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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.101 by root, Mon Jan 1 17:30:33 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short 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}; 44 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]= 45};
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, 46short 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}; 47 -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]= 48};
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, 49int 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}; 50 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};
56int freedir[SIZEOFFREE]= { 52int 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, 53 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}; 54 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};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* 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 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 196{
117
118 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
120 204
121 if (ob1->speed != ob2->speed) return 0; 205 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 207 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 208 * used to store nrof).
125 */ 209 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id
239 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0;
251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 259 return 0;
128 260
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 262 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 263 return 0;
135 264
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 266 * if it is valid.
148 */ 267 */
149 } 268 }
150 269
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 270 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 271 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 272 * some items equipped, and we don't want those to merge.
202 */ 273 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275 return 0;
276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0;
283
284 switch (ob1->type)
285 {
286 case SCROLL:
287 if (ob1->level != ob2->level)
288 return 0;
289 break;
290 }
291
292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
294 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 /* One has fields, but the other one doesn't. */
204 return 0; 297 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 298 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 299 return 0;
219 } 300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
220 } 304 {
305 ob1->optimise ();
306 ob2->optimise ();
221 307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
222 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
223 return 1; 313 return 1;
224} 314}
225 315
226/* 316/*
227 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
230 */ 320 */
231signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
232 signed long sum; 324 long sum;
233 object *inv; 325 object *inv;
326
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
235 if (inv->inv) 329 if (inv->inv)
236 sum_weight(inv); 330 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 332 }
333
239 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
241 if(op->carrying != sum) 337 if (op->carrying != sum)
242 op->carrying = sum; 338 op->carrying = sum;
339
243 return sum; 340 return sum;
244} 341}
245 342
246/** 343/**
247 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
248 */ 345 */
249 346
347object *
250object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
251 while (op->env != NULL) 350 while (op->env != NULL)
252 op = op->env; 351 op = op->env;
253 return op; 352 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 353}
268 354
269/* 355/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 357 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
273 */ 359 */
274 360
275void dump_object2(object *op) { 361char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 362dump_object (object *op)
322 if(op==NULL) { 363{
323 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
324 return; 365 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 366
330void dump_all_objects(void) { 367 object_freezer freezer;
331 object *op; 368 save_object (freezer, op, 1);
332 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 370}
337 371
338/* 372/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
342 */ 376 */
343 377
378object *
344object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
345 object *tmp,*closest; 381 object *tmp, *closest;
346 int last_dist,i; 382 int last_dist, i;
383
347 if(op->more==NULL) 384 if (op->more == NULL)
348 return op; 385 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
352 return closest; 389 return closest;
353} 390}
354 391
355/* 392/*
356 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
357 */ 394 */
358 395
396object *
359object *find_object(tag_t i) { 397find_object (tag_t i)
360 object *op; 398{
361 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 400 if (op->count == i)
363 break; 401 return op;
402
364 return op; 403 return 0;
365} 404}
366 405
367/* 406/*
368 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
371 */ 410 */
372 411
412object *
373object *find_object_name(const char *str) { 413find_object_name (const char *str)
374 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
375 object *op; 416 object *op;
417
376 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 419 if (op->name == str_)
378 break; 420 break;
379 421
380 return op; 422 return op;
381} 423}
382 424
425void
383void free_all_object_data () 426free_all_object_data ()
384{ 427{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 429}
422 430
423/* 431/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 433 * skill and experience objects.
426 */ 434 */
427void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
428{ 437{
429 if(owner==NULL||op==NULL) 438 if (!owner)
430 return; 439 return;
431 440
432 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
438 */ 447 */
439 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
441 450
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 451 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 452}
477 453
478/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 455 * refcounts and freeing the links.
480 */ 456 */
457static void
481static void free_key_values(object * op) 458free_key_values (object *op)
482{ 459{
483 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
484 { 461 {
485 key_value *next = i->next; 462 key_value *next = i->next;
486 delete i; 463 delete i;
464
487 i = next; 465 i = next;
488 } 466 }
489 467
490 op->key_values = 0; 468 op->key_values = 0;
491} 469}
492 470
493void object::clear ()
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 471/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 477 * will point at garbage.
562 */ 478 */
563 479void
564void copy_object (object *op2, object *op) 480object::copy_to (object *dst)
565{ 481{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 484
569 op2->clone (op); 485 *(object_copy *)dst = *this;
570 486
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 487 if (is_freed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 488 SET_FLAG (dst, FLAG_FREED);
573 489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
574 if (op2->speed < 0) 493 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 495
577 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 497 if (key_values)
579 { 498 {
580 key_value *tail = NULL; 499 key_value *tail = 0;
581 key_value *i; 500 key_value *i;
582 501
583 op->key_values = NULL; 502 dst->key_values = 0;
584 503
585 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
586 { 505 {
587 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
588 507
589 new_link->next = NULL; 508 new_link->next = 0;
590 new_link->key = i->key; 509 new_link->key = i->key;
591 new_link->value = i->value; 510 new_link->value = i->value;
592 511
593 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 513 if (!dst->key_values)
595 { 514 {
596 op->key_values = new_link; 515 dst->key_values = new_link;
597 tail = new_link; 516 tail = new_link;
598 } 517 }
599 else 518 else
600 { 519 {
601 tail->next = new_link; 520 tail->next = new_link;
602 tail = new_link; 521 tail = new_link;
603 } 522 }
604 } 523 }
605 } 524 }
606 525
607 update_ob_speed (op); 526 dst->set_speed (dst->speed);
608} 527}
609 528
610/* 529object *
611 * get_object() grabs an object from the list of unused objects, makes 530object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 531{
618 object *op = new object; 532 object *neu = create ();
619 533 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op; 534 return neu;
636} 535}
637 536
638/* 537/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
642 */ 541 */
643 542void
644void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
646 return; 546 return;
547
647 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
649} 550}
650 551
651/* 552/*
652 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
655 */ 556 */
656 557void
657void update_ob_speed(object *op) { 558object::set_speed (float speed)
658 extern int arch_init; 559{
659 560 if (flag [FLAG_FREED] && speed)
660 /* No reason putting the archetypes objects on the speed list, 561 {
661 * since they never really need to be updated.
662 */
663
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
666#ifdef MANY_CORES
667 abort();
668#else
669 op->speed = 0; 563 speed = 0;
670#endif
671 } 564 }
672 if (arch_init) {
673 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 565
680 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
681 * of the list. */ 567
682 op->active_next = active_objects; 568 if (has_active_speed ())
683 if (op->active_next!=NULL) 569 activate ();
684 op->active_next->active_prev = op;
685 active_objects = op;
686 }
687 else { 570 else
688 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
689 if (!op->active_next && !op->active_prev && op!=active_objects)
690 return;
691
692 if (op->active_prev==NULL) {
693 active_objects = op->active_next;
694 if (op->active_next!=NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else {
698 op->active_prev->active_next = op->active_next;
699 if (op->active_next)
700 op->active_next->active_prev = op->active_prev;
701 }
702 op->active_next = NULL;
703 op->active_prev = NULL;
704 }
705} 572}
706 573
707/* This function removes object 'op' from the list of active
708 * objects.
