
2282 if (q < 242) 2163 if (q < 242)
2283 return 4 ; 2164 return 4;
2284 2165
2285 return 3 ; 2166 return 3;
2286} 2167}
2287 2168
2288/* 2169/*
2289 * absdir(int): Returns a number between 1 and 8, which represent 2170 * absdir(int): Returns a number between 1 and 8, which represent
2290 * the "absolute" direction of a number (it actually takes care of 2171 * the "absolute" direction of a number (it actually takes care of
2291 * "overflow" in previous calculations of a direction). 2172 * "overflow" in previous calculations of a direction).
2292 */ 2173 */
2293 2174
2175int
2294int absdir(int d) { 2176absdir (int d)
2295 while(d<1) d+=8; 2177{
2296 while(d>8) d-=8; 2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2297 return d; 2184 return d;
2298} 2185}
2299 2186
2300/* 2187/*
2301 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2302 * between two directions (which are expected to be absolute (see absdir()) 2189 * between two directions (which are expected to be absolute (see absdir())
2303 */ 2190 */
2304 2191
2192int
2305int dirdiff(int dir1, int dir2) { 2193dirdiff (int dir1, int dir2)
2194{
2306 int d; 2195 int d;
2196
2307 d = abs(dir1 - dir2); 2197 d = abs (dir1 - dir2);
2308 if(d>4) 2198 if (d > 4)
2309 d = 8 - d; 2199 d = 8 - d;
2200
2310 return d; 2201 return d;
2311} 2202}
2312 2203
2313/* peterm: 2204/* peterm:
2314 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2317 * This basically means that if direction is 15, then it could either go 2208 * This basically means that if direction is 15, then it could either go
2318 * direction 4, 14, or 16 to get back to where we are. 2209 * direction 4, 14, or 16 to get back to where we are.
2319 * Moved from spell_util.c to object.c with the other related direction 2210 * Moved from spell_util.c to object.c with the other related direction
2320 * functions. 2211 * functions.
2321 */ 2212 */
2322
2323int reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2324 {0,0,0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2325 {0,0,0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2326 {0,0,0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2327 {0,0,0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2328 {0,0,0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2329 {0,0,0}, /* 5 */ 2219 {0, 0, 0}, /* 5 */
2330 {0,0,0}, /* 6 */ 2220 {0, 0, 0}, /* 6 */
2331 {0,0,0}, /* 7 */ 2221 {0, 0, 0}, /* 7 */
2332 {0,0,0}, /* 8 */ 2222 {0, 0, 0}, /* 8 */
2333 {8,1,2}, /* 9 */ 2223 {8, 1, 2}, /* 9 */
2334 {1,2,-1}, /* 10 */ 2224 {1, 2, -1}, /* 10 */
2335 {2,10,12}, /* 11 */ 2225 {2, 10, 12}, /* 11 */
2336 {2,3,-1}, /* 12 */ 2226 {2, 3, -1}, /* 12 */
2337 {2,3,4}, /* 13 */ 2227 {2, 3, 4}, /* 13 */
2338 {3,4,-1}, /* 14 */ 2228 {3, 4, -1}, /* 14 */
2339 {4,14,16}, /* 15 */ 2229 {4, 14, 16}, /* 15 */
2340 {5,4,-1}, /* 16 */ 2230 {5, 4, -1}, /* 16 */
2341 {4,5,6}, /* 17 */ 2231 {4, 5, 6}, /* 17 */
2342 {6,5,-1}, /* 18 */ 2232 {6, 5, -1}, /* 18 */
2343 {6,20,18}, /* 19 */ 2233 {6, 20, 18}, /* 19 */
2344 {7,6,-1}, /* 20 */ 2234 {7, 6, -1}, /* 20 */
2345 {6,7,8}, /* 21 */ 2235 {6, 7, 8}, /* 21 */
2346 {7,8,-1}, /* 22 */ 2236 {7, 8, -1}, /* 22 */
2347 {8,22,24}, /* 23 */ 2237 {8, 22, 24}, /* 23 */
2348 {8,1,-1}, /* 24 */ 2238 {8, 1, -1}, /* 24 */
2349 {24,9,10}, /* 25 */ 2239 {24, 9, 10}, /* 25 */
2350 {9,10,-1}, /* 26 */ 2240 {9, 10, -1}, /* 26 */
2351 {10,11,-1}, /* 27 */ 2241 {10, 11, -1}, /* 27 */
2352 {27,11,29}, /* 28 */ 2242 {27, 11, 29}, /* 28 */
2353 {11,12,-1}, /* 29 */ 2243 {11, 12, -1}, /* 29 */
