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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
46 43
47short freearr_x[SIZEOFFREE]= 44short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 46};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 47short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 48 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 49};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 50int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 51 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
52};
56int freedir[SIZEOFFREE]= { 53int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 54 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 55 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
56};
59 57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
60 134
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
136static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 137compare_ob_value_lists_one (const object *wants, const object *has)
138{
63 key_value * wants_field; 139 key_value *wants_field;
64 140
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 141 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
68 */ 144 */
69 145
70 /* For each field in wants, */ 146 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
148 {
72 key_value * has_field; 149 key_value *has_field;
73 150
74 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
76 155 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 156 /* No field with that name. */
79 return FALSE; 157 return FALSE;
80 }
81 158 }
159
82 /* Found the matching field. */ 160 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 161 if (has_field->value != wants_field->value)
162 {
84 /* Values don't match, so this half of the comparison is false. */ 163 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 164 return FALSE;
86 } 165 }
87 166
88 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 168 }
169
91 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 171 return TRUE;
93} 172}
94 173
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
175static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 176compare_ob_value_lists (const object *ob1, const object *ob2)
177{
97 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
99 */ 180 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 182}
102 183
103/* Function examines the 2 objects given to it, and returns true if 184/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 185 * they can be merged together.
105 * 186 *
106 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
109 * 190 *
110 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
111 * 192 *
112 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
113 * check weight 194 * check weight
114 */ 195 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 1);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 472/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 478 * will point at garbage.
580 */ 479 */
581 480void
582void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
583{ 482{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 485
587 op2->clone (op); 486 *(object_copy *)dst = *this;
588 487
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
591 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
592 if (op2->speed < 0) 494 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 496
595 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 498 if (key_values)
597 { 499 {
598 key_value *tail = NULL; 500 key_value *tail = 0;
599 key_value *i; 501 key_value *i;
600 502
601 op->key_values = NULL; 503 dst->key_values = 0;
602 504
603 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
604 { 506 {
605 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
606 508
607 new_link->next = NULL; 509 new_link->next = 0;
608 new_link->key = i->key; 510 new_link->key = i->key;
609 new_link->value = i->value; 511 new_link->value = i->value;
610 512
611 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 514 if (!dst->key_values)
613 { 515 {
614 op->key_values = new_link; 516 dst->key_values = new_link;
615 tail = new_link; 517 tail = new_link;
616 } 518 }
617 else 519 else
618 { 520 {
619 tail->next = new_link; 521 tail->next = new_link;
620 tail = new_link; 522 tail = new_link;
621 } 523 }
622 } 524 }
623 } 525 }
624 526
625 update_ob_speed (op); 527 dst->set_speed (dst->speed);
626} 528}
627 529
628/* 530object *
629 * get_object() grabs an object from the list of unused objects, makes 531object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 532{
636 object *op = new object; 533 object *neu = create ();
637 534 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op; 535 return neu;
654} 536}
655 537
656/* 538/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
660 */ 542 */
661 543void
662void update_turn_face(object *op) { 544update_turn_face (object *op)
545{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
664 return; 547 return;
548
665 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
667} 551}
668 552
669/* 553/*
670 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
671 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
672 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
673 */ 557 */
674 558void
675void update_ob_speed(object *op) { 559object::set_speed (float speed)
676 extern int arch_init; 560{
677 561 if (flag [FLAG_FREED] && speed)
678 /* No reason putting the archetypes objects on the speed list, 562 {
679 * since they never really need to be updated.
680 */
681
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
684#ifdef MANY_CORES
685 abort();
686#else
687 op->speed = 0; 564 speed = 0;
688#endif
689 } 565 }
690 if (arch_init) {
691 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 566
698 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
699 * of the list. */ 568
700 op->active_next = active_objects; 569 if (has_active_speed ())
701 if (op->active_next!=NULL) 570 activate ();
702 op->active_next->active_prev = op;
703 active_objects = op;
704 }
705 else { 571 else
706 /* If not on the active list, nothing needs to be done */ 572 deactivate ();
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722 }
723} 573}
724 574
725/* This function removes object 'op' from the list of active
726 * objects.
727 * This should only be used for style maps or other such
728 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object.
732 */
733void remove_from_active_list(object *op)
734{
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects)
737 return;
738
739 if (op->active_prev==NULL) {
740 active_objects = op->active_next;
741 if (op->active_next!=NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else {
745 op->active_prev->active_next = op->active_next;
746 if (op->active_next)
747 op->active_next->active_prev = op->active_prev;
748 }
749 op->active_next = NULL;
750 op->active_prev = NULL;
751}
752
753/* 575/*
754 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
755 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
756 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
757 * invisible object, etc...) 579 * invisible object, etc...)
758 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
759 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
760 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
761 * 583 *
762 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
763 * For example, if the only thing that has changed is the face (due to
764 * an animation), we don't need to call update_position until that actually
765 * comes into view of a player. OTOH, many other things, like addition/removal
766 * of walls or living creatures may need us to update the flags now.
767 * current action are: 585 * current action are:
768 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
769 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
773 */ 591 */
774 592void
775void update_object(object *op, int action) { 593update_object (object *op, int action)
776 int update_now=0, flags; 594{
777 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
778 596
779 if (op == NULL) { 597 if (op == NULL)
598 {
780 /* this should never happen */ 599 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 601 return;
783 }
784 602 }
785 if(op->env!=NULL) { 603
604 if (op->env)
605 {
786 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
787 * to do in this case. 607 * to do in this case.
788 */ 608 */
789 return; 609 return;
790 } 610 }
791 611
792 /* If the map is saving, don't do anything as everything is 612 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways. 613 * going to get freed anyways.
794 */ 614 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 615 if (!op->map || op->map->in_memory == MAP_SAVING)
796 616 return;
617
797 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 620 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 622#ifdef MANY_CORES
802 abort(); 623 abort ();
803#endif 624#endif
804 return; 625 return;
805 }
806 626 }
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
813 627
628 mapspace &m = op->ms ();
629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
814 if (action == UP_OBJ_INSERT) { 632 else if (action == UP_OBJ_INSERT)
633 {
634 // this is likely overkill, TODO: revisit (schmorp)
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
816 update_now=1;
817
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
819 update_now=1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
820 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
822 update_now=1; 641 || (m.move_on | op->move_on ) != m.move_on
823
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1;
826
827 if ((move_on | op->move_on) != move_on) update_now=1;
828 if ((move_off | op->move_off) != move_off) update_now=1; 642 || (m.move_off | op->move_off ) != m.move_off
643 || (m.move_slow | op->move_slow) != m.move_slow
829 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 645 * to have move_allow right now.
