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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 1.97 by elmex, Sat Dec 30 21:07:46 2006 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 (false);
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 (false);
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_NEED_UPDATE)
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_ = P_NEED_UPDATE;
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_ = P_NEED_UPDATE;
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::vector object::objects; // not yet used
666object *object::first;
840 667
841/* 668object::object ()
842 * free_object() frees everything allocated by an object, removes 669{
843 * it from the list of used objects, and puts it on the list of 670 SET_FLAG (this, FLAG_REMOVED);
844 * free objects. The IS_FREED() flag is set in the object. 671
845 * The object must have been removed by remove_ob() first for 672 expmul = 1.0;
846 * this function to succeed. 673 face = blank_face;
847 * 674}
848 * If free_inventory is set, free inventory as well. Else drop items in 675
849 * inventory to the ground. 676object::~object ()
850 */ 677{
678 free_key_values (this);
679}
680
681void object::link ()
682{
683 count = ++ob_count;
684 uuid = gen_uuid ();
685
686 prev = 0;
687 next = object::first;
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693}
694
695void object::unlink ()
696{
697 if (this == object::first)
698 object::first = next;
699
700 /* Remove this object from the list of used objects */
701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
851 707
852void 708void
853free_object (object * ob) 709object::activate (bool recursive)
854{ 710{
855 free_object2 (ob, 0); 711 if (has_active_speed ())
856} 712 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
857 716
717 /* process_events() expects us to insert the object at the beginning
718 * of the list. */
719 active_next = active_objects;
720
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730}
731
732/* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
858void 740void
859free_object2 (object * ob, int free_inventory) 741object::deactivate (bool recursive)
860{ 742{
861 object *tmp, *op; 743 /* If not on the active list, nothing needs to be done */
862 744 if (!active_next && !active_prev && this != active_objects)
863 if (!QUERY_FLAG (ob, FLAG_REMOVED))
864 {
865 LOG (llevDebug, "Free object called with non removed object\n");
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
873 {
874 LOG (llevMonster, "Warning: tried to free friendly object.\n");
875 remove_friendly_object (ob);
876 }
877
878 if (QUERY_FLAG (ob, FLAG_FREED))
879 {
880 dump_object (ob);
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
882 return; 745 return;
883 }
884 746
885 if (ob->more != NULL) 747 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 { 748 {
905 tmp = op->below; 749 active_objects = active_next;
906 remove_ob (op); 750 if (active_next)
907 free_object2 (op, free_inventory); 751 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 } 752 }
951 else 753 else
952 { 754 {
953 ob->prev->next = ob->next; 755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
954 759
955 if (ob->next != NULL) 760 active_next = 0;
956 ob->next->prev = ob->prev; 761 active_prev = 0;
762
763 if (recursive)
764 for (object *op = inv; op; op = op->above)
765 op->deactivate (1);
766}
767
768/*
769 * Remove and free all objects in the inventory of the given object.
770 * object.c ?
771 */
772void
773object::destroy_inv (bool drop_to_ground)
774{
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
780 if (!inv)
781 return;
782
783 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects
785 * drop on that space.
786 */
787 if (!drop_to_ground
788 || !map
789 || map->in_memory != MAP_IN_MEMORY
790 || ms ().move_block == MOVE_ALL)
791 {
792 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy ();
796 }
797 }
798 else
799 { /* Put objects in inventory onto this space */
800 while (inv)
801 {
802 object *op = inv;
803
804 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE
807 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE])
809 op->destroy ();
810 else
811 map->insert (op, x, y);
812 }
813 }
814}
815
816object *object::create ()
817{
818 object *op = new object;
819 op->link ();
820 return op;
821}
822
823void
824object::do_destroy ()
825{
826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
828
829 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this);
831
832 if (!flag [FLAG_REMOVED])
833 remove ();
834
835 if (flag [FLAG_FREED])
836 return;
837
838 set_speed (0);
839
840 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846
847 // hack to ensure that freed objects still have a valid map
848 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes
850
851 if (!freed_map)
852 {
853 freed_map = new maptile;
854
855 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3;
857 freed_map->height = 3;
858
859 freed_map->alloc ();
957 } 860 }
958 861
959 free_key_values (ob); 862 map = freed_map;
863 x = 1;
864 y = 1;
865 }
960 866
961 /* Now link it with the free_objects list: */ 867 head = 0;
962 ob->prev = 0;
963 ob->next = 0;
964 868
965 delete ob; 869 if (more)
870 {
871 more->destroy ();
872 more = 0;
873 }
874
875 // clear those pointers that likely might have circular references to us
876 owner = 0;
877 enemy = 0;
878 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882}
883
884void
885object::destroy (bool destroy_inventory)
886{
887 if (destroyed ())
888 return;
889
890 if (destroy_inventory)
891 destroy_inv (false);
892
893 attachable::destroy ();
966} 894}
967 895
968/* 896/*
969 * sub_weight() recursively (outwards) subtracts a number from the 897 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 898 * weight of an object (and what is carried by it's environment(s)).