2354 {12,13,-1}, /* 30 */ 2244 {12, 13, -1}, /* 30 */
2355 {12,13,14}, /* 31 */ 2245 {12, 13, 14}, /* 31 */
2356 {13,14,-1}, /* 32 */ 2246 {13, 14, -1}, /* 32 */
2357 {14,15,-1}, /* 33 */ 2247 {14, 15, -1}, /* 33 */
2358 {33,15,35}, /* 34 */ 2248 {33, 15, 35}, /* 34 */
2359 {16,15,-1}, /* 35 */ 2249 {16, 15, -1}, /* 35 */
2360 {17,16,-1}, /* 36 */ 2250 {17, 16, -1}, /* 36 */
2361 {18,17,16}, /* 37 */ 2251 {18, 17, 16}, /* 37 */
2362 {18,17,-1}, /* 38 */ 2252 {18, 17, -1}, /* 38 */
2363 {18,19,-1}, /* 39 */ 2253 {18, 19, -1}, /* 39 */
2364 {41,19,39}, /* 40 */ 2254 {41, 19, 39}, /* 40 */
2365 {19,20,-1}, /* 41 */ 2255 {19, 20, -1}, /* 41 */
2366 {20,21,-1}, /* 42 */ 2256 {20, 21, -1}, /* 42 */
2367 {20,21,22}, /* 43 */ 2257 {20, 21, 22}, /* 43 */
2368 {21,22,-1}, /* 44 */ 2258 {21, 22, -1}, /* 44 */
2369 {23,22,-1}, /* 45 */ 2259 {23, 22, -1}, /* 45 */
2370 {45,47,23}, /* 46 */ 2260 {45, 47, 23}, /* 46 */
2371 {23,24,-1}, /* 47 */ 2261 {23, 24, -1}, /* 47 */
2372 {24,9,-1}}; /* 48 */ 2262 {24, 9, -1}
2263}; /* 48 */
2373 2264
2374/* Recursive routine to step back and see if we can 2265/* Recursive routine to step back and see if we can
2375 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2376 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2377 * can see a direct way to get it 2268 * can see a direct way to get it
2378 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2379 */ 2270 */
2380 2271int
2381
2382int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2273{
2383 sint16 dx, dy; 2274 sint16 dx, dy;
2384 int mflags; 2275 int mflags;
2385 2276
2277 if (dir < 0)
2386 if(dir<0) return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2387 2279
2388 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2389 dy = y + freearr_y[dir]; 2281 dy = y + freearr_y[dir];
2390 2282
2391 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2283 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2392 2284
2393 /* This functional arguably was incorrect before - it was 2285 /* This functional arguably was incorrect before - it was
2394 * checking for P_WALL - that was basically seeing if 2286 * checking for P_WALL - that was basically seeing if
2395 * we could move to the monster - this is being more 2287 * we could move to the monster - this is being more
2396 * literal on if we can see it. To know if we can actually 2288 * literal on if we can see it. To know if we can actually
2397 * move to the monster, we'd need the monster passed in or 2289 * move to the monster, we'd need the monster passed in or
2398 * at least its move type. 2290 * at least its move type.
2399 */ 2291 */
2400 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2292 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2293 return 0;
2401 2294
2402 /* yes, can see. */ 2295 /* yes, can see. */
2403 if(dir < 9) return 1; 2296 if (dir < 9)
2297 return 1;
2298
2404 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2299 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2405 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2406 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2407} 2302}
2408 2303
2409
2410
2411/* 2304/*
2412 * can_pick(picker, item): finds out if an object is possible to be 2305 * can_pick(picker, item): finds out if an object is possible to be
2413 * picked up by the picker. Returnes 1 if it can be 2306 * picked up by the picker. Returnes 1 if it can be
2414 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2415 * 2308 *
2417 * core dumps if they do. 2310 * core dumps if they do.