709 * This should only be used for style maps or other such
710 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object.
714 */
715void remove_from_active_list(object *op)
716{
717 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects)
719 return;
720
721 if (op->active_prev==NULL) {
722 active_objects = op->active_next;
723 if (op->active_next!=NULL)
724 op->active_next->active_prev = NULL;
725 }
726 else {
727 op->active_prev->active_next = op->active_next;
728 if (op->active_next)
729 op->active_next->active_prev = op->active_prev;
730 }
731 op->active_next = NULL;
732 op->active_prev = NULL;
733}
734
735/* 574/*
736 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
737 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
738 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
739 * invisible object, etc...) 578 * invisible object, etc...)
740 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
741 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
742 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
743 * 582 *
744 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
745 * For example, if the only thing that has changed is the face (due to
746 * an animation), we don't need to call update_position until that actually
747 * comes into view of a player. OTOH, many other things, like addition/removal
748 * of walls or living creatures may need us to update the flags now.
749 * current action are: 584 * current action are:
750 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
751 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
755 */ 590 */
756 591void
757void update_object(object *op, int action) { 592update_object (object *op, int action)
758 int update_now=0, flags; 593{
759 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
760 595
761 if (op == NULL) { 596 if (op == NULL)
597 {
762 /* this should never happen */ 598 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 600 return;
765 }
766 601 }
767 if(op->env!=NULL) { 602
603 if (op->env)
604 {
768 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
769 * to do in this case. 606 * to do in this case.
770 */ 607 */
771 return; 608 return;
772 } 609 }
773 610
774 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 612 * going to get freed anyways.
776 */ 613 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
778 615 return;
616
779 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 621#ifdef MANY_CORES
784 abort(); 622 abort ();
785#endif 623#endif
786 return; 624 return;
787 }
788 625 }
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
795 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
796 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
798 update_now=1;
799
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
801 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
802 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
804 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
805
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1;
808
809 if ((move_on | op->move_on) != move_on) update_now=1;
810 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
811 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 644 * to have move_allow right now.
813 */ 645 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
817 } 649 }
818 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 652 * that is being removed.
821 */ 653 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 655 m.flags_ = 0;
824 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
826 }
827 else { 658 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 660
831 if (update_now) {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y);
834 }
835
836 if(op->more!=NULL) 661 if (op->more)
837 update_object(op->more, action); 662 update_object (op->more, action);
838} 663}
839 664
665object *object::first;
840 666
841/* 667object::object ()
842 * free_object() frees everything allocated by an object, removes 668{
843 * it from the list of used objects, and puts it on the list of 669 SET_FLAG (this, FLAG_REMOVED);
844 * free objects. The IS_FREED() flag is set in the object. 670
845 * The object must have been removed by remove_ob() first for 671 expmul = 1.0;
846 * this function to succeed. 672 face = blank_face;
847 * 673}
848 * If free_inventory is set, free inventory as well. Else drop items in 674
849 * inventory to the ground. 675object::~object ()
850 */ 676{
677 free_key_values (this);
678}
679
680void object::link ()
681{
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692}
693
694void object::unlink ()
695{
696 if (this == object::first)
697 object::first = next;
698
699 /* Remove this object from the list of used objects */
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
851 712
852void 713void
853free_object (object * ob) 714object::activate ()
854{ 715{
855 free_object2 (ob, 0); 716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
856} 731}
857 732
858void 733void
859free_object2 (object * ob, int free_inventory) 734object::activate_recursive ()
860{ 735{
861 object *tmp, *op; 736 activate ();
862 737
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 738 for (object *op = inv; op; op = op->above)
864 { 739 op->activate_recursive ();
865 LOG (llevDebug, "Free object called with non removed object\n"); 740}
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871 741
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 742/* This function removes object 'op' from the list of active
873 { 743 * objects.
874 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 744 * This should only be used for style maps or other such
875 remove_friendly_object (ob); 745 * reference maps where you don't want an object that isn't
876 } 746 * in play chewing up cpu time getting processed.
877 747 * The reverse of this is to call update_ob_speed, which
878 if (QUERY_FLAG (ob, FLAG_FREED)) 748 * will do the right thing based on the speed of the object.
879 { 749 */
880 dump_object (ob); 750void
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
882 return; 755 return;
883 }
884 756
885 if (ob->more != NULL) 757 if (active_prev == 0)
886 {
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890
891 if (ob->inv)
892 {
893 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects
895 * drop on that space.
896 */
897 if (free_inventory || ob->map == NULL
898 || ob->map->in_memory != MAP_IN_MEMORY
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
900 {
901 op = ob->inv;
902
903 while (op != NULL)
904 { 758 {
905 tmp = op->below; 759 active_objects = active_next;
906 remove_ob (op); 760 if (active_next)
907 free_object2 (op, free_inventory); 761 active_next->active_prev = 0;
908 op = tmp;
909 }
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 op = ob->inv;
914
915 while (op != NULL)
916 {
917 tmp = op->below;
918 remove_ob (op);
919
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
923 free_object (op);
924 else
925 {
926 op->x = ob->x;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
929 }
930
931 op = tmp;
932 }
933 }
934 }
935
936 /* Remove object from the active list */
937 ob->speed = 0;
938 update_ob_speed (ob);
939
940 SET_FLAG (ob, FLAG_FREED);
941 ob->count = 0;
942
943 /* Remove this object from the list of used objects */
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 } 762 }
951 else 763 else
952 { 764 {
953 ob->prev->next = ob->next; 765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
954 769
955 if (ob->next != NULL) 770 active_next = 0;
956 ob->next->prev = ob->prev; 771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
831object *object::create ()
832{
833 object *op = new object;
834 op->link ();
835 return op;
836}
837
838void
839object::do_destroy ()
840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
957 } 875 }
958 876
959 free_key_values (ob); 877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
960 881
961 /* Now link it with the free_objects list: */ 882 head = 0;
962 ob->prev = 0;
963 ob->next = 0;
964 883
965 delete ob; 884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
890 // clear those pointers that likely might have circular references to us
891 owner = 0;
892 enemy = 0;
893 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897}
898
899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
903 return;
904
905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
966} 909}
967 910
968/* 911/*
969 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
971 */ 914 */
972 915void
973void sub_weight (object *op, signed long weight) { 916sub_weight (object *op, signed long weight)
917{
974 while (op != NULL) { 918 while (op != NULL)
919 {
975 if (op->type == CONTAINER) { 920 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 922
978 op->carrying-=weight; 923 op->carrying -= weight;
979 op = op->env; 924 op = op->env;
980 } 925 }
981} 926}
982 927
983/* remove_ob(op): 928/* op->remove ():
984 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
988 * the previous environment. 933 * the previous environment.
989 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
990 */ 935 */
991 936void
992void remove_ob(object *op) { 937object::remove ()
938{
993 object *tmp,*last=NULL; 939 object *tmp, *last = 0;
994 object *otmp; 940 object *otmp;
995 tag_t tag;
996 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 941
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 943 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 944
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1021 947
948 if (more)
949 more->remove ();
950
1022 /* 951 /*
1023 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1024 * inventory. 953 * inventory.