971 */ 899 */
972 900void
973void sub_weight (object *op, signed long weight) { 901sub_weight (object *op, signed long weight)
902{
974 while (op != NULL) { 903 while (op != NULL)
904 {
975 if (op->type == CONTAINER) { 905 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 906 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 907
978 op->carrying-=weight; 908 op->carrying -= weight;
979 op = op->env; 909 op = op->env;
980 } 910 }
981} 911}
982 912
983/* remove_ob(op): 913/* op->remove ():
984 * This function removes the object op from the linked list of objects 914 * 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 915 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 916 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 917 * environment, the x and y coordinates will be updated to
988 * the previous environment. 918 * the previous environment.
989 * Beware: This function is called from the editor as well! 919 * Beware: This function is called from the editor as well!
990 */ 920 */
991 921void
992void remove_ob(object *op) { 922object::remove ()
923{
993 object *tmp,*last=NULL; 924 object *tmp, *last = 0;
994 object *otmp; 925 object *otmp;
995 tag_t tag;
996 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 926
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 927 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 928 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 929
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); 930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this);
1021 932
933 if (more)
934 more->remove ();
935
1022 /* 936 /*
1023 * In this case, the object to be removed is in someones 937 * In this case, the object to be removed is in someones
1024 * inventory. 938 * inventory.
1025 */ 939 */
1026 if(op->env!=NULL) { 940 if (env)
941 {
1027 if(op->nrof) 942 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 943 sub_weight (env, weight * nrof);
1029 else 944 else
1030 sub_weight(op->env, op->weight+op->carrying); 945 sub_weight (env, weight + carrying);
1031 946
1032 /* NO_FIX_PLAYER is set when a great many changes are being 947 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 948 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 949 * to save cpu time.
1035 */ 950 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 952 otmp->update_stats ();
1038 fix_player(otmp);
1039 953
1040 if(op->above!=NULL) 954 if (above)
1041 op->above->below=op->below; 955 above->below = below;
1042 else 956 else
1043 op->env->inv=op->below; 957 env->inv = below;
1044 958
1045 if(op->below!=NULL) 959 if (below)
1046 op->below->above=op->above; 960 below->above = above;
1047 961
1048 /* we set up values so that it could be inserted into 962 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 963 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 964 * to the caller to decide what we want to do.
965 */
966 x = env->x, y = env->y;
967 map = env->map;
968 above = 0, below = 0;
969 env = 0;
970 }
971 else if (map)
972 {
973 if (type == PLAYER)
974 {
975 --map->players;
976 map->last_access = runtime;
977 }
978
979
980 /* link the object above us */
981 if (above)
982 above->below = below;
983 else
984 map->at (x, y).top = below; /* we were top, set new top */
985
986 /* Relink the object below us, if there is one */
987 if (below)
988 below->above = above;
989 else
990 {
991 /* Nothing below, which means we need to relink map object for this space
992 * use translated coordinates in case some oddness with map tiling is
993 * evident
1051 */ 994 */
1052 op->x=op->env->x,op->y=op->env->y; 995 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 996 {
1054 op->above=NULL,op->below=NULL; 997 char *dump = dump_object (this);
1055 op->env=NULL; 998 LOG (llevError,
999 "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);
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005
1006 map->at (x, y).bot = above; /* goes on above it. */
1007 }
1008
1009 above = 0;
1010 below = 0;
1011
1012 if (map->in_memory == MAP_SAVING)
1056 return; 1013 return;
1057 }
1058 1014
1059 /* If we get here, we are removing it from a map */ 1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1060 if (op->map == NULL) return;
1061 1016
1062 x = op->x; 1017 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 } 1018 {
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 1019 /* No point updating the players look faces if he is the object
1116 * being removed. 1020 * being removed.