831 */ 646 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
833 update_now=1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 649 m.flags_ = 0;
835 } 650 }
836 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 653 * that is being removed.
839 */ 654 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 656 m.flags_ = 0;
842 } else if (action == UP_OBJ_FACE) { 657 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 658 /* Nothing to do for that case */ ;
844 }
845 else { 659 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 661
849 if (update_now) {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y);
852 }
853
854 if(op->more!=NULL) 662 if (op->more)
855 update_object(op->more, action); 663 update_object (op->more, action);
856} 664}
857 665
666object *object::first;
858 667
859/* 668object::object ()
860 * free_object() frees everything allocated by an object, removes 669{
861 * it from the list of used objects, and puts it on the list of 670 SET_FLAG (this, FLAG_REMOVED);
862 * free objects. The IS_FREED() flag is set in the object. 671
863 * The object must have been removed by remove_ob() first for 672 expmul = 1.0;
864 * this function to succeed. 673 face = blank_face;
865 * 674}
866 * If free_inventory is set, free inventory as well. Else drop items in 675
867 * inventory to the ground. 676object::~object ()
868 */ 677{
678 free_key_values (this);
679}
680
681void object::link ()
682{
683 count = ++ob_count;
684 uuid = gen_uuid ();
685
686 prev = 0;
687 next = object::first;
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693}
694
695void object::unlink ()
696{
697 if (this == object::first)
698 object::first = next;
699
700 /* Remove this object from the list of used objects */
701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
869 713
870void 714void
871free_object (object * ob) 715object::activate ()
872{ 716{
873 free_object2 (ob, 0); 717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
874} 732}
875 733
876void 734void
877free_object2 (object * ob, int free_inventory) 735object::activate_recursive ()
878{ 736{
879 object *tmp, *op; 737 activate ();
880 738
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 739 for (object *op = inv; op; op = op->below)
882 { 740 op->activate_recursive ();
883 LOG (llevDebug, "Free object called with non removed object\n"); 741}
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889 742
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 743/* This function removes object 'op' from the list of active
891 { 744 * objects.
892 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 745 * This should only be used for style maps or other such
893 remove_friendly_object (ob); 746 * reference maps where you don't want an object that isn't
894 } 747 * in play chewing up cpu time getting processed.
895 748 * The reverse of this is to call update_ob_speed, which
896 if (QUERY_FLAG (ob, FLAG_FREED)) 749 * will do the right thing based on the speed of the object.
897 { 750 */
898 dump_object (ob); 751void
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
900 return; 756 return;
901 }
902 757
903 if (ob->more != NULL) 758 if (active_prev == 0)
904 {
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908
909 if (ob->inv)
910 {
911 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects
913 * drop on that space.
914 */
915 if (free_inventory || ob->map == NULL
916 || ob->map->in_memory != MAP_IN_MEMORY
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
918 {
919 op = ob->inv;
920
921 while (op != NULL)
922 { 759 {
923 tmp = op->below; 760 active_objects = active_next;
924 remove_ob (op); 761 if (active_next)
925 free_object2 (op, free_inventory); 762 active_next->active_prev = 0;
926 op = tmp;
927 }
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 op = ob->inv;
932
933 while (op != NULL)
934 {
935 tmp = op->below;
936 remove_ob (op);
937
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 free_object (op);
942 else
943 {
944 op->x = ob->x;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
947 }
948
949 op = tmp;
950 }
951 }
952 }
953
954 /* Remove object from the active list */
955 ob->speed = 0;
956 update_ob_speed (ob);
957
958 SET_FLAG (ob, FLAG_FREED);
959 ob->count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 } 763 }
969 else 764 else
970 { 765 {
971 ob->prev->next = ob->next; 766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
972 770
973 if (ob->next != NULL) 771 active_next = 0;
974 ob->next->prev = ob->prev; 772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
840}
841
842object *object::create ()
843{
844 object *op = new object;
845 op->link ();
846 return op;
847}
848
849void
850object::do_destroy ()
851{
852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
862 return;
863
864 set_speed (0);
865
866 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
975 } 887 }
976 888
977 free_key_values (ob); 889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
978 893
979 /* Now link it with the free_objects list: */ 894 head = 0;
980 ob->prev = 0;
981 ob->next = 0;
982 895
983 delete ob; 896 if (more)
897 {
898 more->destroy ();
899 more = 0;
900 }
901
902 // clear those pointers that likely might have circular references to us
903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909}
910
911void
912object::destroy (bool destroy_inventory)
913{
914 if (destroyed ())
915 return;
916
917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
984} 921}
985 922
986/* 923/*
987 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
989 */ 926 */
990 927void
991void sub_weight (object *op, signed long weight) { 928sub_weight (object *op, signed long weight)
929{
992 while (op != NULL) { 930 while (op != NULL)
931 {
993 if (op->type == CONTAINER) { 932 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 934
996 op->carrying-=weight; 935 op->carrying -= weight;
997 op = op->env; 936 op = op->env;
998 } 937 }
999} 938}
1000 939
1001/* remove_ob(op): 940/* op->remove ():
1002 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1004 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 945 * the previous environment.
1007 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1008 */ 947 */
1009 948void
1010void remove_ob(object *op) { 949object::remove ()
950{
1011 object *tmp,*last=NULL; 951 object *tmp, *last = 0;
1012 object *otmp; 952 object *otmp;
1013 tag_t tag;
1014 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018 953
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1020 dump_object(op); 955 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 956
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1039 959
960 if (more)
961 more->remove ();
962
1040 /* 963 /*
1041 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1042 * inventory. 965 * inventory.
1043 */ 966 */
1044 if(op->env!=NULL) { 967 if (env)
968 {
1045 if(op->nrof) 969 if (nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 970 sub_weight (env, weight * nrof);
1047 else 971 else
1048 sub_weight(op->env, op->weight+op->carrying); 972 sub_weight (env, weight + carrying);
1049 973
1050 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 976 * to save cpu time.