1025 */ 954 */
1026 if(op->env!=NULL) { 955 if (env)
956 {
1027 if(op->nrof) 957 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 958 sub_weight (env, weight * nrof);
1029 else 959 else
1030 sub_weight(op->env, op->weight+op->carrying); 960 sub_weight (env, weight + carrying);
1031 961
1032 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 964 * to save cpu time.
1035 */ 965 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 967 otmp->update_stats ();
1038 fix_player(otmp);
1039 968
1040 if(op->above!=NULL) 969 if (above)
1041 op->above->below=op->below; 970 above->below = below;
1042 else 971 else
1043 op->env->inv=op->below; 972 env->inv = below;
1044 973
1045 if(op->below!=NULL) 974 if (below)
1046 op->below->above=op->above; 975 below->above = above;
1047 976
1048 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
980 */
981 x = env->x, y = env->y;
982 map = env->map;
983 above = 0, below = 0;
984 env = 0;
985 }
986 else if (map)
987 {
988 if (type == PLAYER)
989 {
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
995
996 /* link the object above us */
997 if (above)
998 above->below = below;
999 else
1000 map->at (x, y).top = below; /* we were top, set new top */
1001
1002 /* Relink the object below us, if there is one */
1003 if (below)
1004 below->above = above;
1005 else
1006 {
1007 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is
1009 * evident
1051 */ 1010 */
1052 op->x=op->env->x,op->y=op->env->y; 1011 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 1012 {
1054 op->above=NULL,op->below=NULL; 1013 char *dump = dump_object (this);
1055 op->env=NULL; 1014 LOG (llevError,
1015 "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);
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021
1022 map->at (x, y).bot = above; /* goes on above it. */
1023 }
1024
1025 above = 0;
1026 below = 0;
1027
1028 if (map->in_memory == MAP_SAVING)
1056 return; 1029 return;
1057 }
1058 1030
1059 /* If we get here, we are removing it from a map */ 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1060 if (op->map == NULL) return;
1061 1032
1062 x = op->x; 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1063 y = op->y;
1064 m = get_map_from_coord(op->map, &x, &y);
1065
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079
1080 /* Re did the following section of code - it looks like it had
1081 * lots of logic for things we no longer care about
1082 */
1083
1084 /* link the object above us */
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */
1098 if(GET_MAP_OB(m,x,y)!=op) {
1099 dump_object(op);
1100 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);
1101 dump_object(GET_MAP_OB(m,x,y));
1102 LOG(llevError,"%s\n",errmsg);
1103 } 1034 {
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1115 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1116 * being removed. 1036 * being removed.
1117 */ 1037 */
1118 1038
1119 if(tmp->type==PLAYER && tmp!=op) { 1039 if (tmp->type == PLAYER && tmp != this)
1040 {
1120 /* If a container that the player is currently using somehow gets 1041 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1122 * appropriately. 1043 * appropriately.
1123 */ 1044 */
1124 if (tmp->container==op) { 1045 if (tmp->container == this)
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1046 {
1047 flag [FLAG_APPLIED] = 0;
1126 tmp->container=NULL; 1048 tmp->container = 0;
1049 }
1050
1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1127 } 1053 }
1128 tmp->contr->socket.update_look=1; 1054
1129 }
1130 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1056 if (check_walk_off
1057 && ((move_type & tmp->move_off)
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 1059 {
1134 move_apply(tmp, op, NULL); 1060 move_apply (tmp, this, 0);
1061
1135 if (was_destroyed (op, tag)) { 1062 if (destroyed ())
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 } 1064 }
1139 }
1140 1065
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1143 if(tmp->above == tmp) 1068 if (tmp->above == tmp)
1144 tmp->above = NULL; 1069 tmp->above = 0;
1070
1145 last=tmp; 1071 last = tmp;
1146 } 1072 }
1073
1147 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1148 if (last==NULL) { 1075 //TODO: this makes little sense, why only update the topmost object?
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1076 if (!last)
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1077 map->at (x, y).flags_ = 0;
1151 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways.
1153 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y);
1156 }
1157 else 1078 else
1158 update_object(last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1159 1080
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1082 update_all_los (map, x, y);
1162 1083 }
1163} 1084}
1164 1085
1165/* 1086/*
1166 * merge_ob(op,top): 1087 * merge_ob(op,top):
1167 * 1088 *
1168 * This function goes through all objects below and including top, and 1089 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1090 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1091 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1092 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1093 */
1173 1094object *
1174object *merge_ob(object *op, object *top) { 1095merge_ob (object *op, object *top)
1096{
1175 if(!op->nrof) 1097 if (!op->nrof)
1176 return 0; 1098 return 0;
1177 if(top==NULL) 1099
1100 if (top)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1103
1179 for(;top!=NULL;top=top->below) { 1104 for (; top; top = top->below)
1105 {
1180 if(top==op) 1106 if (top == op)
1181 continue; 1107 continue;
1182 if (CAN_MERGE(op,top)) 1108
1183 { 1109 if (object::can_merge (op, top))
1110 {
1184 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1115 op->destroy ();
1188 free_object(op);
1189 return top; 1116 return top;
1190 } 1117 }
1191 } 1118 }
1119
1192 return NULL; 1120 return 0;
1193} 1121}
1194 1122
1195/* 1123/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1198 */ 1126 */
1127object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1200 object* tmp; 1129{
1201 if (op->head) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1202 op=op->head; 1131 {
1203 for (tmp=op;tmp;tmp=tmp->more){
1204 tmp->x=x+tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1206 } 1134 }
1135
1207 return insert_ob_in_map (op, m, originator, flag); 1136 return insert_ob_in_map (op, m, originator, flag);
1208} 1137}
1209 1138
1210/* 1139/*
1211 * insert_ob_in_map (op, map, originator, flag): 1140 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1141 * This function inserts the object in the two-way linked list
1225 * Return value: 1154 * Return value:
1226 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1157 * just 'op' otherwise
1229 */ 1158 */
1230 1159object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1161{
1233 object *tmp, *top, *floor=NULL; 1162 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1163 sint16 x, y;
1235 1164
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1165 if (QUERY_FLAG (op, FLAG_FREED))
1166 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1238 return NULL; 1168 return NULL;
1169 }
1170
1171 if (!m)
1239 } 1172 {
1240 if(m==NULL) {
1241 dump_object(op); 1173 char *dump = dump_object (op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1243 return op; 1176 return op;
1244 } 1177 }
1178
1245 if(out_of_map(m,op->x,op->y)) { 1179 if (out_of_map (m, op->x, op->y))
1180 {
1246 dump_object(op); 1181 char *dump = dump_object (op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1248#ifdef MANY_CORES 1183#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted. 1186 * improperly inserted.
