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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.21 2006/09/09 21:48:28 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
46 44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 47};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 50};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
56int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
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}
59 135
60/* 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
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
62 key_value * wants_field; 140 key_value *wants_field;
63 141
64 /* 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
65 * 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
66 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
67 */ 145 */
68 146
69 /* For each field in wants, */ 147 /* For each field in wants, */
70 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 {
71 key_value * has_field; 150 key_value *has_field;
72 151
73 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
74 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)
75 156 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 157 /* No field with that name. */
78 return FALSE; 158 return FALSE;
79 }
80 159 }
160
81 /* Found the matching field. */ 161 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
83 /* 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. */
84 return FALSE; 165 return FALSE;
85 } 166 }
86 167
87 /* 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. */
88 }
89 169 }
170
90 /* 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. */
91 return TRUE; 172 return TRUE;
92} 173}
93 174
94/* 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
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
96 /* 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,
97 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
98 */ 181 */
99 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);
100} 183}
101 184
102/* 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
103 * they can be merged together. 186 * they can be merged together.
104 * 187 *
105 * 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
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
108 * 191 *
109 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
110 * 193 *
111 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
112 * check weight 195 * check weight
113 */ 196 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
117{ 198{
118 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
120 return 0; 205 return 0;
121 206
122 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 210 * used to store nrof).
128 */ 211 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 223
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 226
144 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
182 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
183 { 258 {
184 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* 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
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
195 } 270 }
203 278
204 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 284 return 0;
211 285
212 switch (ob1->type) 286 switch (ob1->type)
213 { 287 {
214 case SCROLL: 288 case SCROLL:
215 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
216 return 0; 290 return 0;
217 break; 291 break;
218 } 292 }
219 293
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 295 {
222 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
225 return 0; 299 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 301 return 0;
228 } 302 }
229 303
230 //TODO: generate an event or call into perl for additional checks 304 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
232 { 306 {
233 ob1->optimise (); 307 ob1->optimise ();
234 ob2->optimise (); 308 ob2->optimise ();
235 309
236 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
237 return 0; 311 return 0;
238 } 312 }
239 313
240 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
241 return 1; 315 return 1;
242} 316}
317
243/* 318/*
244 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
245 * 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
246 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
247 */ 322 */
248signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
249 signed long sum; 326 long sum;
250 object *inv; 327 object *inv;
328
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
252 if (inv->inv) 331 if (inv->inv)
253 sum_weight(inv); 332 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 334 }
335
256 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
258 if(op->carrying != sum) 339 if (op->carrying != sum)
259 op->carrying = sum; 340 op->carrying = sum;
341
260 return sum; 342 return sum;
261} 343}
262 344
263/** 345/**
264 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
265 */ 347 */
266 348
349object *
267object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
268 while (op->env != NULL) 352 while (op->env != NULL)
269 op = op->env; 353 op = op->env;
270 return op; 354 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 355}
285 356
286/* 357/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 359 * Some error messages.
289 * 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.
290 */ 361 */
291 362
292void dump_object2(object *op) { 363char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 364dump_object (object *op)
339 if(op==NULL) { 365{
340 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
341 return; 367 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 368
347void dump_all_objects(void) { 369 object_freezer freezer;
348 object *op; 370 save_object (freezer, op, 1);
349 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 372}
354 373
355/* 374/*
356 * 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
357 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
359 */ 378 */
360 379
380object *
361object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
362 object *tmp,*closest; 383 object *tmp, *closest;
363 int last_dist,i; 384 int last_dist, i;
385
364 if(op->more==NULL) 386 if (op->more == NULL)
365 return op; 387 return op;
366 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)
367 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
369 return closest; 391 return closest;
370} 392}
371 393
372/* 394/*
373 * 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.
374 */ 396 */
375 397object *
376object *find_object(tag_t i) { 398find_object (tag_t i)
377 object *op; 399{
378 for(op=objects;op!=NULL;op=op->next) 400 return ((unsigned int)i) < objects.size ()
379 if(op->count==i) 401 ? objects [i]
380 break; 402 : 0;
381 return op;
382} 403}
383 404
384/* 405/*
385 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
388 */ 409 */
389 410object *
390object *find_object_name(const char *str) { 411find_object_name (const char *str)
391 const char *name = shstr::find (str); 412{
413 shstr_cmp str_ (str);
392 object *op; 414 object *op;
393 for(op=objects;op!=NULL;op=op->next) 415
416 for_all_objects (op)
394 if(&op->name == name) 417 if (op->name == str_)
395 break; 418 break;
396 419
397 return op; 420 return op;
398} 421}
399 422
423void
400void free_all_object_data () 424free_all_object_data ()
401{ 425{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 427}
439 428
440/* 429/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 431 * skill and experience objects.
443 */ 432 */
444void set_owner (object *op, object *owner) 433void
434object::set_owner (object *owner)
445{ 435{
446 if(owner==NULL||op==NULL) 436 if (!owner)
447 return; 437 return;
448 438
449 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the 441 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 443 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 444 * didn't match, this check is valid and I believe that cause is valid.
455 */ 445 */
456 while (owner->owner && owner!=owner->owner && 446 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 447 owner = owner->owner;
458 448
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 449 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 450}
494 451
495/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 453 * refcounts and freeing the links.
497 */ 454 */
455static void
498static void free_key_values(object * op) 456free_key_values (object *op)
499{ 457{
500 for (key_value *i = op->key_values; i != 0; ) 458 for (key_value *i = op->key_values; i != 0;)
501 { 459 {
502 key_value *next = i->next; 460 key_value *next = i->next;
503 delete i; 461 delete i;
462
504 i = next; 463 i = next;
505 } 464 }
506 465
507 op->key_values = 0; 466 op->key_values = 0;
508} 467}
509 468
510void object::clear ()
511{
512 attachable_base::clear ();
513
514 free_key_values (this);
515
516 name = 0;
517 name_pl = 0;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/* 469/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 475 * will point at garbage.
579 */ 476 */
580 477void
581void copy_object (object *op2, object *op) 478object::copy_to (object *dst)
582{ 479{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 482
586 op2->clone (op); 483 *(object_copy *)dst = *this;
587 484
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 485 if (is_freed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 486 SET_FLAG (dst, FLAG_FREED);
590 487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
591 if (op2->speed < 0) 491 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 493
594 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 495 if (key_values)
596 { 496 {
597 key_value *tail = NULL; 497 key_value *tail = 0;
598 key_value *i; 498 key_value *i;
599 499
600 op->key_values = NULL; 500 dst->key_values = 0;
601 501
602 for (i = op2->key_values; i != NULL; i = i->next) 502 for (i = key_values; i; i = i->next)
603 { 503 {
604 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
605 505
606 new_link->next = NULL; 506 new_link->next = 0;
607 new_link->key = i->key; 507 new_link->key = i->key;
608 new_link->value = i->value; 508 new_link->value = i->value;
609 509
610 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 511 if (!dst->key_values)
612 { 512 {
613 op->key_values = new_link; 513 dst->key_values = new_link;
614 tail = new_link; 514 tail = new_link;
615 } 515 }
616 else 516 else
617 { 517 {
618 tail->next = new_link; 518 tail->next = new_link;
619 tail = new_link; 519 tail = new_link;
620 } 520 }
621 } 521 }
622 } 522 }
623 523
624 update_ob_speed (op); 524 dst->set_speed (dst->speed);
525}
526
527object *
528object::clone ()
529{
530 object *neu = create ();
531 copy_to (neu);
532 return neu;
625} 533}
626 534
627/* 535/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
631 */ 539 */
632 540void
633void update_turn_face(object *op) { 541update_turn_face (object *op)
542{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 544 return;
545
636 SET_ANIMATION(op, op->direction); 546 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
638} 548}
639 549
640/* 550/*
641 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
644 */ 554 */
645 555void
646void update_ob_speed(object *op) { 556object::set_speed (float speed)
647 extern int arch_init; 557{
648 558 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 559 {
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 561 speed = 0;
659#endif
660 } 562 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 563
669 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
670 * of the list. */ 565
671 op->active_next = active_objects; 566 if (has_active_speed ())
672 if (op->active_next!=NULL) 567 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 568 else
677 /* If not on the active list, nothing needs to be done */ 569 deactivate ();
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694} 570}
695 571
696/* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704void remove_from_active_list(object *op)
705{
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 572/*
725 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 576 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
732 * 580 *
733 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 582 * current action are:
739 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
744 */ 588 */
745 589void
746void update_object(object *op, int action) { 590update_object (object *op, int action)
747 int update_now=0, flags; 591{
748 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
749 593
750 if (op == NULL) { 594 if (op == NULL)
595 {
751 /* this should never happen */ 596 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 598 return;
754 }
755 599 }
756 if(op->env!=NULL) { 600
601 if (op->env)
602 {
757 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
758 * to do in this case. 604 * to do in this case.