1053 */ 977 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 979 otmp->update_stats ();
1056 fix_player(otmp);
1057 980
1058 if(op->above!=NULL) 981 if (above)
1059 op->above->below=op->below; 982 above->below = below;
1060 else 983 else
1061 op->env->inv=op->below; 984 env->inv = below;
1062 985
1063 if(op->below!=NULL) 986 if (below)
1064 op->below->above=op->above; 987 below->above = above;
1065 988
1066 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
992 */
993 x = env->x, y = env->y;
994 map = env->map;
995 above = 0, below = 0;
996 env = 0;
997 }
998 else if (map)
999 {
1000 if (type == PLAYER)
1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1005
1006 map->dirty = true;
1007
1008 /* link the object above us */
1009 if (above)
1010 above->below = below;
1011 else
1012 map->at (x, y).top = below; /* we were top, set new top */
1013
1014 /* Relink the object below us, if there is one */
1015 if (below)
1016 below->above = above;
1017 else
1018 {
1019 /* Nothing below, which means we need to relink map object for this space
1020 * use translated coordinates in case some oddness with map tiling is
1021 * evident
1069 */ 1022 */
1070 op->x=op->env->x,op->y=op->env->y; 1023 if (GET_MAP_OB (map, x, y) != this)
1071 op->map=op->env->map; 1024 {
1072 op->above=NULL,op->below=NULL; 1025 char *dump = dump_object (this);
1073 op->env=NULL; 1026 LOG (llevError,
1027 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033
1034 map->at (x, y).bot = above; /* goes on above it. */
1035 }
1036
1037 above = 0;
1038 below = 0;
1039
1040 if (map->in_memory == MAP_SAVING)
1074 return; 1041 return;
1075 }
1076 1042
1077 /* If we get here, we are removing it from a map */ 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 if (op->map == NULL) return;
1079 1044
1080 x = op->x; 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 } 1046 {
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1133 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1134 * being removed. 1048 * being removed.
1135 */ 1049 */
1136 1050
1137 if(tmp->type==PLAYER && tmp!=op) { 1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1138 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1140 * appropriately. 1055 * appropriately.
1141 */ 1056 */
1142 if (tmp->container==op) { 1057 if (tmp->container == this)
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1058 {
1059 flag [FLAG_APPLIED] = 0;
1144 tmp->container=NULL; 1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1145 } 1065 }
1146 tmp->contr->socket.update_look=1; 1066
1147 }
1148 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) && 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 1071 {
1152 move_apply(tmp, op, NULL); 1072 move_apply (tmp, this, 0);
1073
1153 if (was_destroyed (op, tag)) { 1074 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 } 1076 }
1157 }
1158 1077
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1161 if(tmp->above == tmp) 1080 if (tmp->above == tmp)
1162 tmp->above = NULL; 1081 tmp->above = 0;
1082
1163 last=tmp; 1083 last = tmp;
1164 } 1084 }
1085
1165 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1166 if (last==NULL) { 1087 //TODO: this makes little sense, why only update the topmost object?
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1088 if (!last)
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1089 map->at (x, y).flags_ = 0;
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y);
1174 }
1175 else 1090 else
1176 update_object(last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1177 1092
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los(op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1180 1095 }
1181} 1096}
1182 1097
1183/* 1098/*
1184 * merge_ob(op,top): 1099 * merge_ob(op,top):
1185 * 1100 *
1186 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1102 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1105 */
1191 1106object *
1192object *merge_ob(object *op, object *top) { 1107merge_ob (object *op, object *top)
1108{
1193 if(!op->nrof) 1109 if (!op->nrof)
1194 return 0; 1110 return 0;
1195 if(top==NULL) 1111
1112 if (top)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1197 for(;top!=NULL;top=top->below) { 1116 for (; top; top = top->below)
1117 {
1198 if(top==op) 1118 if (top == op)
1199 continue; 1119 continue;
1200 if (CAN_MERGE(op,top)) 1120
1201 { 1121 if (object::can_merge (op, top))
1122 {
1202 top->nrof+=op->nrof; 1123 top->nrof += op->nrof;
1124
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1127 op->destroy ();
1206 free_object(op);
1207 return top; 1128 return top;
1208 } 1129 }
1209 } 1130 }
1131
1210 return NULL; 1132 return 0;
1211} 1133}
1212 1134
1213/* 1135/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1215 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1216 */ 1138 */
1139object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1218 object* tmp; 1141{
1219 if (op->head) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1220 op=op->head; 1143 {
1221 for (tmp=op;tmp;tmp=tmp->more){
1222 tmp->x=x+tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1224 } 1146 }
1147
1225 return insert_ob_in_map (op, m, originator, flag); 1148 return insert_ob_in_map (op, m, originator, flag);
1226} 1149}
1227 1150
1228/* 1151/*
1229 * insert_ob_in_map (op, map, originator, flag): 1152 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1153 * This function inserts the object in the two-way linked list
1243 * Return value: 1166 * Return value:
1244 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1169 * just 'op' otherwise
1247 */ 1170 */
1248 1171object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1173{
1251 object *tmp, *top, *floor=NULL; 1174 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1175 sint16 x, y;
1253 1176
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1177 if (QUERY_FLAG (op, FLAG_FREED))
1178 {
1255 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1256 return NULL; 1180 return NULL;
1181 }
1182
1183 if (!m)
1257 } 1184 {
1258 if(m==NULL) {
1259 dump_object(op); 1185 char *dump = dump_object (op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1261 return op; 1188 return op;
1262 } 1189 }
1190
1263 if(out_of_map(m,op->x,op->y)) { 1191 if (out_of_map (m, op->x, op->y))
1192 {
1264 dump_object(op); 1193 char *dump = dump_object (op);
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1266#ifdef MANY_CORES 1195#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object 1196 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting 1197 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted. 1198 * improperly inserted.
1270 */ 1199 */
1271 abort(); 1200 abort ();
1272#endif 1201#endif
1202 free (dump);
1273 return op; 1203 return op;
1274 } 1204 }
1205
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1276 dump_object(op); 1208 char *dump = dump_object (op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1278 return op; 1211 return op;
1212 }
1213
1214 if (op->more)
1279 } 1215 {
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1282 1217
1283 object *more = op->more; 1218 object *more = op->more;
1284 1219
1285 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1286 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1289 */ 1224 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1291 more->map = get_map_from_coord(m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1292 } else if (!more->map) { 1227 else if (!more->map)
1228 {
1293 /* For backwards compatibility - when not dealing with tiled maps, 1229 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent. 1230 * more->map should always point to the parent.