1252 */ 1187 */
1253 abort(); 1188 abort ();
1254#endif 1189#endif
1190 free (dump);
1255 return op; 1191 return op;
1256 } 1192 }
1193
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1258 dump_object(op); 1196 char *dump = dump_object (op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1260 return op; 1199 return op;
1200 }
1201
1202 if (op->more)
1261 } 1203 {
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1264 1205
1265 object *more = op->more; 1206 object *more = op->more;
1266 1207
1267 /* We really need the caller to normalize coordinates - if 1208 /* We really need the caller to normalize coordinates - if
1268 * we set the map, that doesn't work if the location is within 1209 * we set the map, that doesn't work if the location is within
1269 * a map and this is straddling an edge. So only if coordinate 1210 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it. 1211 * is clear wrong do we normalize it.
1271 */ 1212 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1273 more->map = get_map_from_coord(m, &more->x, &more->y); 1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1274 } else if (!more->map) { 1215 else if (!more->map)
1216 {
1275 /* For backwards compatibility - when not dealing with tiled maps, 1217 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent. 1218 * more->map should always point to the parent.
1277 */ 1219 */
1278 more->map = m; 1220 more->map = m;
1279 } 1221 }
1280 1222
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1282 if ( ! op->head) 1225 if (!op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1284 return NULL; 1228 return 0;
1285 } 1229 }
1286 } 1230 }
1231
1287 CLEAR_FLAG(op,FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1288 1233
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1236 * need extra work
1292 */ 1237 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y); 1238 op->map = get_map_from_coord (m, &op->x, &op->y);
1294 x = op->x; 1239 x = op->x;
1295 y = op->y; 1240 y = op->y;
1296 1241
1297 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1298 */ 1243 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) { 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1301 if (CAN_MERGE(op,tmp)) { 1246 if (object::can_merge (op, tmp))
1247 {
1302 op->nrof+=tmp->nrof; 1248 op->nrof += tmp->nrof;
1303 remove_ob(tmp); 1249 tmp->destroy ();
1304 free_object(tmp); 1250 }
1251
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1254
1255 if (!QUERY_FLAG (op, FLAG_ALIVE))
1256 CLEAR_FLAG (op, FLAG_NO_STEAL);
1257
1258 if (flag & INS_BELOW_ORIGINATOR)
1259 {
1260 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1261 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort ();
1264 }
1265
1266 op->above = originator;
1267 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op;
1276 }
1277 else
1278 {
1279 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1281 {
1282 object *last = 0;
1283
1284 /*
1285 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1289 * floor, we want to insert above that and no further.
1290 * Also, if there are spell objects on this space, we stop processing
1291 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects.
1295 */
1296 while (top)
1297 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top;
1300
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1302 {
1303 /* We insert above top, so we want this object below this */
1304 top = top->below;
1305 break;
1306 }
1307
1308 last = top;
1309 top = top->above;
1305 } 1310 }
1306 }
1307 1311
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1312 /* Don't want top to be NULL, so set it to the last valid object */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1313 top = last;
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312 1314
1313 if (flag & INS_BELOW_ORIGINATOR) { 1315 /* We let update_position deal with figuring out what the space
1314 if (originator->map != op->map || originator->x != op->x || 1316 * looks like instead of lots of conditions here.
1315 originator->y != op->y) { 1317 * makes things faster, and effectively the same result.
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort();
1318 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else {
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /* 1318 */
1330 * If there are multiple objects on this space, we do some trickier handling. 1319
1331 * We've already dealt with merging if appropriate. 1320 /* Have object 'fall below' other objects that block view.
1332 * Generally, we want to put the new object on top. But if 1321 * Unless those objects are exits, type 66
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1322 * If INS_ON_TOP is used, don't do this processing
1334 * floor, we want to insert above that and no further. 1323 * Need to find the object that in fact blocks view, otherwise
1335 * Also, if there are spell objects on this space, we stop processing 1324 * stacking is a bit odd.
1336 * once we get to them. This reduces the need to traverse over all of 1325 */
1337 * them when adding another one - this saves quite a bit of cpu time 1326 if (!(flag & INS_ON_TOP) &&
1338 * when lots of spells are cast in one area. Currently, it is presumed 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1339 * that flying non pickable objects are spell objects. 1328 {
1329 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break;
1332 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we
1335 * set top to the object below us.
1340 */ 1336 */
1341 1337 if (last && last->below && last != floor)
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above; 1338 top = last->below;
1355 } 1339 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */ 1340 } /* If objects on this space */
1341
1383 if (flag & INS_MAP_LOAD) 1342 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y); 1343 top = GET_MAP_TOP (op->map, op->x, op->y);
1344
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1345 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor;
1386 1347
1387 /* Top is the object that our object (op) is going to get inserted above. 1348 /* Top is the object that our object (op) is going to get inserted above.
1388 */ 1349 */
1389 1350
1390 /* First object on this space */ 1351 /* First object on this space */
1391 if (!top) { 1352 if (!top)
1353 {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1355
1356 if (op->above)
1393 if (op->above) op->above->below = op; 1357 op->above->below = op;
1358
1394 op->below = NULL; 1359 op->below = 0;
1395 SET_MAP_OB(op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1361 }
1362 else
1396 } else { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1397 op->above = top->above; 1364 op->above = top->above;
1365
1366 if (op->above)
1398 if (op->above) op->above->below = op; 1367 op->above->below = op;
1368
1399 op->below = top; 1369 op->below = top;
1400 top->above = op; 1370 top->above = op;
1401 } 1371 }
1372
1402 if (op->above==NULL) 1373 if (!op->above)
1403 SET_MAP_TOP(op->map,op->x, op->y, op); 1374 op->ms ().top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1405 1376
1406 if(op->type==PLAYER) 1377 if (op->type == PLAYER)
1378 {
1407 op->contr->do_los=1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->touch ();
1382 }
1408 1383
1384 op->map->dirty = true;
1385
1409 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1411 */ 1388 */
1412 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1390 if (object *pl = op->ms ().player ())
1414 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1415 tmp->contr->socket.update_look=1; 1392 pl->contr->ns->floorbox_update ();
1416 }
1417 1393
1418 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1425 * of effect may be sufficient. 1401 * of effect may be sufficient.
1426 */ 1402 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1429 1405
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1433 1408
1409 INVOKE_OBJECT (INSERT, op);
1434 1410
1435 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1437 * 1413 *
1438 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object(). 1417 * update_object().
1442 */ 1418 */
1443 1419
1444 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1422 {
1447 if (check_move_on(op, originator)) 1423 if (check_move_on (op, originator))
1448 return NULL; 1424 return 0;
1449 1425
1450 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1427 * walk on's.
1452 */ 1428 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1455 return NULL; 1431 return 0;
1456 } 1432 }
1433
1457 return op; 1434 return op;
1458} 1435}
1459 1436
1460/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1463 */ 1440 */
1441void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1465 object *tmp; 1443{
1466 object *tmp1; 1444 object *tmp, *tmp1;
1467 1445
1468 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1469 1447
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1450 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1451
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1453
1479 1454 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1455 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1463}
1483 1464
1484/* 1465/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1470 * global static errmsg array.