2418 * 2311 *
2419 * Add a check so we can't pick up invisible objects (0.93.8) 2312 * Add a check so we can't pick up invisible objects (0.93.8)
2420 */ 2313 */
2421 2314
2315int
2422int can_pick(const object *who, const object *item) { 2316can_pick (const object *who, const object *item)
2317{
2423 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2424 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2425 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2426 (who->type==PLAYER||item->weight<who->weight/3));
2427} 2321}
2428
2429 2322
2430/* 2323/*
2431 * create clone from object to another 2324 * create clone from object to another
2432 */ 2325 */
2326object *
2433object *object_create_clone (object *asrc) { 2327object_create_clone (object *asrc)
2328{
2434 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2435 2330
2436 if(!asrc) return NULL; 2331 if (!asrc)
2332 return 0;
2333
2437 src = asrc; 2334 src = asrc;
2438 if(src->head) 2335 if (src->head)
2439 src = src->head; 2336 src = src->head;
2440 2337
2441 prev = NULL; 2338 prev = 0;
2442 for(part = src; part; part = part->more) { 2339 for (part = src; part; part = part->more)
2443 tmp = get_object(); 2340 {
2444 copy_object(part,tmp); 2341 tmp = part->clone ();
2445 tmp->x -= src->x; 2342 tmp->x -= src->x;
2446 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2447 if(!part->head) { 2345 if (!part->head)
2346 {
2448 dst = tmp; 2347 dst = tmp;
2449 tmp->head = NULL; 2348 tmp->head = 0;
2349 }
2450 } else { 2350 else
2451 tmp->head = dst; 2351 tmp->head = dst;
2452 } 2352
2453 tmp->more = NULL; 2353 tmp->more = 0;
2354
2454 if(prev) 2355 if (prev)
2455 prev->more = tmp; 2356 prev->more = tmp;
2357
2456 prev = tmp; 2358 prev = tmp;
2457 } 2359 }
2458 /*** copy inventory ***/ 2360
2459 for(item = src->inv; item; item = item->below) { 2361 for (item = src->inv; item; item = item->below)
2460 (void) insert_ob_in_ob(object_create_clone(item),dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2461 }
2462 2363
2463 return dst; 2364 return dst;
2464}
2465
2466/* return true if the object was destroyed, 0 otherwise */
2467int was_destroyed (const object *op, tag_t old_tag)
2468{
2469 /* checking for FLAG_FREED isn't necessary, but makes this function more
2470 * robust */
2471 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2472} 2365}
2473 2366
2474/* GROS - Creates an object using a string representing its content. */ 2367/* GROS - Creates an object using a string representing its content. */
2475/* Basically, we save the content of the string to a temp file, then call */ 2368/* Basically, we save the content of the string to a temp file, then call */
2476/* load_object on it. I admit it is a highly inefficient way to make things, */ 2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2477/* but it was simple to make and allows reusing the load_object function. */ 2370/* but it was simple to make and allows reusing the load_object function. */
2478/* Remember not to use load_object_str in a time-critical situation. */ 2371/* Remember not to use load_object_str in a time-critical situation. */
2479/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2480 2373object *
2481object* load_object_str(const char *obstr) 2374load_object_str (const char *obstr)
2482{ 2375{
2483 object *op; 2376 object *op;
2484 char filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2378
2485 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2486 2380
2487 FILE *tempfile=fopen(filename,"w"); 2381 FILE *tempfile = fopen (filename, "w");
2382
2488 if (tempfile == NULL) 2383 if (tempfile == NULL)
2489 { 2384 {
2490 LOG(llevError,"Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2491 return NULL; 2386 return NULL;
2492 }; 2387 }
2388
2493 fprintf(tempfile,obstr); 2389 fprintf (tempfile, obstr);
2494 fclose(tempfile); 2390 fclose (tempfile);
2495 2391
2496 op=get_object(); 2392 op = object::create ();
2497 2393
2498 object_thawer thawer (filename); 2394 object_thawer thawer (filename);
2395
2499 if (thawer) 2396 if (thawer)
2500 load_object(thawer,op,LO_NEWFILE,0); 2397 load_object (thawer, op, 0);
2398
2501 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2502 CLEAR_FLAG(op,FLAG_REMOVED); 2400 CLEAR_FLAG (op, FLAG_REMOVED);
2503 2401
2504 return op; 2402 return op;
2505} 2403}
2506 2404
2507/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2508 * has the same type and subtype match. 2406 * has the same type and subtype match.