1295 */ 1231 */
1296 more->map = m; 1232 more->map = m;
1297 } 1233 }
1298 1234
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1300 if ( ! op->head) 1237 if (!op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239
1302 return NULL; 1240 return 0;
1303 } 1241 }
1304 } 1242 }
1243
1305 CLEAR_FLAG(op,FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1306 1245
1307 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work 1248 * need extra work
1310 */ 1249 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y); 1250 op->map = get_map_from_coord (m, &op->x, &op->y);
1312 x = op->x; 1251 x = op->x;
1313 y = op->y; 1252 y = op->y;
1314 1253
1315 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1316 */ 1255 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) { 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1319 if (CAN_MERGE(op,tmp)) { 1258 if (object::can_merge (op, tmp))
1259 {
1320 op->nrof+=tmp->nrof; 1260 op->nrof += tmp->nrof;
1321 remove_ob(tmp); 1261 tmp->destroy ();
1322 free_object(tmp); 1262 }
1263
1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1266
1267 if (!QUERY_FLAG (op, FLAG_ALIVE))
1268 CLEAR_FLAG (op, FLAG_NO_STEAL);
1269
1270 if (flag & INS_BELOW_ORIGINATOR)
1271 {
1272 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1273 {
1274 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1275 abort ();
1276 }
1277
1278 op->above = originator;
1279 op->below = originator->below;
1280
1281 if (op->below)
1282 op->below->above = op;
1283 else
1284 op->ms ().bot = op;
1285
1286 /* since *below* originator, no need to update top */
1287 originator->below = op;
1288 }
1289 else
1290 {
1291 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1293 {
1294 object *last = 0;
1295
1296 /*
1297 * If there are multiple objects on this space, we do some trickier handling.
1298 * We've already dealt with merging if appropriate.
1299 * Generally, we want to put the new object on top. But if
1300 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1301 * floor, we want to insert above that and no further.
1302 * Also, if there are spell objects on this space, we stop processing
1303 * once we get to them. This reduces the need to traverse over all of
1304 * them when adding another one - this saves quite a bit of cpu time
1305 * when lots of spells are cast in one area. Currently, it is presumed
1306 * that flying non pickable objects are spell objects.
1307 */
1308 while (top)
1309 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top;
1312
1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1314 {
1315 /* We insert above top, so we want this object below this */
1316 top = top->below;
1317 break;
1318 }
1319
1320 last = top;
1321 top = top->above;
1323 } 1322 }
1324 }
1325 1323
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 /* Don't want top to be NULL, so set it to the last valid object */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1325 top = last;
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330 1326
1331 if (flag & INS_BELOW_ORIGINATOR) { 1327 /* We let update_position deal with figuring out what the space
1332 if (originator->map != op->map || originator->x != op->x || 1328 * looks like instead of lots of conditions here.
1333 originator->y != op->y) { 1329 * makes things faster, and effectively the same result.
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort();
1336 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else {
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /* 1330 */
1348 * If there are multiple objects on this space, we do some trickier handling. 1331
1349 * We've already dealt with merging if appropriate. 1332 /* Have object 'fall below' other objects that block view.
1350 * Generally, we want to put the new object on top. But if 1333 * Unless those objects are exits, type 66
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1334 * If INS_ON_TOP is used, don't do this processing
1352 * floor, we want to insert above that and no further. 1335 * Need to find the object that in fact blocks view, otherwise
1353 * Also, if there are spell objects on this space, we stop processing 1336 * stacking is a bit odd.
1354 * once we get to them. This reduces the need to traverse over all of 1337 */
1355 * them when adding another one - this saves quite a bit of cpu time 1338 if (!(flag & INS_ON_TOP) &&
1356 * when lots of spells are cast in one area. Currently, it is presumed 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1357 * that flying non pickable objects are spell objects. 1340 {
1341 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break;
1344 /* Check to see if we found the object that blocks view,
1345 * and make sure we have a below pointer for it so that
1346 * we can get inserted below this one, which requires we
1347 * set top to the object below us.
1358 */ 1348 */
1359 1349 if (last && last->below && last != floor)
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above; 1350 top = last->below;
1373 } 1351 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */ 1352 } /* If objects on this space */
1353
1401 if (flag & INS_MAP_LOAD) 1354 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y); 1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1357 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor;
1404 1359
1405 /* Top is the object that our object (op) is going to get inserted above. 1360 /* Top is the object that our object (op) is going to get inserted above.
1406 */ 1361 */
1407 1362
1408 /* First object on this space */ 1363 /* First object on this space */
1409 if (!top) { 1364 if (!top)
1365 {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1367
1368 if (op->above)
1411 if (op->above) op->above->below = op; 1369 op->above->below = op;
1370
1412 op->below = NULL; 1371 op->below = 0;
1413 SET_MAP_OB(op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1373 }
1374 else
1414 } else { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1415 op->above = top->above; 1376 op->above = top->above;
1377
1378 if (op->above)
1416 if (op->above) op->above->below = op; 1379 op->above->below = op;
1380
1417 op->below = top; 1381 op->below = top;
1418 top->above = op; 1382 top->above = op;
1419 } 1383 }
1384
1420 if (op->above==NULL) 1385 if (!op->above)
1421 SET_MAP_TOP(op->map,op->x, op->y, op); 1386 op->ms ().top = op;
1422 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1423 1388
1424 if(op->type==PLAYER) 1389 if (op->type == PLAYER)
1390 {
1425 op->contr->do_los=1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1426 1395
1396 op->map->dirty = true;
1397
1427 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1429 */ 1400 */
1430 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1402 if (object *pl = op->ms ().player ())
1432 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1433 tmp->contr->socket.update_look=1; 1404 pl->contr->ns->floorbox_update ();
1434 }
1435 1405
1436 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1443 * of effect may be sufficient. 1413 * of effect may be sufficient.
1444 */ 1414 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1447 1417
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1451 1420
1421 INVOKE_OBJECT (INSERT, op);
1452 1422
1453 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1455 * 1425 *
1456 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object(). 1429 * update_object().
1460 */ 1430 */
1461 1431
1462 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1434 {
1465 if (check_move_on(op, originator)) 1435 if (check_move_on (op, originator))
1466 return NULL; 1436 return 0;
1467 1437
1468 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1439 * walk on's.
1470 */ 1440 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1473 return NULL; 1443 return 0;
1474 } 1444 }
1445
1475 return op; 1446 return op;
1476} 1447}
1477 1448
1478/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1481 */ 1452 */
1453void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1483 object *tmp; 1455{
1484 object *tmp1; 1456 object *tmp, *tmp1;
1485 1457
1486 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1487 1459
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1490 remove_ob(tmp); 1462 tmp->destroy ();
1491 free_object(tmp);
1492 }
1493 }
1494 1463
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1465
1497 1466 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1467 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1475}
1501 1476
1502/* 1477/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1482 * global static errmsg array.
1508 */ 1483 */
1509 1484object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1485get_split_ob (object *orig_ob, uint32 nr)
1486{
1511 object *newob; 1487 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1489
1514 if(orig_ob->nrof<nr) { 1490 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1491 {
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL; 1493 return NULL;
1518 } 1494 }
1495
1519 newob = object_create_clone(orig_ob); 1496 newob = object_create_clone (orig_ob);
1497
1520 if((orig_ob->nrof-=nr)<1) { 1498 if ((orig_ob->nrof -= nr) < 1)
1521 if ( ! is_removed) 1499 orig_ob->destroy (1);
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) { 1500 else if (!is_removed)
1501 {
1526 if(orig_ob->env!=NULL) 1502 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1505 {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1506 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n"); 1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL; 1508 return NULL;
1533 } 1509 }
1534 } 1510 }
1511
1535 newob->nrof=nr; 1512 newob->nrof = nr;
1536 1513
1537 return newob; 1514 return newob;
1538} 1515}
1539 1516
1540/* 1517/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1518 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1519 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1520 * is subsequently removed and freed.