759 */ 605 */
760 return; 606 return;
761 } 607 }
762 608
763 /* If the map is saving, don't do anything as everything is 609 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 610 * going to get freed anyways.
765 */ 611 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 612 if (!op->map || op->map->in_memory == MAP_SAVING)
767 613 return;
614
768 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 617 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 619#ifdef MANY_CORES
773 abort(); 620 abort ();
774#endif 621#endif
775 return; 622 return;
776 }
777 623 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
785 if (action == UP_OBJ_INSERT) { 629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 638 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 639 || (m.move_off | op->move_off ) != m.move_off
804 640 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 642 * to have move_allow right now.
807 */ 643 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 646 m.flags_ = 0;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 647 }
814 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 650 * that is being removed.
817 */ 651 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 653 m.flags_ = 0;
820 } else if (action == UP_OBJ_FACE) { 654 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
822 }
823 else { 656 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 658
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 659 if (op->more)
833 update_object(op->more, action); 660 update_object (op->more, action);
834} 661}
835 662
836static std::vector<object *> mortals; 663object *object::first;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844}
845 664
846object::object () 665object::object ()
847{ 666{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
859 668
860 expmul = 1.0; 669 expmul = 1.0;
861 face = blank_face; 670 face = blank_face;
862 attacked_by_count = -1;
863} 671}
864 672
865object::~object () 673object::~object ()
866{ 674{
675 free_key_values (this);
676}
677
678void object::link ()
679{
680 uuid = gen_uuid ();
681
682 objects.insert (this);
683}
684
685void object::unlink ()
686{
687 objects.erase (this);
688}
689
690void
691object::activate ()
692{
693 /* If already on active list, don't do anything */
694 if (active)
695 return;
696
697 if (has_active_speed ())
698 actives.insert (this);
699}
700
701void
702object::activate_recursive ()
703{
704 activate ();
705
706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718void
719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
741 {
742 op->flag [flag] = value;
743 op->set_flag_inv (flag, value);
744 }
745}
746
747/*
748 * Remove and free all objects in the inventory of the given object.
749 * object.c ?
750 */
751void
752object::destroy_inv (bool drop_to_ground)
753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
759 if (!inv)
760 return;
761
762 /* Only if the space blocks everything do we not process -
763 * if some form of movement is allowed, let objects
764 * drop on that space.
765 */
766 if (!drop_to_ground
767 || !map
768 || map->in_memory != MAP_IN_MEMORY
769 || ms ().move_block == MOVE_ALL)
770 {
771 while (inv)
772 {
773 inv->destroy_inv (drop_to_ground);
774 inv->destroy ();
775 }
776 }
777 else
778 { /* Put objects in inventory onto this space */
779 while (inv)
780 {
781 object *op = inv;
782
783 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE
786 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE])
788 op->destroy ();
789 else
790 map->insert (op, x, y);
791 }
792 }
867} 793}
868 794
869object *object::create () 795object *object::create ()
870{ 796{
871 return new object; 797 object *op = new object;
798 op->link ();
799 return op;
872} 800}
873 801
874/*
875 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for
879 * this function to succeed.
880 *
881 * If free_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground.
883 */
884void 802void
885object::free (bool free_inventory) 803object::do_destroy ()
886{ 804{
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 805 if (flag [FLAG_IS_LINKED])
888 { 806 remove_button_link (this);
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895 807
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 808 if (flag [FLAG_FRIENDLY])
897 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n");
899 remove_friendly_object (this); 809 remove_friendly_object (this);
900 }
901 810
902 if (QUERY_FLAG (this, FLAG_FREED)) 811 if (!flag [FLAG_REMOVED])
903 { 812 remove ();
904 dump_object (this); 813
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 814 if (flag [FLAG_FREED])
906 return; 815 return;
816
817 set_speed (0);
818
819 flag [FLAG_FREED] = 1;
820
821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
907 } 840 }
841
842 map = freed_map;
843 x = 1;
844 y = 1;
845 }
846
847 head = 0;
908 848
909 if (more) 849 if (more)
910 { 850 {
911 more->free (free_inventory); 851 more->destroy ();
912 more = 0; 852 more = 0;
913 } 853 }
914 854
915 if (inv) 855 // clear those pointers that likely might have circular references to us
916 { 856 owner = 0;
917 /* Only if the space blocks everything do we not process - 857 enemy = 0;
918 * if some form of movement is allowed, let objects 858 attacked_by = 0;
919 * drop on that space.
920 */
921 if (free_inventory || !map
922 || map->in_memory != MAP_IN_MEMORY
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv;
926
927 while (op)
928 {
929 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory);
932 op = tmp;
933 }
934 }
935 else
936 { /* Put objects in inventory onto this space */
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 remove_ob (op);
943
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
947 free_object (op);
948 else
949 {
950 op->x = x;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 }
954
955 op = tmp;
956 }
957 }
958 }
959
960 /* Remove object from the active list */
961 speed = 0;
962 update_ob_speed (this);
963
964 SET_FLAG (this, FLAG_FREED);
965
966 mortalise ();
967} 859}
968 860
969void 861void
970object::mortalise () 862object::destroy (bool destroy_inventory)
971{ 863{
972 count = 0; 864 if (destroyed ())
865 return;
973 866
974 /* Remove this object from the list of used objects */ 867 if (destroy_inventory)
975 if (prev) prev->next = next; 868 destroy_inv (false);
976 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978 869
979 free_key_values (this); 870 attachable::destroy ();
980
981 mortals.push_back (this);
982} 871}
983 872
984/* 873/*
985 * sub_weight() recursively (outwards) subtracts a number from the 874 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)). 875 * weight of an object (and what is carried by it's environment(s)).
987 */ 876 */
988 877void
989void sub_weight (object *op, signed long weight) { 878sub_weight (object *op, signed long weight)
879{
990 while (op != NULL) { 880 while (op != NULL)
881 {
991 if (op->type == CONTAINER) { 882 if (op->type == CONTAINER)
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 883 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 884
994 op->carrying-=weight; 885 op->carrying -= weight;
995 op = op->env; 886 op = op->env;
996 } 887 }
997} 888}
998 889
999/* remove_ob(op): 890/* op->remove ():
1000 * This function removes the object op from the linked list of objects 891 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the 892 * which it is currently tied to. When this function is done, the
1002 * object will have no environment. If the object previously had an 893 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 894 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 895 * the previous environment.
1005 * Beware: This function is called from the editor as well! 896 * Beware: This function is called from the editor as well!
1006 */ 897 */
1007 898void
1008void remove_ob(object *op) { 899object::remove ()
900{
1009 object *tmp,*last=NULL; 901 object *tmp, *last = 0;
1010 object *otmp; 902 object *otmp;
1011 tag_t tag;
1012 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 903
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 904 if (QUERY_FLAG (this, FLAG_REMOVED))
1018 dump_object(op); 905 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 906
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
1037 909
910 if (more)
911 more->remove ();
912
1038 /* 913 /*
1039 * In this case, the object to be removed is in someones 914 * In this case, the object to be removed is in someones
1040 * inventory. 915 * inventory.