1490 */ 1471 */
1491 1472object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1473get_split_ob (object *orig_ob, uint32 nr)
1474{
1493 object *newob; 1475 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1477
1496 if(orig_ob->nrof<nr) { 1478 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1479 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1481 return NULL;
1500 } 1482 }
1483
1501 newob = object_create_clone(orig_ob); 1484 newob = object_create_clone (orig_ob);
1485
1502 if((orig_ob->nrof-=nr)<1) { 1486 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1487 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1488 else if (!is_removed)
1489 {
1508 if(orig_ob->env!=NULL) 1490 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1493 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1494 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n"); 1495 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1496 return NULL;
1515 } 1497 }
1516 } 1498 }
1499
1517 newob->nrof=nr; 1500 newob->nrof = nr;
1518 1501
1519 return newob; 1502 return newob;
1520} 1503}
1521 1504
1522/* 1505/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1506 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1507 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1508 * is subsequently removed and freed.
1526 * 1509 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1510 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1511 */
1529 1512
1513object *
1530object *decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1531{ 1515{
1532 object *tmp; 1516 object *tmp;
1533 player *pl;
1534 1517
1535 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1519 return op;
1537 1520
1538 if (i > op->nrof) 1521 if (i > op->nrof)
1539 i = op->nrof; 1522 i = op->nrof;
1540 1523
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1525 op->nrof -= i;
1526 else if (op->env)
1527 {
1528 /* is this object in the players inventory, or sub container
1529 * therein?
1530 */
1531 tmp = op->in_player ();
1532 /* nope. Is this a container the player has opened?
1533 * If so, set tmp to that player.
1534 * IMO, searching through all the players will mostly
1535 * likely be quicker than following op->env to the map,
1536 * and then searching the map for a player.
1537 */
1538 if (!tmp)
1539 for_all_players (pl)
1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1543 break;
1544 }
1545
1546 if (i < op->nrof)
1547 {
1548 sub_weight (op->env, op->weight * i);
1549 op->nrof -= i;
1550 if (tmp)
1551 esrv_send_item (tmp, op);
1552 }
1553 else
1554 {
1555 op->remove ();
1556 op->nrof = 0;
1557 if (tmp)
1558 esrv_del_item (tmp->contr, op->count);
1559 }
1542 { 1560 }
1561 else
1562 {
1563 object *above = op->above;
1564
1565 if (i < op->nrof)
1543 op->nrof -= i; 1566 op->nrof -= i;
1544 } 1567 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = is_player_inv (op->env);
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1568 {
1563
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op); 1569 op->remove ();
1572 op->nrof = 0; 1570 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 } 1571 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581 1572
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1575 if (tmp->type == PLAYER)
1576 {
1591 if (op->nrof) 1577 if (op->nrof)
1592 esrv_send_item(tmp, op); 1578 esrv_send_item (tmp, op);
1593 else 1579 else
1594 esrv_del_item(tmp->contr, op->count); 1580 esrv_del_item (tmp->contr, op->count);
1595 } 1581 }
1596 } 1582 }
1597 1583
1598 if (op->nrof) { 1584 if (op->nrof)
1599 return op; 1585 return op;
1600 } else { 1586 else
1601 free_object (op); 1587 {
1588 op->destroy ();
1602 return NULL; 1589 return 0;
1603 } 1590 }
1604} 1591}
1605 1592
1606/* 1593/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1595 * and also updates how much the environment(s) is/are carrying.
1609 */ 1596 */
1610 1597
1598void
1611void add_weight (object *op, signed long weight) { 1599add_weight (object *op, signed long weight)
1600{
1612 while (op!=NULL) { 1601 while (op != NULL)
1602 {
1613 if (op->type == CONTAINER) { 1603 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1604 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1605
1616 op->carrying+=weight; 1606 op->carrying += weight;
1617 op=op->env; 1607 op = op->env;
1618 } 1608 }
1619} 1609}
1620 1610
1611object *
1612insert_ob_in_ob (object *op, object *where)
1613{
1614 if (!where)
1615 {
1616 char *dump = dump_object (op);
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump);
1619 return op;
1620 }
1621
1622 if (where->head)
1623 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head;
1626 }
1627
1628 return where->insert (op);
1629}
1630
1621/* 1631/*
1622 * insert_ob_in_ob(op,environment): 1632 * env->insert (op)
1623 * This function inserts the object op in the linked list 1633 * This function inserts the object op in the linked list
1624 * inside the object environment. 1634 * inside the object environment.
1625 * 1635 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * The function returns now pointer to inserted item, and return value can 1636 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1637 * be != op, if items are merged. -Tero
1633 */ 1638 */
1634 1639
1635object *insert_ob_in_ob(object *op,object *where) { 1640object *
1641object::insert (object *op)
1642{
1636 object *tmp, *otmp; 1643 object *tmp, *otmp;
1637 1644
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1646 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1647
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) { 1648 if (op->more)
1649 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1651 return op;
1657 } 1652 }
1653
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1655 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1656 if (op->nrof)
1657 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1659 if (object::can_merge (tmp, op))
1660 {
1663 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1662 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1664 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1665 * tmp->nrof, we need to increase the weight.
1668 */ 1666 */
1669 add_weight (where, op->weight*op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1668 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1669 op->destroy (); /* free the inserted object */
1672 op = tmp; 1670 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1671 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1672 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1673 break;
1676 } 1674 }
1677 1675
1678 /* I assume combined objects have no inventory 1676 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1677 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1678 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do 1679 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1680 * the linking below
1683 */ 1681 */
1684 add_weight (where, op->weight*op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1683 }
1685 } else 1684 else
1686 add_weight (where, (op->weight+op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1687 1686
1688 otmp=is_player_inv(where); 1687 otmp = this->in_player ();
1689 if (otmp&&otmp->contr!=NULL) { 1688 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1690 otmp->update_stats ();
1692 }
1693 1691
1694 op->map=NULL; 1692 op->map = 0;
1695 op->env=where; 1693 op->env = this;
1696 op->above=NULL; 1694 op->above = 0;
1697 op->below=NULL; 1695 op->below = 0;
1698 op->x=0,op->y=0; 1696 op->x = 0, op->y = 0;
1699 1697
1700 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1699 if ((op->glow_radius != 0) && map)
1702 { 1700 {
1703#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1704 if (map->darkness)
1705 update_all_los (map, x, y);
1708 } 1706 }
1709 1707
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1709 * It sure simplifies this function...
1712 */ 1710 */
1713 if (where->inv==NULL) 1711 if (!inv)
1714 where->inv=op; 1712 inv = op;
1715 else { 1713 else
1714 {
1716 op->below = where->inv; 1715 op->below = inv;
1717 op->below->above = op; 1716 op->below->above = op;
1718 where->inv = op; 1717 inv = op;
1719 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1721
1720 return op; 1722 return op;
1721} 1723}
1722 1724
1723/* 1725/*
1724 * Checks if any objects has a move_type that matches objects 1726 * Checks if any objects has a move_type that matches objects
1738 * 1740 *
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1743 * on top.