1544 * 1521 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1522 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1523 */
1547 1524
1525object *
1548object *decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1549{ 1527{
1550 object *tmp; 1528 object *tmp;
1551 player *pl;
1552 1529
1553 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1531 return op;
1555 1532
1556 if (i > op->nrof) 1533 if (i > op->nrof)
1557 i = op->nrof; 1534 i = op->nrof;
1558 1535
1559 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1537 op->nrof -= i;
1538 else if (op->env)
1539 {
1540 /* is this object in the players inventory, or sub container
1541 * therein?
1542 */
1543 tmp = op->in_player ();
1544 /* nope. Is this a container the player has opened?
1545 * If so, set tmp to that player.
1546 * IMO, searching through all the players will mostly
1547 * likely be quicker than following op->env to the map,
1548 * and then searching the map for a player.
1549 */
1550 if (!tmp)
1551 for_all_players (pl)
1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1555 break;
1556 }
1557
1558 if (i < op->nrof)
1559 {
1560 sub_weight (op->env, op->weight * i);
1561 op->nrof -= i;
1562 if (tmp)
1563 esrv_send_item (tmp, op);
1564 }
1565 else
1566 {
1567 op->remove ();
1568 op->nrof = 0;
1569 if (tmp)
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1560 { 1572 }
1573 else
1574 {
1575 object *above = op->above;
1576
1577 if (i < op->nrof)
1561 op->nrof -= i; 1578 op->nrof -= i;
1562 } 1579 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1580 {
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op); 1581 op->remove ();
1590 op->nrof = 0; 1582 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 } 1583 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599 1584
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1587 if (tmp->type == PLAYER)
1588 {
1609 if (op->nrof) 1589 if (op->nrof)
1610 esrv_send_item(tmp, op); 1590 esrv_send_item (tmp, op);
1611 else 1591 else
1612 esrv_del_item(tmp->contr, op->count); 1592 esrv_del_item (tmp->contr, op->count);
1613 } 1593 }
1614 } 1594 }
1615 1595
1616 if (op->nrof) { 1596 if (op->nrof)
1617 return op; 1597 return op;
1618 } else { 1598 else
1619 free_object (op); 1599 {
1600 op->destroy ();
1620 return NULL; 1601 return 0;
1621 } 1602 }
1622} 1603}
1623 1604
1624/* 1605/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1607 * and also updates how much the environment(s) is/are carrying.
1627 */ 1608 */
1628 1609
1610void
1629void add_weight (object *op, signed long weight) { 1611add_weight (object *op, signed long weight)
1612{
1630 while (op!=NULL) { 1613 while (op != NULL)
1614 {
1631 if (op->type == CONTAINER) { 1615 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1617
1634 op->carrying+=weight; 1618 op->carrying += weight;
1635 op=op->env; 1619 op = op->env;
1636 } 1620 }
1637} 1621}
1638 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1639/* 1643/*
1640 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1641 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1642 * inside the object environment. 1646 * inside the object environment.
1643 * 1647 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1651 */ 1650 */
1652 1651
1653object *insert_ob_in_ob(object *op,object *where) { 1652object *
1653object::insert (object *op)
1654{
1654 object *tmp, *otmp; 1655 object *tmp, *otmp;
1655 1656
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 dump_object(op); 1658 op->remove ();
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1659
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) { 1660 if (op->more)
1661 {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 &op->name, op->count);
1674 return op; 1663 return op;
1675 } 1664 }
1665
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1668 if (op->nrof)
1669 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1671 if (object::can_merge (tmp, op))
1672 {
1681 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1674 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1686 */ 1678 */
1687 add_weight (where, op->weight*op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1690 op = tmp; 1682 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1685 break;
1694 } 1686 }
1695 1687
1696 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1691 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1692 * the linking below
1701 */ 1693 */
1702 add_weight (where, op->weight*op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1695 }
1703 } else 1696 else
1704 add_weight (where, (op->weight+op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1705 1698
1706 otmp=is_player_inv(where); 1699 otmp = this->in_player ();
1707 if (otmp&&otmp->contr!=NULL) { 1700 if (otmp && otmp->contr)
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1702 otmp->update_stats ();
1710 }
1711 1703
1712 op->map=NULL; 1704 op->map = 0;
1713 op->env=where; 1705 op->env = this;
1714 op->above=NULL; 1706 op->above = 0;
1715 op->below=NULL; 1707 op->below = 0;
1716 op->x=0,op->y=0; 1708 op->x = 0, op->y = 0;
1717 1709
1718 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1711 if ((op->glow_radius != 0) && map)
1720 { 1712 {
1721#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1716 if (map->darkness)
1717 update_all_los (map, x, y);
1726 } 1718 }
1727 1719
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function... 1721 * It sure simplifies this function...
1730 */ 1722 */
1731 if (where->inv==NULL) 1723 if (!inv)
1732 where->inv=op; 1724 inv = op;
1733 else { 1725 else
1726 {
1734 op->below = where->inv; 1727 op->below = inv;
1735 op->below->above = op; 1728 op->below->above = op;
1736 where->inv = op; 1729 inv = op;
1737 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1738 return op; 1734 return op;
1739} 1735}
1740 1736
1741/* 1737/*
1742 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1756 * 1752 *
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1755 * on top.
1760 */ 1756 */
1761 1757int
1762int check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1763{ 1759{
1764 object *tmp; 1760 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1761 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1762 int x = op->x, y = op->y;
1763
1768 MoveType move_on, move_slow, move_block; 1764 MoveType move_on, move_slow, move_block;
1769 1765
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1767 return 0;
1772 1768
1773 tag = op->count;
1774
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1772
1779 /* if nothing on this space will slow op down or be applied, 1773 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type 1774 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that 1775 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1776 * as walking.
1783 */ 1777 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1779 return 0;
1786 1780
1787 /* This is basically inverse logic of that below - basically, 1781 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1782 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is 1783 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1784 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1785 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 1786 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1787 return 0;
1794 1788
1795 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1797 */ 1791 */
1798 1792
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1800 tmp->above!=NULL; tmp=tmp->above) { 1794 {
1801 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 1797 * we don't need to check all of them.