1117 */ 1021 */
1118 1022
1119 if(tmp->type==PLAYER && tmp!=op) { 1023 if (tmp->type == PLAYER && tmp != this)
1024 {
1120 /* If a container that the player is currently using somehow gets 1025 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1026 * removed (most likely destroyed), update the player view
1122 * appropriately. 1027 * appropriately.
1123 */ 1028 */
1124 if (tmp->container==op) { 1029 if (tmp->container == this)
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1030 {
1031 flag [FLAG_APPLIED] = 0;
1126 tmp->container=NULL; 1032 tmp->container = 0;
1033 }
1034
1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1127 } 1037 }
1128 tmp->contr->socket.update_look=1; 1038
1129 }
1130 /* See if player moving off should effect something */ 1039 /* See if object moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1040 if (check_walk_off
1041 && ((move_type & tmp->move_off)
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 1043 {
1134 move_apply(tmp, op, NULL); 1044 move_apply (tmp, this, 0);
1045
1135 if (was_destroyed (op, tag)) { 1046 if (destroyed ())
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 } 1048 }
1139 }
1140 1049
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142 1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1143 if(tmp->above == tmp) 1052 if (tmp->above == tmp)
1144 tmp->above = NULL; 1053 tmp->above = 0;
1054
1145 last=tmp; 1055 last = tmp;
1146 } 1056 }
1057
1147 /* last == NULL of there are no objects on this space */ 1058 /* last == NULL if there are no objects on this space */
1148 if (last==NULL) { 1059 //TODO: this makes little sense, why only update the topmost object?
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1060 if (!last)
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1061 map->at (x, y).flags_ = P_NEED_UPDATE;
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 1062 else
1158 update_object(last, UP_OBJ_REMOVE); 1063 update_object (last, UP_OBJ_REMOVE);
1159 1064
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1066 update_all_los (map, x, y);
1162 1067 }
1163} 1068}
1164 1069
1165/* 1070/*
1166 * merge_ob(op,top): 1071 * merge_ob(op,top):
1167 * 1072 *
1168 * This function goes through all objects below and including top, and 1073 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1074 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1075 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1076 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1077 */
1173 1078object *
1174object *merge_ob(object *op, object *top) { 1079merge_ob (object *op, object *top)
1080{
1175 if(!op->nrof) 1081 if (!op->nrof)
1176 return 0; 1082 return 0;
1177 if(top==NULL) 1083
1084 if (top)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1085 for (top = op; top && top->above; top = top->above)
1086 ;
1087
1179 for(;top!=NULL;top=top->below) { 1088 for (; top; top = top->below)
1089 {
1180 if(top==op) 1090 if (top == op)
1181 continue; 1091 continue;
1182 if (CAN_MERGE(op,top)) 1092
1183 { 1093 if (object::can_merge (op, top))
1094 {
1184 top->nrof+=op->nrof; 1095 top->nrof += op->nrof;
1096
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1097/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1098 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1099 op->destroy ();
1188 free_object(op);
1189 return top; 1100 return top;
1190 } 1101 }
1191 } 1102 }
1103
1192 return NULL; 1104 return 0;
1193} 1105}
1194 1106
1195/* 1107/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1109 * job preparing multi-part monsters
1198 */ 1110 */
1111object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1200 object* tmp; 1113{
1201 if (op->head) 1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1202 op=op->head; 1115 {
1203 for (tmp=op;tmp;tmp=tmp->more){
1204 tmp->x=x+tmp->arch->clone.x; 1116 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1117 tmp->y = y + tmp->arch->clone.y;
1206 } 1118 }
1119
1207 return insert_ob_in_map (op, m, originator, flag); 1120 return insert_ob_in_map (op, m, originator, flag);
1208} 1121}
1209 1122
1210/* 1123/*
1211 * insert_ob_in_map (op, map, originator, flag): 1124 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1125 * This function inserts the object in the two-way linked list
1225 * Return value: 1138 * Return value:
1226 * new object if 'op' was merged with other object 1139 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1140 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1141 * just 'op' otherwise
1229 */ 1142 */
1230 1143object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1145{
1233 object *tmp, *top, *floor=NULL; 1146 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1147 sint16 x, y;
1235 1148
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1149 if (QUERY_FLAG (op, FLAG_FREED))
1150 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1151 LOG (llevError, "Trying to insert freed object!\n");
1238 return NULL; 1152 return NULL;
1153 }
1154
1155 if (!m)
1239 } 1156 {
1240 if(m==NULL) {
1241 dump_object(op); 1157 char *dump = dump_object (op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1243 return op; 1160 return op;
1244 } 1161 }
1162
1245 if(out_of_map(m,op->x,op->y)) { 1163 if (out_of_map (m, op->x, op->y))
1164 {
1246 dump_object(op); 1165 char *dump = dump_object (op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1248#ifdef MANY_CORES 1167#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object 1168 /* 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 1169 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted. 1170 * improperly inserted.