1742 */ 1744 */
1743 1745int
1744int check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1745{ 1747{
1746 object *tmp; 1748 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1749 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1750 int x = op->x, y = op->y;
1751
1750 MoveType move_on, move_slow, move_block; 1752 MoveType move_on, move_slow, move_block;
1751 1753
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1755 return 0;
1754 1756
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1760
1761 /* if nothing on this space will slow op down or be applied, 1761 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1762 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1763 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1764 * as walking.
1765 */ 1765 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1767 return 0;
1768 1768
1769 /* This is basically inverse logic of that below - basically, 1769 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1770 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1771 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1772 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1773 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1774 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1775 return 0;
1776 1776
1777 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1779 */ 1779 */
1780 1780
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1782 {
1783 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1785 * we don't need to check all of them.
1786 */ 1786 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 }
1790
1791 for (; tmp; tmp = tmp->below)
1788 } 1792 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1793 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1791 1795
1792 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1798 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1799 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1800 * swim on that space, can't use it to avoid the penalty.
1797 */ 1801 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 {
1802 1807
1803 float diff; 1808 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1809 diff = tmp->move_slow_penalty * FABS (op->speed);
1810
1806 if (op->type == PLAYER) { 1811 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1814 diff /= 4.0;
1810 } 1815
1811 }
1812 op->speed_left -= diff; 1816 op->speed_left -= diff;
1813 } 1817 }
1814 } 1818 }
1815 1819
1816 /* Basically same logic as above, except now for actual apply. */ 1820 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1823 {
1821 move_apply(tmp, op, originator); 1824 move_apply (tmp, op, originator);
1825
1822 if (was_destroyed (op, tag)) 1826 if (op->destroyed ())
1823 return 1; 1827 return 1;
1824 1828
1825 /* what the person/creature stepped onto has moved the object 1829 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1830 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1831 * have a feeling strange problems would result.
1828 */ 1832 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1833 if (op->map != m || op->x != x || op->y != y)
1834 return 0;
1830 } 1835 }
1831 } 1836 }
1837
1832 return 0; 1838 return 0;
1833} 1839}
1834 1840
1835/* 1841/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1839 */ 1845 */
1840 1846object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1847present_arch (const archetype *at, maptile *m, int x, int y)
1842 object *tmp; 1848{
1843 if(m==NULL || out_of_map(m,x,y)) { 1849 if (m == NULL || out_of_map (m, x, y))
1850 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1852 return NULL;
1846 } 1853 }
1854
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1848 if(tmp->arch == at) 1856 if (tmp->arch == at)
1849 return tmp; 1857 return tmp;
1858
1850 return NULL; 1859 return NULL;
1851} 1860}
1852 1861
1853/* 1862/*
1854 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1857 */ 1866 */
1858 1867object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1868present (unsigned char type, maptile *m, int x, int y)
1860 object *tmp; 1869{
1861 if(out_of_map(m,x,y)) { 1870 if (out_of_map (m, x, y))
1871 {
1862 LOG(llevError,"Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1873 return NULL;
1864 } 1874 }
1875
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->type==type) 1877 if (tmp->type == type)
1867 return tmp; 1878 return tmp;
1879
1868 return NULL; 1880 return NULL;
1869} 1881}
1870 1882
1871/* 1883/*
1872 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1875 */ 1887 */
1876 1888object *
1877object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
1878 object *tmp; 1890{
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1892 if (tmp->type == type)
1881 return tmp; 1893 return tmp;
1894
1882 return NULL; 1895 return NULL;
1883} 1896}
1884 1897
1885/* 1898/*
1886 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
1894 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
1895 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
1897 * to be unique. 1910 * to be unique.
1898 */ 1911 */
1899 1912object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 1913present_in_ob_by_name (int type, const char *str, const object *op)
1901 object *tmp; 1914{
1902
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 1917 return tmp;
1906 } 1918
1907 return NULL; 1919 return 0;
1908} 1920}
1909 1921
1910/* 1922/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
1914 */ 1926 */
1915 1927object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 1928present_arch_in_ob (const archetype *at, const object *op)
1917 object *tmp; 1929{
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 1931 if (tmp->arch == at)
1920 return tmp; 1932 return tmp;
1933
1921 return NULL; 1934 return NULL;
1922} 1935}
1923 1936
1924/* 1937/*
1925 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
1926 */ 1939 */
1940void
1927void flag_inv(object*op, int flag){ 1941flag_inv (object *op, int flag)
1928 object *tmp; 1942{
1929 if(op->inv) 1943 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1945 {
1931 SET_FLAG(tmp, flag); 1946 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 1947 flag_inv (tmp, flag);
1933 } 1948 }
1949}
1950
1934}/* 1951/*
1935 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
1936 */ 1953 */
1954void
1937void unflag_inv(object*op, int flag){ 1955unflag_inv (object *op, int flag)
1938 object *tmp; 1956{
1939 if(op->inv) 1957 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
1941 CLEAR_FLAG(tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 1961 unflag_inv (tmp, flag);
1943 } 1962 }
1944} 1963}
1945 1964
1946/* 1965/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
1951 */ 1970 */
1952 1971void
1953void set_cheat(object *op) { 1972set_cheat (object *op)
1973{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
1956} 1976}
1957 1977
1958/* 1978/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
1974 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
1975 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 1997 * customized, changed states, etc.
1978 */ 1998 */
1979 1999int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{
1981 int i,index=0, flag; 2002 int index = 0, flag;
1982 static int altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
1983 2004
1984 for(i=start;i<stop;i++) { 2005 for (int i = start; i < stop; i++)
2006 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 2008 if (!flag)
1987 altern[index++]=i; 2009 altern [index++] = i;
1988 2010
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
1996 */ 2018 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2020 stop = maxfree[i];
1999 } 2021 }
2000 if(!index) return -1; 2022
2023 if (!index)
2024 return -1;
2025
2001 return altern[RANDOM()%index]; 2026 return altern[RANDOM () % index];
2002} 2027}
2003 2028
2004/* 2029/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2034 */
2010 2035int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2012 int i; 2037{
2013 for(i=0;i<SIZEOFFREE;i++) { 2038 for (int i = 0; i < SIZEOFFREE; i++)
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2040 return i;
2016 } 2041
2017 return -1; 2042 return -1;
2018} 2043}
2019 2044
2020/* 2045/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2023 */ 2049 */
2050static void
2024static void permute(int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2025{ 2052{
2026 int i, j, tmp, len; 2053 arr += begin;
2054 end -= begin;
2027 2055
2028 len = end-begin; 2056 while (--end)
2029 for(i = begin; i < end; i++) 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2030 {
2031 j = begin+RANDOM()%len;
2032
2033 tmp = arr[i];
2034 arr[i] = arr[j];
2035 arr[j] = tmp;
2036 }
2037} 2058}
2038 2059
2039/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2063 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2064 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2066 */
2067void
2046void get_search_arr(int *search_arr) 2068get_search_arr (int *search_arr)
2047{ 2069{
2048 int i; 2070 int i;
2049 2071
2050 for(i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2051 {
2052 search_arr[i] = i; 2073 search_arr[i] = i;
2053 }
2054 2074
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2078}
2059 2079
2060/* 2080/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2081 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2082 * given map at the given coordinates for live objects.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2068 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2090 * there is capable of.