1804 */ 1798 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1800 break;
1801 }
1802
1803 for (; tmp; tmp = tmp->below)
1806 } 1804 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1805 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1806 continue; /* Can't apply yourself */
1809 1807
1810 /* Check to see if one of the movement types should be slowed down. 1808 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1809 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1810 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1811 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1812 * swim on that space, can't use it to avoid the penalty.
1815 */ 1813 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1814 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1815 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 {
1820 1819
1821 float diff; 1820 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1821 diff = tmp->move_slow_penalty * FABS (op->speed);
1822
1824 if (op->type == PLAYER) { 1823 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 1826 diff /= 4.0;
1828 } 1827
1829 }
1830 op->speed_left -= diff; 1828 op->speed_left -= diff;
1831 } 1829 }
1832 } 1830 }
1833 1831
1834 /* Basically same logic as above, except now for actual apply. */ 1832 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1835 {
1839 move_apply(tmp, op, originator); 1836 move_apply (tmp, op, originator);
1837
1840 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
1841 return 1; 1839 return 1;
1842 1840
1843 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
1846 */ 1844 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 1845 if (op->map != m || op->x != x || op->y != y)
1846 return 0;
1848 } 1847 }
1849 } 1848 }
1849
1850 return 0; 1850 return 0;
1851} 1851}
1852 1852
1853/* 1853/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1857 */ 1857 */
1858 1858object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1859present_arch (const archetype *at, maptile *m, int x, int y)
1860 object *tmp; 1860{
1861 if(m==NULL || out_of_map(m,x,y)) { 1861 if (!m || out_of_map (m, x, y))
1862 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1864 return NULL;
1864 } 1865 }
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1866 if(tmp->arch == at) 1868 if (tmp->arch == at)
1867 return tmp; 1869 return tmp;
1870
1868 return NULL; 1871 return NULL;
1869} 1872}
1870 1873
1871/* 1874/*
1872 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1875 */ 1878 */
1876 1879object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 1880present (unsigned char type, maptile *m, int x, int y)
1878 object *tmp; 1881{
1879 if(out_of_map(m,x,y)) { 1882 if (out_of_map (m, x, y))
1883 {
1880 LOG(llevError,"Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 1885 return NULL;
1882 } 1886 }
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1884 if(tmp->type==type) 1889 if (tmp->type == type)
1885 return tmp; 1890 return tmp;
1891
1886 return NULL; 1892 return NULL;
1887} 1893}
1888 1894
1889/* 1895/*
1890 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
1893 */ 1899 */
1894 1900object *
1895object *present_in_ob(unsigned char type, const object *op) { 1901present_in_ob (unsigned char type, const object *op)
1896 object *tmp; 1902{
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 1904 if (tmp->type == type)
1899 return tmp; 1905 return tmp;
1906
1900 return NULL; 1907 return NULL;
1901} 1908}
1902 1909
1903/* 1910/*
1904 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
1912 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
1913 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
1915 * to be unique. 1922 * to be unique.
1916 */ 1923 */
1917 1924object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 1925present_in_ob_by_name (int type, const char *str, const object *op)
1919 object *tmp; 1926{
1920
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 1929 return tmp;
1924 } 1930
1925 return NULL; 1931 return 0;
1926} 1932}
1927 1933
1928/* 1934/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
1932 */ 1938 */
1933 1939object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 1940present_arch_in_ob (const archetype *at, const object *op)
1935 object *tmp; 1941{
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 1943 if (tmp->arch == at)
1938 return tmp; 1944 return tmp;
1945
1939 return NULL; 1946 return NULL;
1940} 1947}
1941 1948
1942/* 1949/*
1943 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
1944 */ 1951 */
1952void
1945void flag_inv(object*op, int flag){ 1953flag_inv (object *op, int flag)
1946 object *tmp; 1954{
1947 if(op->inv) 1955 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1957 {
1949 SET_FLAG(tmp, flag); 1958 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 1959 flag_inv (tmp, flag);
1951 } 1960 }
1961}
1962
1952}/* 1963/*
1953 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
1954 */ 1965 */
1966void
1955void unflag_inv(object*op, int flag){ 1967unflag_inv (object *op, int flag)
1956 object *tmp; 1968{
1957 if(op->inv) 1969 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 {
1959 CLEAR_FLAG(tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 1973 unflag_inv (tmp, flag);
1961 } 1974 }
1962} 1975}
1963 1976
1964/* 1977/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
1969 */ 1982 */
1970 1983void
1971void set_cheat(object *op) { 1984set_cheat (object *op)
1985{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
1974} 1988}
1975 1989
1976/* 1990/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain 1992 * a spot at the given map and coordinates which will be able to contain
1992 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
1993 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 2009 * customized, changed states, etc.
1996 */ 2010 */
1997 2011int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013{
1999 int i,index=0, flag; 2014 int index = 0, flag;
2000 static int altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2001 2016
2002 for(i=start;i<stop;i++) { 2017 for (int i = start; i < stop; i++)
2018 {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2004 if(!flag) 2020 if (!flag)
2005 altern[index++]=i; 2021 altern [index++] = i;
2006 2022
2007 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2014 */ 2030 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2032 stop = maxfree[i];
2017 } 2033 }
2018 if(!index) return -1; 2034
2035 if (!index)
2036 return -1;
2037
2019 return altern[RANDOM()%index]; 2038 return altern[RANDOM () % index];
2020} 2039}
2021 2040
2022/* 2041/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2046 */
2028 2047int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2030 int i; 2049{
2031 for(i=0;i<SIZEOFFREE;i++) { 2050 for (int i = 0; i < SIZEOFFREE; i++)
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2052 return i;
2034 } 2053
2035 return -1; 2054 return -1;
2036} 2055}
2037 2056
2038/* 2057/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2041 */ 2061 */
2062static void
2042static void permute(int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2043{ 2064{
2044 int i, j, tmp, len; 2065 arr += begin;
2066 end -= begin;
2045 2067
2046 len = end-begin; 2068 while (--end)
2047 for(i = begin; i < end; i++) 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2048 {
2049 j = begin+RANDOM()%len;
2050
2051 tmp = arr[i];
2052 arr[i] = arr[j];
2053 arr[j] = tmp;
2054 }
2055} 2070}
2056 2071
2057/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2075 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2076 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2078 */
2079void
2064void get_search_arr(int *search_arr) 2080get_search_arr (int *search_arr)
2065{ 2081{
2066 int i; 2082 int i;
2067 2083
2068 for(i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2069 {
2070 search_arr[i] = i; 2085 search_arr[i] = i;
2071 }
2072 2086
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2090}
2077 2091
2078/* 2092/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2093 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2094 * given map at the given coordinates for live objects.
2085 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2086 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2102 * there is capable of.