1252 */ 1171 */
1253 abort(); 1172 abort ();
1254#endif 1173#endif
1174 free (dump);
1255 return op; 1175 return op;
1256 } 1176 }
1177
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1179 {
1258 dump_object(op); 1180 char *dump = dump_object (op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1260 return op; 1183 return op;
1184 }
1185
1186 if (op->more)
1261 } 1187 {
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */ 1188 /* The part may be on a different map. */
1264 1189
1265 object *more = op->more; 1190 object *more = op->more;
1266 1191
1267 /* We really need the caller to normalize coordinates - if 1192 /* We really need the caller to normalize coordinates - if
1268 * we set the map, that doesn't work if the location is within 1193 * 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 1194 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it. 1195 * is clear wrong do we normalize it.
1271 */ 1196 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1273 more->map = get_map_from_coord(m, &more->x, &more->y); 1198 more->map = get_map_from_coord (m, &more->x, &more->y);
1274 } else if (!more->map) { 1199 else if (!more->map)
1200 {
1275 /* For backwards compatibility - when not dealing with tiled maps, 1201 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent. 1202 * more->map should always point to the parent.
1277 */ 1203 */
1278 more->map = m; 1204 more->map = m;
1279 } 1205 }
1280 1206
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1208 {
1282 if ( ! op->head) 1209 if (!op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211
1284 return NULL; 1212 return 0;
1285 } 1213 }
1286 } 1214 }
1215
1287 CLEAR_FLAG(op,FLAG_REMOVED); 1216 CLEAR_FLAG (op, FLAG_REMOVED);
1288 1217
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1218 /* 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 1219 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1220 * need extra work
1292 */ 1221 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y); 1222 op->map = get_map_from_coord (m, &op->x, &op->y);
1294 x = op->x; 1223 x = op->x;
1295 y = op->y; 1224 y = op->y;
1296 1225
1297 /* this has to be done after we translate the coordinates. 1226 /* this has to be done after we translate the coordinates.
1298 */ 1227 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) { 1228 if (op->nrof && !(flag & INS_NO_MERGE))
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1301 if (CAN_MERGE(op,tmp)) { 1230 if (object::can_merge (op, tmp))
1231 {
1302 op->nrof+=tmp->nrof; 1232 op->nrof += tmp->nrof;
1303 remove_ob(tmp); 1233 tmp->destroy ();
1304 free_object(tmp); 1234 }
1235
1236 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1237 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1238
1239 if (!QUERY_FLAG (op, FLAG_ALIVE))
1240 CLEAR_FLAG (op, FLAG_NO_STEAL);
1241
1242 if (flag & INS_BELOW_ORIGINATOR)
1243 {
1244 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1245 {
1246 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1247 abort ();
1248 }
1249
1250 op->above = originator;
1251 op->below = originator->below;
1252
1253 if (op->below)
1254 op->below->above = op;
1255 else
1256 op->ms ().bot = op;
1257
1258 /* since *below* originator, no need to update top */
1259 originator->below = op;
1260 }
1261 else
1262 {
1263 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1265 {
1266 object *last = 0;
1267
1268 /*
1269 * If there are multiple objects on this space, we do some trickier handling.