1041 */ 916 */
1042 if(op->env!=NULL) { 917 if (env)
918 {
1043 if(op->nrof) 919 if (nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 920 sub_weight (env, weight * nrof);
1045 else 921 else
1046 sub_weight(op->env, op->weight+op->carrying); 922 sub_weight (env, weight + carrying);
1047 923
1048 /* NO_FIX_PLAYER is set when a great many changes are being 924 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 925 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 926 * to save cpu time.
1051 */ 927 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 929 otmp->update_stats ();
1054 fix_player(otmp);
1055 930
1056 if(op->above!=NULL) 931 if (above)
1057 op->above->below=op->below; 932 above->below = below;
1058 else 933 else
1059 op->env->inv=op->below; 934 env->inv = below;
1060 935
1061 if(op->below!=NULL) 936 if (below)
1062 op->below->above=op->above; 937 below->above = above;
1063 938
1064 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
942 */
943 x = env->x, y = env->y;
944 map = env->map;
945 above = 0, below = 0;
946 env = 0;
947 }
948 else if (map)
949 {
950 if (type == PLAYER)
951 {
952 --map->players;
953 map->touch ();
954 }
955
956 map->dirty = true;
957
958 /* link the object above us */
959 if (above)
960 above->below = below;
961 else
962 map->at (x, y).top = below; /* we were top, set new top */
963
964 /* Relink the object below us, if there is one */
965 if (below)
966 below->above = above;
967 else
968 {
969 /* Nothing below, which means we need to relink map object for this space
970 * use translated coordinates in case some oddness with map tiling is
971 * evident
1067 */ 972 */
1068 op->x=op->env->x,op->y=op->env->y; 973 if (GET_MAP_OB (map, x, y) != this)
1069 op->map=op->env->map; 974 {
1070 op->above=NULL,op->below=NULL; 975 char *dump = dump_object (this);
1071 op->env=NULL; 976 LOG (llevError,
977 "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);
978 free (dump);
979 dump = dump_object (GET_MAP_OB (map, x, y));
980 LOG (llevError, "%s\n", dump);
981 free (dump);
982 }
983
984 map->at (x, y).bot = above; /* goes on above it. */
985 }
986
987 above = 0;
988 below = 0;
989
990 if (map->in_memory == MAP_SAVING)
1072 return; 991 return;
1073 }
1074 992
1075 /* If we get here, we are removing it from a map */ 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1076 if (op->map == NULL) return;
1077 994
1078 x = op->x; 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 } 996 {
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1131 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1132 * being removed. 998 * being removed.
1133 */ 999 */
1134 1000
1135 if(tmp->type==PLAYER && tmp!=op) { 1001 if (tmp->type == PLAYER && tmp != this)
1002 {
1136 /* If a container that the player is currently using somehow gets 1003 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1004 * removed (most likely destroyed), update the player view
1138 * appropriately. 1005 * appropriately.
1139 */ 1006 */
1140 if (tmp->container==op) { 1007 if (tmp->container == this)
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1008 {
1009 flag [FLAG_APPLIED] = 0;
1142 tmp->container=NULL; 1010 tmp->container = 0;
1011 }
1012
1013 if (tmp->contr->ns)
1014 tmp->contr->ns->floorbox_update ();
1143 } 1015 }
1144 tmp->contr->socket.update_look=1; 1016
1145 }
1146 /* See if player moving off should effect something */ 1017 /* See if object moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) && 1018 if (check_walk_off
1019 && ((move_type & tmp->move_off)
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 1021 {
1150 move_apply(tmp, op, NULL); 1022 move_apply (tmp, this, 0);
1023
1151 if (was_destroyed (op, tag)) { 1024 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 } 1026 }
1155 }
1156 1027
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1159 if(tmp->above == tmp) 1030 if (tmp->above == tmp)
1160 tmp->above = NULL; 1031 tmp->above = 0;
1032
1161 last=tmp; 1033 last = tmp;
1162 } 1034 }
1035
1163 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1164 if (last==NULL) { 1037 //TODO: this makes little sense, why only update the topmost object?
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1038 if (!last)
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1039 map->at (x, y).flags_ = 0;
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y);
1172 }
1173 else 1040 else
1174 update_object(last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1175 1042
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los(op->map, op->x, op->y); 1044 update_all_los (map, x, y);
1178 1045 }
1179} 1046}
1180 1047
1181/* 1048/*
1182 * merge_ob(op,top): 1049 * merge_ob(op,top):
1183 * 1050 *
1184 * This function goes through all objects below and including top, and 1051 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1052 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1053 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1054 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1055 */
1189 1056object *
1190object *merge_ob(object *op, object *top) { 1057merge_ob (object *op, object *top)
1058{
1191 if(!op->nrof) 1059 if (!op->nrof)
1192 return 0; 1060 return 0;
1193 if(top==NULL) 1061
1062 if (top)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1063 for (top = op; top && top->above; top = top->above)
1064 ;
1065
1195 for(;top!=NULL;top=top->below) { 1066 for (; top; top = top->below)
1067 {
1196 if(top==op) 1068 if (top == op)
1197 continue; 1069 continue;
1198 if (CAN_MERGE(op,top)) 1070
1199 { 1071 if (object::can_merge (op, top))
1072 {
1200 top->nrof+=op->nrof; 1073 top->nrof += op->nrof;
1074
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1075/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1076 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1077 op->destroy ();
1204 free_object(op);
1205 return top; 1078 return top;
1206 } 1079 }
1207 } 1080 }
1081
1208 return NULL; 1082 return 0;
1209} 1083}
1210 1084
1211/* 1085/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1214 */ 1088 */
1089object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216 object* tmp; 1091{
1217 if (op->head) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 op=op->head; 1093 {
1219 for (tmp=op;tmp;tmp=tmp->more){
1220 tmp->x=x+tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1222 } 1096 }
1097
1223 return insert_ob_in_map (op, m, originator, flag); 1098 return insert_ob_in_map (op, m, originator, flag);
1224} 1099}
1225 1100
1226/* 1101/*
1227 * insert_ob_in_map (op, map, originator, flag): 1102 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1103 * This function inserts the object in the two-way linked list
1241 * Return value: 1116 * Return value:
1242 * new object if 'op' was merged with other object 1117 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1118 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1119 * just 'op' otherwise
1245 */ 1120 */
1246 1121object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1123{
1249 object *tmp, *top, *floor=NULL; 1124 object *tmp, *top, *floor = NULL;
1250 sint16 x,y; 1125 sint16 x, y;
1251 1126
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1127 if (QUERY_FLAG (op, FLAG_FREED))
1128 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL; 1130 return NULL;
1131 }
1132
1133 if (!m)
1255 } 1134 {
1256 if(m==NULL) {
1257 dump_object(op); 1135 char *dump = dump_object (op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1137 free (dump);
1259 return op; 1138 return op;
1260 } 1139 }
1140
1261 if(out_of_map(m,op->x,op->y)) { 1141 if (out_of_map (m, op->x, op->y))
1142 {
1262 dump_object(op); 1143 char *dump = dump_object (op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1264#ifdef MANY_CORES 1145#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object 1146 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting 1147 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted. 1148 * improperly inserted.
1268 */ 1149 */
1269 abort(); 1150 abort ();
1270#endif 1151#endif
1152 free (dump);
1271 return op; 1153 return op;
1272 } 1154 }
1155
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1157 {
1274 dump_object(op); 1158 char *dump = dump_object (op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1276 return op; 1161 return op;
1162 }
1163
1164 if (op->more)
1277 } 1165 {
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1280 1167
1281 object *more = op->more; 1168 object *more = op->more;
1282 1169
1283 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1284 * we set the map, that doesn't work if the location is within 1171 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate 1172 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1287 */ 1174 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1289 more->map = get_map_from_coord(m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1290 } else if (!more->map) { 1177 else if (!more->map)
1178 {
1291 /* For backwards compatibility - when not dealing with tiled maps, 1179 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent. 1180 * more->map should always point to the parent.