2089 */ 2103 */
2090 2104int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2105find_dir (maptile *m, int x, int y, object *exclude)
2106{
2092 int i,max=SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2108
2093 sint16 nx, ny; 2109 sint16 nx, ny;
2094 object *tmp; 2110 object *tmp;
2095 mapstruct *mp; 2111 maptile *mp;
2112
2096 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2097 2114
2098 if (exclude && exclude->head) { 2115 if (exclude && exclude->head)
2116 {
2099 exclude = exclude->head; 2117 exclude = exclude->head;
2100 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2101 } else { 2119 }
2120 else
2121 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2122 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2123 move_type = MOVE_ALL;
2124 }
2125
2126 for (i = 1; i < max; i++)
2104 } 2127 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2128 mp = m;
2108 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2110 2131
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2112 if (mflags & P_OUT_OF_MAP) { 2134 if (mflags & P_OUT_OF_MAP)
2135 max = maxfree[i];
2136 else
2137 {
2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2141
2142 if ((move_type & blocked) == move_type)
2113 max = maxfree[i]; 2143 max = maxfree[i];
2114 } else {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2116
2117 if ((move_type & blocked) == move_type) {
2118 max=maxfree[i];
2119 } else if (mflags & P_IS_ALIVE) { 2144 else if (mflags & P_IS_ALIVE)
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2145 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2123 break; 2149 break;
2124 } 2150
2125 }
2126 if(tmp) { 2151 if (tmp)
2127 return freedir[i]; 2152 return freedir[i];
2128 }
2129 } 2153 }
2130 } 2154 }
2131 } 2155 }
2156
2132 return 0; 2157 return 0;
2133} 2158}
2134 2159
2135/* 2160/*
2136 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2162 * distance between the two given objects.
2138 */ 2163 */
2139 2164int
2140int distance(const object *ob1, const object *ob2) { 2165distance (const object *ob1, const object *ob2)
2141 int i; 2166{
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2144 return i;
2145} 2168}
2146 2169
2147/* 2170/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2151 */ 2174 */
2152 2175int
2153int find_dir_2(int x, int y) { 2176find_dir_2 (int x, int y)
2177{
2154 int q; 2178 int q;
2155 2179
2156 if(y) 2180 if (y)
2157 q=x*100/y; 2181 q = x * 100 / y;
2158 else if (x) 2182 else if (x)
2159 q= -300*x; 2183 q = -300 * x;
2160 else 2184 else
2161 return 0; 2185 return 0;
2162 2186
2163 if(y>0) { 2187 if (y > 0)
2188 {
2164 if(q < -242) 2189 if (q < -242)
2165 return 3 ; 2190 return 3;
2166 if (q < -41) 2191 if (q < -41)
2167 return 2 ; 2192 return 2;
2168 if (q < 41) 2193 if (q < 41)
2169 return 1 ; 2194 return 1;
2170 if (q < 242) 2195 if (q < 242)
2171 return 8 ; 2196 return 8;
2172 return 7 ; 2197 return 7;
2173 } 2198 }
2174 2199
2175 if (q < -242) 2200 if (q < -242)
2176 return 7 ; 2201 return 7;
2177 if (q < -41) 2202 if (q < -41)
2178 return 6 ; 2203 return 6;
2179 if (q < 41) 2204 if (q < 41)
2180 return 5 ; 2205 return 5;
2181 if (q < 242) 2206 if (q < 242)
2182 return 4 ; 2207 return 4;
2183 2208
2184 return 3 ; 2209 return 3;
2185} 2210}
2186 2211
2187/* 2212/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2213 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2214 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2215 * "overflow" in previous calculations of a direction).
2191 */ 2216 */
2192 2217
2218int
2193int absdir(int d) { 2219absdir (int d)
2194 while(d<1) d+=8; 2220{
2195 while(d>8) d-=8; 2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2196 return d; 2227 return d;
2197} 2228}
2198 2229
2199/* 2230/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2232 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2233 */
2203 2234
2235int
2204int dirdiff(int dir1, int dir2) { 2236dirdiff (int dir1, int dir2)
2237{
2205 int d; 2238 int d;
2239
2206 d = abs(dir1 - dir2); 2240 d = abs (dir1 - dir2);
2207 if(d>4) 2241 if (d > 4)
2208 d = 8 - d; 2242 d = 8 - d;
2243
2209 return d; 2244 return d;
2210} 2245}
2211 2246
2212/* peterm: 2247/* peterm:
2213 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2216 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2217 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2254 * functions.
2220 */ 2255 */
2221
2222int reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2262 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2263 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2264 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2265 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2266 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2267 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2268 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2269 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2270 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2271 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2272 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2273 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2274 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2275 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2276 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2277 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2278 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2279 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2280 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2281 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2282 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2283 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2284 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2285 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2286 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2287 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2288 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2289 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2290 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2291 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2292 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2293 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2294 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2295 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2296 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2297 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2298 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2299 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2300 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2301 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2302 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2303 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2304 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2305 {24, 9, -1}
2306}; /* 48 */
2272 2307
2273/* Recursive routine to step back and see if we can 2308/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2311 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2278 */ 2313 */
2279 2314int
2280
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2316{
2282 sint16 dx, dy; 2317 sint16 dx, dy;
2283 int mflags; 2318 int mflags;
2284 2319
2320 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2286 2322
2287 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2324 dy = y + freearr_y[dir];
2289 2325
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2326 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2327
2292 /* This functional arguably was incorrect before - it was 2328 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2329 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2330 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2331 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or 2332 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2333 * at least its move type.
2298 */ 2334 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2335 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2336 return 0;
2300 2337
2301 /* yes, can see. */ 2338 /* yes, can see. */
2302 if(dir < 9) return 1; 2339 if (dir < 9)
2340 return 1;
2341
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306} 2345}
2307 2346
2308
2309
2310/* 2347/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2314 * 2351 *
2316 * core dumps if they do. 2353 * core dumps if they do.