2071 */ 2091 */
2072 2092int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2093find_dir (maptile *m, int x, int y, object *exclude)
2094{
2074 int i,max=SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2096
2075 sint16 nx, ny; 2097 sint16 nx, ny;
2076 object *tmp; 2098 object *tmp;
2077 mapstruct *mp; 2099 maptile *mp;
2100
2078 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2079 2102
2080 if (exclude && exclude->head) { 2103 if (exclude && exclude->head)
2104 {
2081 exclude = exclude->head; 2105 exclude = exclude->head;
2082 move_type = exclude->move_type; 2106 move_type = exclude->move_type;
2083 } else { 2107 }
2108 else
2109 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2110 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2111 move_type = MOVE_ALL;
2112 }
2113
2114 for (i = 1; i < max; i++)
2086 } 2115 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2116 mp = m;
2090 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2092 2119
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2094 if (mflags & P_OUT_OF_MAP) { 2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i];
2124 else
2125 {
2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type)
2095 max = maxfree[i]; 2131 max = maxfree[i];
2096 } else {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2098
2099 if ((move_type & blocked) == move_type) {
2100 max=maxfree[i];
2101 } else if (mflags & P_IS_ALIVE) { 2132 else if (mflags & P_IS_ALIVE)
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2133 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2105 break; 2137 break;
2106 } 2138
2107 }
2108 if(tmp) { 2139 if (tmp)
2109 return freedir[i]; 2140 return freedir[i];
2110 }
2111 } 2141 }
2112 } 2142 }
2113 } 2143 }
2144
2114 return 0; 2145 return 0;
2115} 2146}
2116 2147
2117/* 2148/*
2118 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2150 * distance between the two given objects.
2120 */ 2151 */
2121 2152int
2122int distance(const object *ob1, const object *ob2) { 2153distance (const object *ob1, const object *ob2)
2123 int i; 2154{
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2126 return i;
2127} 2156}
2128 2157
2129/* 2158/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2133 */ 2162 */
2134 2163int
2135int find_dir_2(int x, int y) { 2164find_dir_2 (int x, int y)
2165{
2136 int q; 2166 int q;
2137 2167
2138 if(y) 2168 if (y)
2139 q=x*100/y; 2169 q = x * 100 / y;
2140 else if (x) 2170 else if (x)
2141 q= -300*x; 2171 q = -300 * x;
2142 else 2172 else
2143 return 0; 2173 return 0;
2144 2174
2145 if(y>0) { 2175 if (y > 0)
2176 {
2146 if(q < -242) 2177 if (q < -242)
2147 return 3 ; 2178 return 3;
2148 if (q < -41) 2179 if (q < -41)
2149 return 2 ; 2180 return 2;
2150 if (q < 41) 2181 if (q < 41)
2151 return 1 ; 2182 return 1;
2152 if (q < 242) 2183 if (q < 242)
2153 return 8 ; 2184 return 8;
2154 return 7 ; 2185 return 7;
2155 } 2186 }
2156 2187
2157 if (q < -242) 2188 if (q < -242)
2158 return 7 ; 2189 return 7;
2159 if (q < -41) 2190 if (q < -41)
2160 return 6 ; 2191 return 6;
2161 if (q < 41) 2192 if (q < 41)
2162 return 5 ; 2193 return 5;
2163 if (q < 242) 2194 if (q < 242)
2164 return 4 ; 2195 return 4;
2165 2196
2166 return 3 ; 2197 return 3;
2167} 2198}
2168 2199
2169/* 2200/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2201 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2202 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2203 * "overflow" in previous calculations of a direction).
2173 */ 2204 */
2174 2205
2206int
2175int absdir(int d) { 2207absdir (int d)
2176 while(d<1) d+=8; 2208{
2177 while(d>8) d-=8; 2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2178 return d; 2215 return d;
2179} 2216}
2180 2217
2181/* 2218/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2221 */
2185 2222
2223int
2186int dirdiff(int dir1, int dir2) { 2224dirdiff (int dir1, int dir2)
2225{
2187 int d; 2226 int d;
2227
2188 d = abs(dir1 - dir2); 2228 d = abs (dir1 - dir2);
2189 if(d>4) 2229 if (d > 4)
2190 d = 8 - d; 2230 d = 8 - d;
2231
2191 return d; 2232 return d;
2192} 2233}
2193 2234
2194/* peterm: 2235/* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2198 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2199 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2242 * functions.
2202 */ 2243 */
2203
2204int reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2250 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2251 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2252 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2253 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2254 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2255 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2256 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2257 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2258 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2259 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2260 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2261 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2262 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2263 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2264 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2265 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2266 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2267 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2268 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2269 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2270 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2271 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2272 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2273 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2274 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2275 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2276 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2277 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2278 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2279 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2280 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2281 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2282 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2283 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2284 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2285 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2286 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2287 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2288 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2289 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2290 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2291 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2292 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2293 {24, 9, -1}
2294}; /* 48 */
2254 2295
2255/* Recursive routine to step back and see if we can 2296/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2299 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2260 */ 2301 */
2261 2302int
2262
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2304{
2264 sint16 dx, dy; 2305 sint16 dx, dy;
2265 int mflags; 2306 int mflags;
2266 2307
2308 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2268 2310
2269 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2312 dy = y + freearr_y[dir];
2271 2313
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2314 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2315
2274 /* This functional arguably was incorrect before - it was 2316 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2317 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2318 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2319 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2320 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2321 * at least its move type.
2280 */ 2322 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2323 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2324 return 0;
2282 2325
2283 /* yes, can see. */ 2326 /* yes, can see. */
2284 if(dir < 9) return 1; 2327 if (dir < 9)
2328 return 1;
2329
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288} 2333}
2289 2334
2290
2291
2292/* 2335/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2296 * 2339 *
2298 * core dumps if they do. 2341 * core dumps if they do.