1293 */ 1181 */
1294 more->map = m; 1182 more->map = m;
1295 } 1183 }
1296 1184
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1186 {
1298 if ( ! op->head) 1187 if (!op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1189
1300 return NULL; 1190 return 0;
1301 } 1191 }
1302 } 1192 }
1193
1303 CLEAR_FLAG(op,FLAG_REMOVED); 1194 CLEAR_FLAG (op, FLAG_REMOVED);
1304 1195
1305 /* Ideally, the caller figures this out. However, it complicates a lot 1196 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now 1197 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work 1198 * need extra work
1308 */ 1199 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y); 1200 op->map = get_map_from_coord (m, &op->x, &op->y);
1310 x = op->x; 1201 x = op->x;
1311 y = op->y; 1202 y = op->y;
1312 1203
1313 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1314 */ 1205 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) { 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1317 if (CAN_MERGE(op,tmp)) { 1208 if (object::can_merge (op, tmp))
1209 {
1318 op->nrof+=tmp->nrof; 1210 op->nrof += tmp->nrof;
1319 remove_ob(tmp); 1211 tmp->destroy ();
1320 free_object(tmp); 1212 }
1213
1214 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1215 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1216
1217 if (!QUERY_FLAG (op, FLAG_ALIVE))
1218 CLEAR_FLAG (op, FLAG_NO_STEAL);
1219
1220 if (flag & INS_BELOW_ORIGINATOR)
1221 {
1222 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1223 {
1224 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1225 abort ();
1226 }
1227
1228 op->above = originator;
1229 op->below = originator->below;
1230
1231 if (op->below)
1232 op->below->above = op;
1233 else
1234 op->ms ().bot = op;
1235
1236 /* since *below* originator, no need to update top */
1237 originator->below = op;
1238 }
1239 else
1240 {
1241 /* If there are other objects, then */
1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1243 {
1244 object *last = 0;
1245
1246 /*
1247 * If there are multiple objects on this space, we do some trickier handling.
1248 * We've already dealt with merging if appropriate.
1249 * Generally, we want to put the new object on top. But if
1250 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1251 * floor, we want to insert above that and no further.
1252 * Also, if there are spell objects on this space, we stop processing
1253 * once we get to them. This reduces the need to traverse over all of
1254 * them when adding another one - this saves quite a bit of cpu time
1255 * when lots of spells are cast in one area. Currently, it is presumed
1256 * that flying non pickable objects are spell objects.
1257 */
1258 while (top)
1259 {
1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1261 floor = top;
1262
1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1264 {
1265 /* We insert above top, so we want this object below this */
1266 top = top->below;
1267 break;
1268 }
1269
1270 last = top;
1271 top = top->above;
1321 } 1272 }
1322 }
1323 1273
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1274 /* Don't want top to be NULL, so set it to the last valid object */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1275 top = last;
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328 1276
1329 if (flag & INS_BELOW_ORIGINATOR) { 1277 /* We let update_position deal with figuring out what the space
1330 if (originator->map != op->map || originator->x != op->x || 1278 * looks like instead of lots of conditions here.
1331 originator->y != op->y) { 1279 * makes things faster, and effectively the same result.
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /* 1280 */
1346 * If there are multiple objects on this space, we do some trickier handling. 1281
1347 * We've already dealt with merging if appropriate. 1282 /* Have object 'fall below' other objects that block view.
1348 * Generally, we want to put the new object on top. But if 1283 * Unless those objects are exits, type 66
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1284 * If INS_ON_TOP is used, don't do this processing
1350 * floor, we want to insert above that and no further. 1285 * Need to find the object that in fact blocks view, otherwise
1351 * Also, if there are spell objects on this space, we stop processing 1286 * stacking is a bit odd.
1352 * once we get to them. This reduces the need to traverse over all of 1287 */
1353 * them when adding another one - this saves quite a bit of cpu time 1288 if (!(flag & INS_ON_TOP) &&
1354 * when lots of spells are cast in one area. Currently, it is presumed 1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1355 * that flying non pickable objects are spell objects. 1290 {
1291 for (last = top; last != floor; last = last->below)
1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1293 break;
1294 /* Check to see if we found the object that blocks view,
1295 * and make sure we have a below pointer for it so that
1296 * we can get inserted below this one, which requires we
1297 * set top to the object below us.
1356 */ 1298 */
1357 1299 if (last && last->below && last != floor)
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above; 1300 top = last->below;
1371 } 1301 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */ 1302 } /* If objects on this space */
1303
1399 if (flag & INS_MAP_LOAD) 1304 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y); 1305 top = GET_MAP_TOP (op->map, op->x, op->y);
1306
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1307 if (flag & INS_ABOVE_FLOOR_ONLY)
1308 top = floor;
1402 1309
1403 /* Top is the object that our object (op) is going to get inserted above. 1310 /* Top is the object that our object (op) is going to get inserted above.
1404 */ 1311 */
1405 1312
1406 /* First object on this space */ 1313 /* First object on this space */
1407 if (!top) { 1314 if (!top)
1315 {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1317
1318 if (op->above)
1409 if (op->above) op->above->below = op; 1319 op->above->below = op;
1320
1410 op->below = NULL; 1321 op->below = 0;
1411 SET_MAP_OB(op->map, op->x, op->y, op); 1322 op->ms ().bot = op;
1323 }
1324 else
1412 } else { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1413 op->above = top->above; 1326 op->above = top->above;
1327
1328 if (op->above)
1414 if (op->above) op->above->below = op; 1329 op->above->below = op;
1330
1415 op->below = top; 1331 op->below = top;
1416 top->above = op; 1332 top->above = op;
1417 } 1333 }
1334
1418 if (op->above==NULL) 1335 if (!op->above)
1419 SET_MAP_TOP(op->map,op->x, op->y, op); 1336 op->ms ().top = op;
1420 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1421 1338
1422 if(op->type==PLAYER) 1339 if (op->type == PLAYER)
1340 {
1423 op->contr->do_los=1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1424 1345
1346 op->map->dirty = true;
1347
1425 /* If we have a floor, we know the player, if any, will be above 1348 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there. 1349 * it, so save a few ticks and start from there.
1427 */ 1350 */
1428 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1352 if (object *pl = op->ms ().player ())
1430 if (tmp->type == PLAYER) 1353 if (pl->contr->ns)
1431 tmp->contr->socket.update_look=1; 1354 pl->contr->ns->floorbox_update ();
1432 }
1433 1355
1434 /* If this object glows, it may affect lighting conditions that are 1356 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1357 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players 1358 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well 1359 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1441 * of effect may be sufficient. 1363 * of effect may be sufficient.
1442 */ 1364 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1445 1367
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1449 1370
1371 INVOKE_OBJECT (INSERT, op);
1450 1372
1451 /* Don't know if moving this to the end will break anything. However, 1373 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this. 1374 * we want to have floorbox_update called before calling this.
1453 * 1375 *
1454 * check_move_on() must be after this because code called from 1376 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like 1377 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by 1378 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object(). 1379 * update_object().
1458 */ 1380 */
1459 1381
1460 /* if this is not the head or flag has been passed, don't check walk on status */ 1382 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1384 {
1463 if (check_move_on(op, originator)) 1385 if (check_move_on (op, originator))
1464 return NULL; 1386 return 0;
1465 1387
1466 /* If we are a multi part object, lets work our way through the check 1388 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1389 * walk on's.
1468 */ 1390 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1392 if (check_move_on (tmp, originator))
1471 return NULL; 1393 return 0;
1472 } 1394 }
1395
1473 return op; 1396 return op;
1474} 1397}
1475 1398
1476/* this function inserts an object in the map, but if it 1399/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1400 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1401 * op is the object to insert it under: supplies x and the map.
1479 */ 1402 */
1403void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1404replace_insert_ob_in_map (const char *arch_string, object *op)
1481 object *tmp; 1405{
1482 object *tmp1; 1406 object *tmp, *tmp1;
1483 1407
1484 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1485 1409
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1412 tmp->destroy ();
1489 free_object(tmp);
1490 }
1491 }
1492 1413
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1415
1495 1416 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1417 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1425}
1499 1426
1500/* 1427/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1429 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1432 * global static errmsg array.