2509 * returns NULL if no match. 2407 * returns NULL if no match.
2510 */ 2408 */
2409object *
2511object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2512{ 2411{
2513 object *tmp;
2514
2515 for (tmp=who->inv; tmp; tmp=tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2516 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2413 if (tmp->type == type && tmp->subtype == subtype)
2414 return tmp;
2517 2415
2518 return NULL; 2416 return 0;
2519} 2417}
2520 2418
2521/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2522 * otherwise return NULL. 2420 * otherwise return NULL.
2523 * 2421 *
2524 * key must be a passed in shared string - otherwise, this won't 2422 * key must be a passed in shared string - otherwise, this won't
2525 * do the desired thing. 2423 * do the desired thing.
2526 */ 2424 */
2425key_value *
2527key_value * get_ob_key_link(const object * ob, const char * key) { 2426get_ob_key_link (const object *ob, const char *key)
2528 key_value * link; 2427{
2529
2530 for (link = ob->key_values; link != NULL; link = link->next) { 2428 for (key_value *link = ob->key_values; link; link = link->next)
2531 if (link->key == key) { 2429 if (link->key == key)
2532 return link; 2430 return link;
2533 } 2431
2534 } 2432 return 0;
2535 2433}
2536 return NULL;
2537}
2538 2434
2539/* 2435/*
2540 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2541 * 2437 *
2542 * The argument doesn't need to be a shared string. 2438 * The argument doesn't need to be a shared string.
2543 * 2439 *
2544 * The returned string is shared. 2440 * The returned string is shared.
2545 */ 2441 */
2442const char *
2546const char * get_ob_key_value(const object * op, const char * const key) { 2443get_ob_key_value (const object *op, const char *const key)
2444{
2547 key_value * link; 2445 key_value *link;
2548 const char * canonical_key; 2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2549 2449 {
2550 canonical_key = shstr::find (key);
2551
2552 if (canonical_key == NULL) {
2553 /* 1. There being a field named key on any object 2450 /* 1. There being a field named key on any object
2554 * implies there'd be a shared string to find. 2451 * implies there'd be a shared string to find.
2555 * 2. Since there isn't, no object has this field. 2452 * 2. Since there isn't, no object has this field.
2556 * 3. Therefore, *this* object doesn't have this field. 2453 * 3. Therefore, *this* object doesn't have this field.
2557 */ 2454 */
2558 return NULL; 2455 return 0;
2559 } 2456 }
2560 2457
2561 /* This is copied from get_ob_key_link() above - 2458 /* This is copied from get_ob_key_link() above -
2562 * only 4 lines, and saves the function call overhead. 2459 * only 4 lines, and saves the function call overhead.
2563 */ 2460 */
2564 for (link = op->key_values; link != NULL; link = link->next) { 2461 for (link = op->key_values; link; link = link->next)
2565 if (link->key == canonical_key) { 2462 if (link->key == canonical_key)
2566 return link->value; 2463 return link->value;
2567 } 2464
2568 } 2465 return 0;
2569 return NULL;
2570} 2466}
2571 2467
2572 2468
2573/* 2469/*
2574 * Updates the canonical_key in op to value. 2470 * Updates the canonical_key in op to value.
2578 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2474 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2579 * keys. 2475 * keys.