2317 * 2354 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2355 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2356 */
2320 2357
2358int
2321int can_pick(const object *who, const object *item) { 2359can_pick (const object *who, const object *item)
2360{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2364}
2327
2328 2365
2329/* 2366/*
2330 * create clone from object to another 2367 * create clone from object to another
2331 */ 2368 */
2369object *
2332object *object_create_clone (object *asrc) { 2370object_create_clone (object *asrc)
2371{
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2334 2373
2335 if(!asrc) return NULL; 2374 if (!asrc)
2375 return 0;
2376
2336 src = asrc; 2377 src = asrc;
2337 if(src->head) 2378 if (src->head)
2338 src = src->head; 2379 src = src->head;
2339 2380
2340 prev = NULL; 2381 prev = 0;
2341 for(part = src; part; part = part->more) { 2382 for (part = src; part; part = part->more)
2342 tmp = get_object(); 2383 {
2343 copy_object(part,tmp); 2384 tmp = part->clone ();
2344 tmp->x -= src->x; 2385 tmp->x -= src->x;
2345 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2346 if(!part->head) { 2388 if (!part->head)
2389 {
2347 dst = tmp; 2390 dst = tmp;
2348 tmp->head = NULL; 2391 tmp->head = 0;
2392 }
2349 } else { 2393 else
2350 tmp->head = dst; 2394 tmp->head = dst;
2351 } 2395
2352 tmp->more = NULL; 2396 tmp->more = 0;
2397
2353 if(prev) 2398 if (prev)
2354 prev->more = tmp; 2399 prev->more = tmp;
2400
2355 prev = tmp; 2401 prev = tmp;
2356 } 2402 }
2357 /*** copy inventory ***/ 2403
2358 for(item = src->inv; item; item = item->below) { 2404 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2406
2362 return dst; 2407 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2408}
2372 2409
2373/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2379 2416object *
2380object* load_object_str(const char *obstr) 2417load_object_str (const char *obstr)
2381{ 2418{
2382 object *op; 2419 object *op;
2383 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2421
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2423
2386 FILE *tempfile=fopen(filename,"w"); 2424 FILE *tempfile = fopen (filename, "w");
2425
2387 if (tempfile == NULL) 2426 if (tempfile == NULL)
2388 { 2427 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2429 return NULL;
2391 }; 2430 }
2431
2392 fprintf(tempfile,obstr); 2432 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2433 fclose (tempfile);
2394 2434
2395 op=get_object(); 2435 op = object::create ();
2396 2436
2397 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2398 2438
2399 if (thawer) 2439 if (thawer)
2400 load_object(thawer,op,0); 2440 load_object (thawer, op, 0);
2401 2441
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2443 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2444
2405 return op; 2445 return op;
2406} 2446}
2407 2447
2408/* This returns the first object in who's inventory that 2448/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2449 * has the same type and subtype match.
2410 * returns NULL if no match. 2450 * returns NULL if no match.
2411 */ 2451 */
2452object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2454{
2414 object *tmp;
2415
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2456 if (tmp->type == type && tmp->subtype == subtype)
2457 return tmp;
2418 2458
2419 return NULL; 2459 return 0;
2420} 2460}
2421 2461
2422/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2463 * otherwise return NULL.
2424 * 2464 *
2425 * key must be a passed in shared string - otherwise, this won't 2465 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2466 * do the desired thing.
2427 */ 2467 */
2468key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2469get_ob_key_link (const object *ob, const char *key)
2429 key_value * link; 2470{
2430
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2471 for (key_value *link = ob->key_values; link; link = link->next)
2432 if (link->key == key) { 2472 if (link->key == key)
2433 return link; 2473 return link;
2434 } 2474
2435 } 2475 return 0;
2436 2476}
2437 return NULL;
2438}
2439 2477
2440/* 2478/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2480 *
2443 * The argument doesn't need to be a shared string. 2481 * The argument doesn't need to be a shared string.
2444 * 2482 *
2445 * The returned string is shared. 2483 * The returned string is shared.
2446 */ 2484 */
2485const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2486get_ob_key_value (const object *op, const char *const key)
2487{
2448 key_value * link; 2488 key_value *link;
2449 const char * canonical_key; 2489 shstr_cmp canonical_key (key);
2490
2491 if (!canonical_key)
2450 2492 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2497 */
2459 return NULL; 2498 return 0;
2460 } 2499 }
2461 2500
2462 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2464 */ 2503 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2504 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2505 if (link->key == canonical_key)
2467 return link->value; 2506 return link->value;
2468 } 2507
2469 } 2508 return 0;
2470 return NULL;
2471} 2509}
2472 2510
2473 2511
2474/* 2512/*
2475 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2517 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2518 * keys.
2481 * 2519 *
2482 * Returns TRUE on success. 2520 * Returns TRUE on success.
2483 */ 2521 */
2522int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2524{
2485 key_value * field = NULL, *last=NULL; 2525 key_value *field = NULL, *last = NULL;
2486 2526
2487 for (field=op->key_values; field != NULL; field=field->next) { 2527 for (field = op->key_values; field != NULL; field = field->next)
2528 {
2488 if (field->key != canonical_key) { 2529 if (field->key != canonical_key)
2530 {
2489 last = field; 2531 last = field;
2490 continue; 2532 continue;
2491 } 2533 }
2492 2534
2493 if (value) 2535 if (value)
2494 field->value = value; 2536 field->value = value;
2495 else { 2537 else
2538 {
2496 /* Basically, if the archetype has this key set, 2539 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2540 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2541 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2542 * we get this value back again.
2500 */ 2543 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2544 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2545 field->value = 0;
2546 else
2547 {
2548 if (last)
2549 last->next = field->next;
2503 else 2550 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2551 op->key_values = field->next;
2507 2552
2508 delete field; 2553 delete field;
2509 } 2554 }
2510 } 2555 }
2511 return TRUE; 2556 return TRUE;
2512 } 2557 }
2513 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2514 2559
2515 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2516 2561
2517 if (!add_key) { 2562 if (!add_key)
2518 return FALSE; 2563 return FALSE;
2519 } 2564
2520 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2524 * should pass in "" 2569 * should pass in ""
2525 */ 2570 */
2526 if (value == NULL) return TRUE; 2571 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 2572 return TRUE;
2573
2574 field = new key_value;
2575
2576 field->key = canonical_key;
2577 field->value = value;
2578 /* Usual prepend-addition. */
2579 field->next = op->key_values;
2580 op->key_values = field;
2581
2582 return TRUE;
2537} 2583}
2538 2584
2539/* 2585/*
2540 * Updates the key in op to value. 2586 * Updates the key in op to value.
2541 * 2587 *
2543 * and not add new ones. 2589 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2590 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2591 *
2546 * Returns TRUE on success. 2592 * Returns TRUE on success.
2547 */ 2593 */
2594int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2595set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2596{
2550 shstr key_ (key); 2597 shstr key_ (key);
2598
2551 return set_ob_key_value_s (op, key_, value, add_key); 2599 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2600}
2601
2602object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container)
2604{
2605 while (item->inv)
2606 item = item->inv;
2607}
2608
2609void
2610object::depth_iterator::next ()
2611{
2612 if (item->below)
2613 {
2614 item = item->below;
2615
2616 while (item->inv)
2617 item = item->inv;
2618 }
2619 else
2620 item = item->env;
2621}
2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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