1506 */ 1433 */
1507 1434object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1435get_split_ob (object *orig_ob, uint32 nr)
1436{
1509 object *newob; 1437 object *newob;
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1439
1512 if(orig_ob->nrof<nr) { 1440 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1441 {
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1442 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1515 return NULL; 1443 return NULL;
1516 } 1444 }
1445
1517 newob = object_create_clone(orig_ob); 1446 newob = object_create_clone (orig_ob);
1447
1518 if((orig_ob->nrof-=nr)<1) { 1448 if ((orig_ob->nrof -= nr) < 1)
1519 if ( ! is_removed) 1449 orig_ob->destroy (1);
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) { 1450 else if (!is_removed)
1451 {
1524 if(orig_ob->env!=NULL) 1452 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1453 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1454 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1455 {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1456 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n"); 1457 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL; 1458 return NULL;
1531 } 1459 }
1532 } 1460 }
1461
1533 newob->nrof=nr; 1462 newob->nrof = nr;
1534 1463
1535 return newob; 1464 return newob;
1536} 1465}
1537 1466
1538/* 1467/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1468 * decrease_ob_nr(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1469 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1470 * is subsequently removed and freed.
1542 * 1471 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1472 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1473 */
1545 1474
1475object *
1546object *decrease_ob_nr (object *op, uint32 i) 1476decrease_ob_nr (object *op, uint32 i)
1547{ 1477{
1548 object *tmp; 1478 object *tmp;
1549 player *pl;
1550 1479
1551 if (i == 0) /* objects with op->nrof require this check */ 1480 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1481 return op;
1553 1482
1554 if (i > op->nrof) 1483 if (i > op->nrof)
1555 i = op->nrof; 1484 i = op->nrof;
1556 1485
1557 if (QUERY_FLAG (op, FLAG_REMOVED)) 1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1487 op->nrof -= i;
1488 else if (op->env)
1489 {
1490 /* is this object in the players inventory, or sub container
1491 * therein?
1492 */
1493 tmp = op->in_player ();
1494 /* nope. Is this a container the player has opened?
1495 * If so, set tmp to that player.
1496 * IMO, searching through all the players will mostly
1497 * likely be quicker than following op->env to the map,
1498 * and then searching the map for a player.
1499 */
1500 if (!tmp)
1501 for_all_players (pl)
1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1505 break;
1506 }
1507
1508 if (i < op->nrof)
1509 {
1510 sub_weight (op->env, op->weight * i);
1511 op->nrof -= i;
1512 if (tmp)
1513 esrv_send_item (tmp, op);
1514 }
1515 else
1516 {
1517 op->remove ();
1518 op->nrof = 0;
1519 if (tmp)
1520 esrv_del_item (tmp->contr, op->count);
1521 }
1558 { 1522 }
1523 else
1524 {
1525 object *above = op->above;
1526
1527 if (i < op->nrof)
1559 op->nrof -= i; 1528 op->nrof -= i;
1560 } 1529 else
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 } 1530 {
1579
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op); 1531 op->remove ();
1588 op->nrof = 0; 1532 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 } 1533 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597 1534
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */ 1535 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1536 for (tmp = above; tmp; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1537 if (tmp->type == PLAYER)
1538 {
1607 if (op->nrof) 1539 if (op->nrof)
1608 esrv_send_item(tmp, op); 1540 esrv_send_item (tmp, op);
1609 else 1541 else
1610 esrv_del_item(tmp->contr, op->count); 1542 esrv_del_item (tmp->contr, op->count);
1611 } 1543 }
1612 } 1544 }
1613 1545
1614 if (op->nrof) { 1546 if (op->nrof)
1615 return op; 1547 return op;
1616 } else { 1548 else
1617 free_object (op); 1549 {
1550 op->destroy ();
1618 return NULL; 1551 return 0;
1619 } 1552 }
1620} 1553}
1621 1554
1622/* 1555/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1556 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1557 * and also updates how much the environment(s) is/are carrying.
1625 */ 1558 */
1626 1559
1560void
1627void add_weight (object *op, signed long weight) { 1561add_weight (object *op, signed long weight)
1562{
1628 while (op!=NULL) { 1563 while (op != NULL)
1564 {
1629 if (op->type == CONTAINER) { 1565 if (op->type == CONTAINER)
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1566 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1567
1632 op->carrying+=weight; 1568 op->carrying += weight;
1633 op=op->env; 1569 op = op->env;
1634 } 1570 }
1635} 1571}
1636 1572
1573object *
1574insert_ob_in_ob (object *op, object *where)
1575{
1576 if (!where)
1577 {
1578 char *dump = dump_object (op);
1579 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1580 free (dump);
1581 return op;
1582 }
1583
1584 if (where->head)
1585 {
1586 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1587 where = where->head;
1588 }
1589
1590 return where->insert (op);
1591}
1592
1637/* 1593/*
1638 * insert_ob_in_ob(op,environment): 1594 * env->insert (op)
1639 * This function inserts the object op in the linked list 1595 * This function inserts the object op in the linked list
1640 * inside the object environment. 1596 * inside the object environment.
1641 * 1597 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * The function returns now pointer to inserted item, and return value can 1598 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1599 * be != op, if items are merged. -Tero
1649 */ 1600 */
1650 1601
1651object *insert_ob_in_ob(object *op,object *where) { 1602object *
1603object::insert (object *op)
1604{
1652 object *tmp, *otmp; 1605 object *tmp, *otmp;
1653 1606
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1607 if (!QUERY_FLAG (op, FLAG_REMOVED))
1655 dump_object(op); 1608 op->remove ();
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1609
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) { 1610 if (op->more)
1611 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1613 return op;
1673 } 1614 }
1615
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1616 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1617 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1618 if (op->nrof)
1619 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1620 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1621 if (object::can_merge (tmp, op))
1622 {
1679 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1624 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1626 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1627 * tmp->nrof, we need to increase the weight.
1684 */ 1628 */
1685 add_weight (where, op->weight*op->nrof); 1629 add_weight (this, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1630 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1631 op->destroy (); /* free the inserted object */
1688 op = tmp; 1632 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1633 op->remove (); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1634 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1635 break;
1692 } 1636 }
1693 1637
1694 /* I assume combined objects have no inventory 1638 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1639 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1640 * (if it was possible to merge). calling remove_ob will subtract
1697 * the weight, so we need to add it in again, since we actually do 1641 * the weight, so we need to add it in again, since we actually do
1698 * the linking below 1642 * the linking below
1699 */ 1643 */
1700 add_weight (where, op->weight*op->nrof); 1644 add_weight (this, op->weight * op->nrof);
1645 }
1701 } else 1646 else
1702 add_weight (where, (op->weight+op->carrying)); 1647 add_weight (this, (op->weight + op->carrying));
1703 1648
1704 otmp=is_player_inv(where); 1649 otmp = this->in_player ();
1705 if (otmp&&otmp->contr!=NULL) { 1650 if (otmp && otmp->contr)
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1652 otmp->update_stats ();
1708 }
1709 1653
1710 op->map=NULL; 1654 op->map = 0;
1711 op->env=where; 1655 op->env = this;
1712 op->above=NULL; 1656 op->above = 0;
1713 op->below=NULL; 1657 op->below = 0;
1714 op->x=0,op->y=0; 1658 op->x = 0, op->y = 0;
1715 1659
1716 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1661 if ((op->glow_radius != 0) && map)
1718 { 1662 {
1719#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1666 if (map->darkness)
1667 update_all_los (map, x, y);
1724 } 1668 }
1725 1669
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1727 * It sure simplifies this function... 1671 * It sure simplifies this function...
1728 */ 1672 */
1729 if (where->inv==NULL) 1673 if (!inv)
1730 where->inv=op; 1674 inv = op;
1731 else { 1675 else
1676 {
1732 op->below = where->inv; 1677 op->below = inv;
1733 op->below->above = op; 1678 op->below->above = op;
1734 where->inv = op; 1679 inv = op;
1735 } 1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1736 return op; 1684 return op;
1737} 1685}
1738 1686
1739/* 1687/*
1740 * Checks if any objects has a move_type that matches objects 1688 * Checks if any objects has a move_type that matches objects
1754 * 1702 *
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1705 * on top.