2299 * 2342 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2343 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2344 */
2302 2345
2346int
2303int can_pick(const object *who, const object *item) { 2347can_pick (const object *who, const object *item)
2348{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2352}
2309
2310 2353
2311/* 2354/*
2312 * create clone from object to another 2355 * create clone from object to another
2313 */ 2356 */
2357object *
2314object *object_create_clone (object *asrc) { 2358object_create_clone (object *asrc)
2359{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2316 2361
2317 if(!asrc) return NULL; 2362 if (!asrc)
2363 return 0;
2364
2318 src = asrc; 2365 src = asrc;
2319 if(src->head) 2366 if (src->head)
2320 src = src->head; 2367 src = src->head;
2321 2368
2322 prev = NULL; 2369 prev = 0;
2323 for(part = src; part; part = part->more) { 2370 for (part = src; part; part = part->more)
2324 tmp = get_object(); 2371 {
2325 copy_object(part,tmp); 2372 tmp = part->clone ();
2326 tmp->x -= src->x; 2373 tmp->x -= src->x;
2327 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2328 if(!part->head) { 2376 if (!part->head)
2377 {
2329 dst = tmp; 2378 dst = tmp;
2330 tmp->head = NULL; 2379 tmp->head = 0;
2380 }
2331 } else { 2381 else
2332 tmp->head = dst; 2382 tmp->head = dst;
2333 } 2383
2334 tmp->more = NULL; 2384 tmp->more = 0;
2385
2335 if(prev) 2386 if (prev)
2336 prev->more = tmp; 2387 prev->more = tmp;
2388
2337 prev = tmp; 2389 prev = tmp;
2338 } 2390 }
2339 /*** copy inventory ***/ 2391
2340 for(item = src->inv; item; item = item->below) { 2392 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2394
2344 return dst; 2395 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353} 2396}
2354 2397
2355/* GROS - Creates an object using a string representing its content. */ 2398/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2361 2404object *
2362object* load_object_str(const char *obstr) 2405load_object_str (const char *obstr)
2363{ 2406{
2364 object *op; 2407 object *op;
2365 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2409
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2411
2368 FILE *tempfile=fopen(filename,"w"); 2412 FILE *tempfile = fopen (filename, "w");
2413
2369 if (tempfile == NULL) 2414 if (tempfile == NULL)
2370 { 2415 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2417 return NULL;
2373 }; 2418 }
2419
2374 fprintf(tempfile,obstr); 2420 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2421 fclose (tempfile);
2376 2422
2377 op=get_object(); 2423 op = object::create ();
2378 2424
2379 object_thawer thawer (filename); 2425 object_thawer thawer (filename);
2380 2426
2381 if (thawer) 2427 if (thawer)
2382 load_object(thawer,op,0); 2428 load_object (thawer, op, 0);
2383 2429
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2431 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2432
2387 return op; 2433 return op;
2388} 2434}
2389 2435
2390/* This returns the first object in who's inventory that 2436/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2437 * has the same type and subtype match.
2392 * returns NULL if no match. 2438 * returns NULL if no match.
2393 */ 2439 */
2440object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2442{
2396 object *tmp;
2397
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2444 if (tmp->type == type && tmp->subtype == subtype)
2445 return tmp;
2400 2446
2401 return NULL; 2447 return 0;
2402} 2448}
2403 2449
2404/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2451 * otherwise return NULL.
2406 * 2452 *
2407 * key must be a passed in shared string - otherwise, this won't 2453 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2454 * do the desired thing.
2409 */ 2455 */
2456key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2457get_ob_key_link (const object *ob, const char *key)
2411 key_value * link; 2458{
2412
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2459 for (key_value *link = ob->key_values; link; link = link->next)
2414 if (link->key == key) { 2460 if (link->key == key)
2415 return link; 2461 return link;
2416 } 2462
2417 } 2463 return 0;
2418 2464}
2419 return NULL;
2420}
2421 2465
2422/* 2466/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2468 *
2425 * The argument doesn't need to be a shared string. 2469 * The argument doesn't need to be a shared string.
2426 * 2470 *
2427 * The returned string is shared. 2471 * The returned string is shared.
2428 */ 2472 */
2473const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2474get_ob_key_value (const object *op, const char *const key)
2475{
2430 key_value * link; 2476 key_value *link;
2431 const char * canonical_key; 2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2432 2480 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2481 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2482 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2483 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2484 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2485 */
2441 return NULL; 2486 return 0;
2442 } 2487 }
2443 2488
2444 /* This is copied from get_ob_key_link() above - 2489 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2490 * only 4 lines, and saves the function call overhead.
2446 */ 2491 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2492 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2493 if (link->key == canonical_key)
2449 return link->value; 2494 return link->value;
2450 } 2495
2451 } 2496 return 0;
2452 return NULL;
2453} 2497}
2454 2498
2455 2499
2456/* 2500/*
2457 * Updates the canonical_key in op to value. 2501 * Updates the canonical_key in op to value.
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2506 * keys.
2463 * 2507 *
2464 * Returns TRUE on success. 2508 * Returns TRUE on success.
2465 */ 2509 */
2510int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512{
2467 key_value * field = NULL, *last=NULL; 2513 key_value *field = NULL, *last = NULL;
2468 2514
2469 for (field=op->key_values; field != NULL; field=field->next) { 2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2470 if (field->key != canonical_key) { 2517 if (field->key != canonical_key)
2518 {
2471 last = field; 2519 last = field;
2472 continue; 2520 continue;
2473 } 2521 }
2474 2522
2475 if (value) 2523 if (value)
2476 field->value = value; 2524 field->value = value;
2477 else { 2525 else
2526 {
2478 /* Basically, if the archetype has this key set, 2527 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2528 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2529 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2530 * we get this value back again.
2482 */ 2531 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2533 field->value = 0;
2534 else
2535 {
2536 if (last)
2537 last->next = field->next;
2485 else 2538 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2539 op->key_values = field->next;
2489 2540
2490 delete field; 2541 delete field;
2491 } 2542 }
2492 } 2543 }
2493 return TRUE; 2544 return TRUE;
2494 } 2545 }
2495 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2496 2547
2497 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2498 2549
2499 if (!add_key) { 2550 if (!add_key)
2500 return FALSE; 2551 return FALSE;
2501 } 2552
2502 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2506 * should pass in "" 2557 * should pass in ""
2507 */ 2558 */
2508 if (value == NULL) return TRUE; 2559 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2519} 2571}
2520 2572
2521/* 2573/*
2522 * Updates the key in op to value. 2574 * Updates the key in op to value.
2523 * 2575 *
2525 * and not add new ones. 2577 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2578 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2579 *
2528 * Returns TRUE on success. 2580 * Returns TRUE on success.
2529 */ 2581 */
2582int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2584{
2532 shstr key_ (key); 2585 shstr key_ (key);
2586
2533 return set_ob_key_value_s (op, key_, value, add_key); 2587 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2588}
2589
2590object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container)
2592{
2593 while (item->inv)
2594 item = item->inv;
2595}
2596
2597void
2598object::depth_iterator::next ()
2599{
2600 if (item->below)
2601 {
2602 item = item->below;
2603
2604 while (item->inv)
2605 item = item->inv;
2606 }
2607 else
2608 item = item->env;
2609}
2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 *p = 0;
2619
2620 for (int i = 0; i < NUM_FLAGS; i++)
2621 {
2622 if (len <= 10) // magic constant!
2623 {
2624 snprintf (p, len, ",...");
2625 break;
2626 }
2627
2628 if (flag [i])
2629 {
2630 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2631 len -= cnt;
2632 p += cnt;
2633 first = false;
2634 }
2635 }
2636
2637 return desc;
2638}
2639
2640// return a suitable string describing an object in enough detail to find it
2641const char *
2642object::debug_desc (char *info) const
2643{
2644 char flagdesc[512];
2645 char info2[256 * 4];
2646 char *p = info;
2647
2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2649 count, uuid.seq,
2650 &name,
2651 title ? "\",title:" : "",
2652 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type);
2654
2655 if (env)
2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2657
2658 if (map)
2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2660
2661 return info;
2662}
2663
2664const char *
2665object::debug_desc () const
2666{
2667 static char info[256 * 3];
2668 return debug_desc (info);
2669}
2670

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