2580 * 2476 *
2581 * Returns TRUE on success. 2477 * Returns TRUE on success.
2582 */ 2478 */
2479int
2583int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2481{
2584 key_value * field = NULL, *last=NULL; 2482 key_value *field = NULL, *last = NULL;
2585 2483
2586 for (field=op->key_values; field != NULL; field=field->next) { 2484 for (field = op->key_values; field != NULL; field = field->next)
2485 {
2587 if (field->key != canonical_key) { 2486 if (field->key != canonical_key)
2487 {
2588 last = field; 2488 last = field;
2589 continue; 2489 continue;
2590 } 2490 }
2591 2491
2592 if (value) 2492 if (value)
2593 field->value = value; 2493 field->value = value;
2594 else { 2494 else
2495 {
2595 /* Basically, if the archetype has this key set, 2496 /* Basically, if the archetype has this key set,
2596 * we need to store the null value so when we save 2497 * we need to store the null value so when we save
2597 * it, we save the empty value so that when we load, 2498 * it, we save the empty value so that when we load,
2598 * we get this value back again. 2499 * we get this value back again.
2599 */ 2500 */
2600 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2501 if (get_ob_key_link (&op->arch->clone, canonical_key))
2601 field->value = 0; 2502 field->value = 0;
2503 else
2504 {
2505 if (last)
2506 last->next = field->next;
2602 else 2507 else
2603 {
2604 if (last) last->next = field->next;
2605 else op->key_values = field->next; 2508 op->key_values = field->next;
2606 2509
2607 delete field; 2510 delete field;
2608 } 2511 }
2609 } 2512 }
2610 return TRUE; 2513 return TRUE;
2611 } 2514 }
2612 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2613 2516
2614 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2615 2518
2616 if (!add_key) { 2519 if (!add_key)
2617 return FALSE; 2520 return FALSE;
2618 } 2521
2619 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2620 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2621 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2622 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2623 * should pass in "" 2526 * should pass in ""
2624 */ 2527 */
2625 if (value == NULL) return TRUE; 2528 if (value == NULL)
2626
2627 field = new key_value;
2628
2629 field->key = canonical_key;
2630 field->value = value;
2631 /* Usual prepend-addition. */
2632 field->next = op->key_values;
2633 op->key_values = field;
2634
2635 return TRUE; 2529 return TRUE;
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE;
2636} 2540}
2637 2541
2638/* 2542/*
2639 * Updates the key in op to value. 2543 * Updates the key in op to value.
2640 * 2544 *
2642 * and not add new ones. 2546 * and not add new ones.
2643 * In general, should be little reason FALSE is ever passed in for add_key 2547 * In general, should be little reason FALSE is ever passed in for add_key
2644 * 2548 *
2645 * Returns TRUE on success. 2549 * Returns TRUE on success.
2646 */ 2550 */
2551int
2647int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2552set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2648{ 2553{
2649 shstr key_ (key); 2554 shstr key_ (key);
2555
2650 return set_ob_key_value_s (op, key_, value, add_key); 2556 return set_ob_key_value_s (op, key_, value, add_key);
2651} 2557}
2558
2559object::depth_iterator::depth_iterator (object *container)
2560: iterator_base (container)
2561{
2562 while (item->inv)
2563 item = item->inv;
2564}
2565
2566void
2567object::depth_iterator::next ()
2568{
2569 if (item->below)
2570 {
2571 item = item->below;
2572
2573 while (item->inv)
2574 item = item->inv;
2575 }
2576 else
2577 item = item->env;
2578}
2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2609// return a suitable string describing an object in enough detail to find it
2610const char *
2611object::debug_desc (char *info) const
2612{
2613 char flagdesc[512];
2614 char info2[256 * 4];
2615 char *p = info;
2616
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2618 count, uuid.seq,
2619 &name,
2620 title ? "\",title:" : "",
2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2623
2624 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626
2627 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629
2630 return info;
2631}
2632
2633const char *
2634object::debug_desc () const
2635{
2636 static char info[256 * 4];
2637 return debug_desc (info);
2638}
2639

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