1758 */ 1706 */
1759 1707int
1760int check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1761{ 1709{
1762 object *tmp; 1710 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1711 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1712 int x = op->x, y = op->y;
1713
1766 MoveType move_on, move_slow, move_block; 1714 MoveType move_on, move_slow, move_block;
1767 1715
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1717 return 0;
1770 1718
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1722
1777 /* if nothing on this space will slow op down or be applied, 1723 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1724 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1725 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1726 * as walking.
1781 */ 1727 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1728 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 1729 return 0;
1784 1730
1785 /* This is basically inverse logic of that below - basically, 1731 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 1732 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is 1733 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 1734 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1735 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 1736 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1737 return 0;
1792 1738
1793 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
1795 */ 1741 */
1796 1742
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 1744 {
1799 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 1747 * we don't need to check all of them.
1802 */ 1748 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1749 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1750 break;
1751 }
1752
1753 for (; tmp; tmp = tmp->below)
1804 } 1754 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1755 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1807 1757
1808 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1760 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually 1761 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty. 1762 * swim on that space, can't use it to avoid the penalty.
1813 */ 1763 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1765 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 {
1818 1769
1819 float diff; 1770 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1771 diff = tmp->move_slow_penalty * FABS (op->speed);
1772
1822 if (op->type == PLAYER) { 1773 if (op->type == PLAYER)
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1776 diff /= 4.0;
1826 } 1777
1827 }
1828 op->speed_left -= diff; 1778 op->speed_left -= diff;
1829 } 1779 }
1830 } 1780 }
1831 1781
1832 /* Basically same logic as above, except now for actual apply. */ 1782 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1783 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1784 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 1785 {
1837 move_apply(tmp, op, originator); 1786 move_apply (tmp, op, originator);
1787
1838 if (was_destroyed (op, tag)) 1788 if (op->destroyed ())
1839 return 1; 1789 return 1;
1840 1790
1841 /* what the person/creature stepped onto has moved the object 1791 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1792 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1793 * have a feeling strange problems would result.
1844 */ 1794 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 1795 if (op->map != m || op->x != x || op->y != y)
1796 return 0;
1846 } 1797 }
1847 } 1798 }
1799
1848 return 0; 1800 return 0;
1849} 1801}
1850 1802
1851/* 1803/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
1855 */ 1807 */
1856 1808object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1809present_arch (const archetype *at, maptile *m, int x, int y)
1858 object *tmp; 1810{
1859 if(m==NULL || out_of_map(m,x,y)) { 1811 if (!m || out_of_map (m, x, y))
1812 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1814 return NULL;
1862 } 1815 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if(tmp->arch == at) 1818 if (tmp->arch == at)
1865 return tmp; 1819 return tmp;
1820
1866 return NULL; 1821 return NULL;
1867} 1822}
1868 1823
1869/* 1824/*
1870 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1873 */ 1828 */
1874 1829object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1830present (unsigned char type, maptile *m, int x, int y)
1876 object *tmp; 1831{
1877 if(out_of_map(m,x,y)) { 1832 if (out_of_map (m, x, y))
1833 {
1878 LOG(llevError,"Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1835 return NULL;
1880 } 1836 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if(tmp->type==type) 1839 if (tmp->type == type)
1883 return tmp; 1840 return tmp;
1841
1884 return NULL; 1842 return NULL;
1885} 1843}
1886 1844
1887/* 1845/*
1888 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1891 */ 1849 */
1892 1850object *
1893object *present_in_ob(unsigned char type, const object *op) { 1851present_in_ob (unsigned char type, const object *op)
1894 object *tmp; 1852{
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 1854 if (tmp->type == type)
1897 return tmp; 1855 return tmp;
1856
1898 return NULL; 1857 return NULL;
1899} 1858}
1900 1859
1901/* 1860/*
1902 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1869 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1870 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1871 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1872 * to be unique.
1914 */ 1873 */
1915 1874object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 1875present_in_ob_by_name (int type, const char *str, const object *op)
1917 object *tmp; 1876{
1918
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1879 return tmp;
1922 } 1880
1923 return NULL; 1881 return 0;
1924} 1882}
1925 1883
1926/* 1884/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
1930 */ 1888 */
1931 1889object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 1890present_arch_in_ob (const archetype *at, const object *op)
1933 object *tmp; 1891{
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 1893 if (tmp->arch == at)
1936 return tmp; 1894 return tmp;
1895
1937 return NULL; 1896 return NULL;
1938} 1897}
1939 1898
1940/* 1899/*
1941 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
1942 */ 1901 */
1902void
1943void flag_inv(object*op, int flag){ 1903flag_inv (object *op, int flag)
1944 object *tmp; 1904{
1945 if(op->inv) 1905 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1907 {
1947 SET_FLAG(tmp, flag); 1908 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 1909 flag_inv (tmp, flag);
1949 } 1910 }
1911}
1912
1950}/* 1913/*
1951 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
1952 */ 1915 */
1916void
1953void unflag_inv(object*op, int flag){ 1917unflag_inv (object *op, int flag)
1954 object *tmp; 1918{
1955 if(op->inv) 1919 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1921 {
1957 CLEAR_FLAG(tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 1923 unflag_inv (tmp, flag);
1959 } 1924 }
1960} 1925}
1961 1926
1962/* 1927/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively). 1929 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for 1930 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function. 1931 * him/her-self and all object carried by a call to this function.
1967 */ 1932 */
1968 1933void
1969void set_cheat(object *op) { 1934set_cheat (object *op)
1935{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 1936 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 1937 flag_inv (op, FLAG_WAS_WIZ);
1972} 1938}
1973 1939
1974/* 1940/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 1941 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain 1942 * a spot at the given map and coordinates which will be able to contain
1990 * because arch_blocked (now ob_blocked) needs to know the movement type 1956 * because arch_blocked (now ob_blocked) needs to know the movement type
1991 * to know if the space in question will block the object. We can't use 1957 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been 1958 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 1959 * customized, changed states, etc.
1994 */ 1960 */
1995 1961int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1963{
1997 int i,index=0, flag; 1964 int index = 0, flag;
1998 static int altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
1999 1966
2000 for(i=start;i<stop;i++) { 1967 for (int i = start; i < stop; i++)
1968 {
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2002 if(!flag) 1970 if (!flag)
2003 altern[index++]=i; 1971 altern [index++] = i;
2004 1972
2005 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 1974 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 1975 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 1976 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 1977 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2012 */ 1980 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 1982 stop = maxfree[i];
2015 } 1983 }
2016 if(!index) return -1; 1984
1985 if (!index)
1986 return -1;
1987
2017 return altern[RANDOM()%index]; 1988 return altern[RANDOM () % index];
2018} 1989}
2019 1990
2020/* 1991/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 1994 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 1996 */
2026 1997int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028 int i; 1999{
2029 for(i=0;i<SIZEOFFREE;i++) { 2000 for (int i = 0; i < SIZEOFFREE; i++)
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2002 return i;
2032 } 2003
2033 return -1; 2004 return -1;
2034} 2005}
2035 2006
2036/* 2007/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2039 */ 2011 */
2012static void
2040static void permute(int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2041{ 2014{
2042 int i, j, tmp, len; 2015 arr += begin;
2016 end -= begin;
2043 2017
2044 len = end-begin; 2018 while (--end)
2045 for(i = begin; i < end; i++) 2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2046 {
2047 j = begin+RANDOM()%len;
2048
2049 tmp = arr[i];
2050 arr[i] = arr[j];
2051 arr[j] = tmp;
2052 }
2053} 2020}
2054 2021
2055/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed 2025 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within 2026 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order. 2027 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2028 */
2029void
2062void get_search_arr(int *search_arr) 2030get_search_arr (int *search_arr)
2063{ 2031{
2064 int i; 2032 int i;
2065 2033
2066 for(i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2067 {
2068 search_arr[i] = i; 2035 search_arr[i] = i;
2069 }
2070 2036
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2040}
2075 2041
2076/* 2042/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2043 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2044 * given map at the given coordinates for live objects.
2083 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * Perhaps incorrectly, but I'm making the assumption that exclude
2084 * is actually want is going to try and move there. We need this info 2050 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move 2051 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2052 * there is capable of.
2087 */ 2053 */
2088 2054int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2055find_dir (maptile *m, int x, int y, object *exclude)
2056{
2090 int i,max=SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2058
2091 sint16 nx, ny; 2059 sint16 nx, ny;
2092 object *tmp; 2060 object *tmp;
2093 mapstruct *mp; 2061 maptile *mp;
2062
2094 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2095 2064
2096 if (exclude && exclude->head) { 2065 if (exclude && exclude->head)
2066 {
2097 exclude = exclude->head; 2067 exclude = exclude->head;
2098 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2099 } else { 2069 }
2070 else
2071 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2073 move_type = MOVE_ALL;
2074 }
2075
2076 for (i = 1; i < max; i++)
2102 } 2077 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2078 mp = m;
2106 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2108 2081
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2110 if (mflags & P_OUT_OF_MAP) { 2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i];
2086 else
2087 {
2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type)
2111 max = maxfree[i]; 2093 max = maxfree[i];
2112 } else {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2114
2115 if ((move_type & blocked) == move_type) {
2116 max=maxfree[i];
2117 } else if (mflags & P_IS_ALIVE) { 2094 else if (mflags & P_IS_ALIVE)
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2095 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2121 break; 2099 break;
2122 } 2100
2123 }
2124 if(tmp) { 2101 if (tmp)
2125 return freedir[i]; 2102 return freedir[i];
2126 }
2127 } 2103 }
2128 } 2104 }
2129 } 2105 }
2106
2130 return 0; 2107 return 0;
2131} 2108}
2132 2109
2133/* 2110/*
2134 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2112 * distance between the two given objects.
2136 */ 2113 */
2137 2114int
2138int distance(const object *ob1, const object *ob2) { 2115distance (const object *ob1, const object *ob2)
2139 int i; 2116{
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2142 return i;
2143} 2118}
2144 2119
2145/* 2120/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another 2122 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2149 */ 2124 */
2150 2125int
2151int find_dir_2(int x, int y) { 2126find_dir_2 (int x, int y)
2127{
2152 int q; 2128 int q;
2153 2129
2154 if(y) 2130 if (y)
2155 q=x*100/y; 2131 q = x * 100 / y;
2156 else if (x) 2132 else if (x)
2157 q= -300*x; 2133 q = -300 * x;
2158 else 2134 else
2159 return 0; 2135 return 0;
2160 2136
2161 if(y>0) { 2137 if (y > 0)
2138 {
2162 if(q < -242) 2139 if (q < -242)
2163 return 3 ; 2140 return 3;
2164 if (q < -41) 2141 if (q < -41)
2165 return 2 ; 2142 return 2;
2166 if (q < 41) 2143 if (q < 41)
2167 return 1 ; 2144 return 1;
2168 if (q < 242) 2145 if (q < 242)
2169 return 8 ; 2146 return 8;
2170 return 7 ; 2147 return 7;
2171 } 2148 }
2172 2149
2173 if (q < -242) 2150 if (q < -242)
2174 return 7 ; 2151 return 7;
2175 if (q < -41) 2152 if (q < -41)
2176 return 6 ; 2153 return 6;
2177 if (q < 41) 2154 if (q < 41)
2178 return 5 ; 2155 return 5;
2179 if (q < 242) 2156 if (q < 242)
2180 return 4 ; 2157 return 4;
2181 2158
2182 return 3 ; 2159 return 3;
2183} 2160}
2184 2161
2185/* 2162/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2163 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2164 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2165 * "overflow" in previous calculations of a direction).
2189 */ 2166 */
2190 2167
2168int
2191int absdir(int d) { 2169absdir (int d)
2192 while(d<1) d+=8; 2170{
2193 while(d>8) d-=8; 2171 while (d < 1)
2172 d += 8;
2173
2174 while (d > 8)
2175 d -= 8;
2176
2194 return d; 2177 return d;
2195} 2178}
2196 2179
2197/* 2180/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2182 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2183 */
2201 2184
2185int
2202int dirdiff(int dir1, int dir2) { 2186dirdiff (int dir1, int dir2)
2187{
2203 int d; 2188 int d;
2189
2204 d = abs(dir1 - dir2); 2190 d = abs (dir1 - dir2);
2205 if(d>4) 2191 if (d > 4)
2206 d = 8 - d; 2192 d = 8 - d;
2193
2207 return d; 2194 return d;
2208} 2195}
2209 2196
2210/* peterm: 2197/* peterm:
2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2198 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2214 * This basically means that if direction is 15, then it could either go 2201 * This basically means that if direction is 15, then it could either go
2215 * direction 4, 14, or 16 to get back to where we are. 2202 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2203 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2204 * functions.
2218 */ 2205 */
2219
2220int reduction_dir[SIZEOFFREE][3] = { 2206int reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2207 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2208 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2209 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2210 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2211 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2212 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2213 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2214 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2215 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2216 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2217 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2218 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2219 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2220 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2221 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2222 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2223 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2224 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2225 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2226 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2227 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2228 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2229 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2230 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2231 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2232 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2233 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2234 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2235 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2236 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2237 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2238 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2239 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2240 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2241 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2242 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2243 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2244 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2245 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2246 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2247 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2248 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2249 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2250 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2251 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2252 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2253 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2254 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2255 {24, 9, -1}
2256}; /* 48 */
2270 2257
2271/* Recursive routine to step back and see if we can 2258/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2259 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2260 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2261 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2262 * Modified to be map tile aware -.MSW
2276 */ 2263 */
2277 2264int
2278
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2265can_see_monsterP (maptile *m, int x, int y, int dir)
2266{
2280 sint16 dx, dy; 2267 sint16 dx, dy;
2281 int mflags; 2268 int mflags;
2282 2269
2270 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2271 return 0; /* exit condition: invalid direction */
2284 2272
2285 dx = x + freearr_x[dir]; 2273 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2274 dy = y + freearr_y[dir];
2287 2275
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2276 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2277
2290 /* This functional arguably was incorrect before - it was 2278 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2279 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2280 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2281 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or 2282 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2283 * at least its move type.
2296 */ 2284 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2286 return 0;
2298 2287
2299 /* yes, can see. */ 2288 /* yes, can see. */
2300 if(dir < 9) return 1; 2289 if (dir < 9)
2290 return 1;
2291
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2292 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2293 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2294 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2304} 2295}
2305 2296
2306
2307
2308/* 2297/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2298 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be 2299 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2300 * picked up, otherwise 0.
2312 * 2301 *
2314 * core dumps if they do. 2303 * core dumps if they do.
2315 * 2304 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2305 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2306 */
2318 2307
2308int
2319int can_pick(const object *who, const object *item) { 2309can_pick (const object *who, const object *item)
2310{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2314}
2325
2326 2315
2327/* 2316/*
2328 * create clone from object to another 2317 * create clone from object to another
2329 */ 2318 */
2319object *
2330object *object_create_clone (object *asrc) { 2320object_create_clone (object *asrc)
2321{
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2322 object *dst = 0, *tmp, *src, *part, *prev, *item;
2332 2323
2333 if(!asrc) return NULL; 2324 if (!asrc)
2325 return 0;
2326
2334 src = asrc; 2327 src = asrc;
2335 if(src->head) 2328 if (src->head)
2336 src = src->head; 2329 src = src->head;
2337 2330
2338 prev = NULL; 2331 prev = 0;
2339 for(part = src; part; part = part->more) { 2332 for (part = src; part; part = part->more)
2340 tmp = get_object(); 2333 {
2341 copy_object(part,tmp); 2334 tmp = part->clone ();
2342 tmp->x -= src->x; 2335 tmp->x -= src->x;
2343 tmp->y -= src->y; 2336 tmp->y -= src->y;
2337
2344 if(!part->head) { 2338 if (!part->head)
2339 {
2345 dst = tmp; 2340 dst = tmp;
2346 tmp->head = NULL; 2341 tmp->head = 0;
2342 }
2347 } else { 2343 else
2348 tmp->head = dst; 2344 tmp->head = dst;
2349 } 2345
2350 tmp->more = NULL; 2346 tmp->more = 0;
2347
2351 if(prev) 2348 if (prev)
2352 prev->more = tmp; 2349 prev->more = tmp;
2350
2353 prev = tmp; 2351 prev = tmp;
2354 } 2352 }
2355 /*** copy inventory ***/ 2353
2356 for(item = src->inv; item; item = item->below) { 2354 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2355 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2356
2360 return dst; 2357 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2358}
2370 2359
2371/* GROS - Creates an object using a string representing its content. */ 2360/* GROS - Creates an object using a string representing its content. */
2372/* Basically, we save the content of the string to a temp file, then call */ 2361/* Basically, we save the content of the string to a temp file, then call */
2373/* load_object on it. I admit it is a highly inefficient way to make things, */ 2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2374/* but it was simple to make and allows reusing the load_object function. */ 2363/* but it was simple to make and allows reusing the load_object function. */
2375/* Remember not to use load_object_str in a time-critical situation. */ 2364/* Remember not to use load_object_str in a time-critical situation. */
2376/* Also remember that multiparts objects are not supported for now. */ 2365/* Also remember that multiparts objects are not supported for now. */
2377 2366object *
2378object* load_object_str(const char *obstr) 2367load_object_str (const char *obstr)
2379{ 2368{
2380 object *op; 2369 object *op;
2381 char filename[MAX_BUF]; 2370 char filename[MAX_BUF];
2371
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2373
2384 FILE *tempfile=fopen(filename,"w"); 2374 FILE *tempfile = fopen (filename, "w");
2375
2385 if (tempfile == NULL) 2376 if (tempfile == NULL)
2386 { 2377 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2379 return NULL;
2389 }; 2380 }
2381
2390 fprintf(tempfile,obstr); 2382 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2383 fclose (tempfile);
2392 2384
2393 op=get_object(); 2385 op = object::create ();
2394 2386
2395 object_thawer thawer (filename); 2387 object_thawer thawer (filename);
2396 2388
2397 if (thawer) 2389 if (thawer)
2398 load_object(thawer,op,0); 2390 load_object (thawer, op, 0);
2399 2391
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2392 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2393 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2394
2403 return op; 2395 return op;
2404} 2396}
2405 2397
2406/* This returns the first object in who's inventory that 2398/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2399 * has the same type and subtype match.
2408 * returns NULL if no match. 2400 * returns NULL if no match.
2409 */ 2401 */
2402object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2403find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2404{
2412 object *tmp;
2413
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2406 if (tmp->type == type && tmp->subtype == subtype)
2407 return tmp;
2416 2408
2417 return NULL; 2409 return 0;
2418} 2410}
2419 2411
2420/* If ob has a field named key, return the link from the list, 2412/* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL. 2413 * otherwise return NULL.
2422 * 2414 *
2423 * key must be a passed in shared string - otherwise, this won't 2415 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing. 2416 * do the desired thing.
2425 */ 2417 */
2418key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2419get_ob_key_link (const object *ob, const char *key)
2427 key_value * link; 2420{
2428
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2421 for (key_value *link = ob->key_values; link; link = link->next)
2430 if (link->key == key) { 2422 if (link->key == key)
2431 return link; 2423 return link;
2432 } 2424
2433 } 2425 return 0;
2434 2426}
2435 return NULL;
2436}
2437 2427
2438/* 2428/*
2439 * Returns the value of op has an extra_field for key, or NULL. 2429 * Returns the value of op has an extra_field for key, or NULL.
2440 * 2430 *
2441 * The argument doesn't need to be a shared string. 2431 * The argument doesn't need to be a shared string.
2442 * 2432 *
2443 * The returned string is shared. 2433 * The returned string is shared.
2444 */ 2434 */
2435const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2436get_ob_key_value (const object *op, const char *const key)
2437{
2446 key_value * link; 2438 key_value *link;
2447 const char * canonical_key; 2439 shstr_cmp canonical_key (key);
2440
2441 if (!canonical_key)
2448 2442 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2443 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2444 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2445 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2446 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2447 */
2457 return NULL; 2448 return 0;
2458 } 2449 }
2459 2450
2460 /* This is copied from get_ob_key_link() above - 2451 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2452 * only 4 lines, and saves the function call overhead.
2462 */ 2453 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2454 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2455 if (link->key == canonical_key)
2465 return link->value; 2456 return link->value;
2466 } 2457
2467 } 2458 return 0;
2468 return NULL;
2469} 2459}
2470 2460
2471 2461
2472/* 2462/*
2473 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2467 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys. 2468 * keys.
2479 * 2469 *
2480 * Returns TRUE on success. 2470 * Returns TRUE on success.
2481 */ 2471 */
2472int
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2474{
2483 key_value * field = NULL, *last=NULL; 2475 key_value *field = NULL, *last = NULL;
2484 2476
2485 for (field=op->key_values; field != NULL; field=field->next) { 2477 for (field = op->key_values; field != NULL; field = field->next)
2478 {
2486 if (field->key != canonical_key) { 2479 if (field->key != canonical_key)
2480 {
2487 last = field; 2481 last = field;
2488 continue; 2482 continue;
2489 } 2483 }
2490 2484
2491 if (value) 2485 if (value)
2492 field->value = value; 2486 field->value = value;
2493 else { 2487 else
2488 {
2494 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2492 * we get this value back again.
2498 */ 2493 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2495 field->value = 0;
2496 else
2497 {
2498 if (last)
2499 last->next = field->next;
2501 else 2500 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2501 op->key_values = field->next;
2505 2502
2506 delete field; 2503 delete field;
2507 } 2504 }
2508 } 2505 }
2509 return TRUE; 2506 return TRUE;
2510 } 2507 }
2511 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2512 2509
2513 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2514 2511
2515 if (!add_key) { 2512 if (!add_key)
2516 return FALSE; 2513 return FALSE;
2517 } 2514
2518 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2522 * should pass in "" 2519 * should pass in ""
2523 */ 2520 */
2524 if (value == NULL) return TRUE; 2521 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE; 2522 return TRUE;
2523
2524 field = new key_value;
2525
2526 field->key = canonical_key;
2527 field->value = value;
2528 /* Usual prepend-addition. */
2529 field->next = op->key_values;
2530 op->key_values = field;
2531
2532 return TRUE;
2535} 2533}
2536 2534
2537/* 2535/*
2538 * Updates the key in op to value. 2536 * Updates the key in op to value.
2539 * 2537 *
2541 * and not add new ones. 2539 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key 2540 * In general, should be little reason FALSE is ever passed in for add_key
2543 * 2541 *
2544 * Returns TRUE on success. 2542 * Returns TRUE on success.
2545 */ 2543 */
2544int
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2545set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{ 2546{
2548 shstr key_ (key); 2547 shstr key_ (key);
2548
2549 return set_ob_key_value_s (op, key_, value, add_key); 2549 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2550}
2551
2552object::depth_iterator::depth_iterator (object *container)
2553: iterator_base (container)
2554{
2555 while (item->inv)
2556 item = item->inv;
2557}
2558
2559void
2560object::depth_iterator::next ()
2561{
2562 if (item->below)
2563 {
2564 item = item->below;
2565
2566 while (item->inv)
2567 item = item->inv;
2568 }
2569 else
2570 item = item->env;
2571}
2572
2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2602// return a suitable string describing an object in enough detail to find it
2603const char *
2604object::debug_desc (char *info) const
2605{
2606 char flagdesc[512];
2607 char info2[256 * 4];
2608 char *p = info;
2609
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2611 count, uuid.seq,
2612 &name,
2613 title ? "\",title:" : "",
2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2616
2617 if (env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619
2620 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622
2623 return info;
2624}
2625
2626const char *
2627object::debug_desc () const
2628{
2629 static char info[256 * 4];
2630 return debug_desc (info);
2631}
2632

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