1270 * We've already dealt with merging if appropriate.
1271 * Generally, we want to put the new object on top. But if
1272 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1273 * floor, we want to insert above that and no further.
1274 * Also, if there are spell objects on this space, we stop processing
1275 * once we get to them. This reduces the need to traverse over all of
1276 * them when adding another one - this saves quite a bit of cpu time
1277 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects.
1279 */
1280 while (top)
1281 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top;
1284
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1286 {
1287 /* We insert above top, so we want this object below this */
1288 top = top->below;
1289 break;
1290 }
1291
1292 last = top;
1293 top = top->above;
1305 } 1294 }
1306 }
1307 1295
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1296 /* Don't want top to be NULL, so set it to the last valid object */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1297 top = last;
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312 1298
1313 if (flag & INS_BELOW_ORIGINATOR) { 1299 /* We let update_position deal with figuring out what the space
1314 if (originator->map != op->map || originator->x != op->x || 1300 * looks like instead of lots of conditions here.
1315 originator->y != op->y) { 1301 * 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 /* 1302 */
1330 * If there are multiple objects on this space, we do some trickier handling. 1303
1331 * We've already dealt with merging if appropriate. 1304 /* Have object 'fall below' other objects that block view.
1332 * Generally, we want to put the new object on top. But if 1305 * Unless those objects are exits, type 66
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1306 * If INS_ON_TOP is used, don't do this processing
1334 * floor, we want to insert above that and no further. 1307 * Need to find the object that in fact blocks view, otherwise
1335 * Also, if there are spell objects on this space, we stop processing 1308 * stacking is a bit odd.
1336 * once we get to them. This reduces the need to traverse over all of 1309 */
1337 * them when adding another one - this saves quite a bit of cpu time 1310 if (!(flag & INS_ON_TOP) &&
1338 * when lots of spells are cast in one area. Currently, it is presumed 1311 (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. 1312 {
1313 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break;
1316 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we
1319 * set top to the object below us.
1340 */ 1320 */
1341 1321 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; 1322 top = last->below;
1355 } 1323 }
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 */ 1324 } /* If objects on this space */
1325
1383 if (flag & INS_MAP_LOAD) 1326 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y); 1327 top = GET_MAP_TOP (op->map, op->x, op->y);
1328
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1329 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor;
1386 1331
1387 /* Top is the object that our object (op) is going to get inserted above. 1332 /* Top is the object that our object (op) is going to get inserted above.
1388 */ 1333 */
1389 1334
1390 /* First object on this space */ 1335 /* First object on this space */
1391 if (!top) { 1336 if (!top)
1337 {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y); 1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1339
1340 if (op->above)
1393 if (op->above) op->above->below = op; 1341 op->above->below = op;
1342
1394 op->below = NULL; 1343 op->below = 0;
1395 SET_MAP_OB(op->map, op->x, op->y, op); 1344 op->ms ().bot = op;
1345 }
1346 else
1396 } else { /* get inserted into the stack above top */ 1347 { /* get inserted into the stack above top */
1397 op->above = top->above; 1348 op->above = top->above;
1349
1350 if (op->above)
1398 if (op->above) op->above->below = op; 1351 op->above->below = op;
1352
1399 op->below = top; 1353 op->below = top;
1400 top->above = op; 1354 top->above = op;
1401 } 1355 }
1356
1402 if (op->above==NULL) 1357 if (!op->above)
1403 SET_MAP_TOP(op->map,op->x, op->y, op); 1358 op->ms ().top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */ 1359 } /* else not INS_BELOW_ORIGINATOR */
1405 1360
1406 if(op->type==PLAYER) 1361 if (op->type == PLAYER)
1362 {
1407 op->contr->do_los=1; 1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1408 1367
1409 /* If we have a floor, we know the player, if any, will be above 1368 /* 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. 1369 * it, so save a few ticks and start from there.
1411 */ 1370 */
1412 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1372 if (object *pl = op->ms ().player ())
1414 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1415 tmp->contr->socket.update_look=1; 1374 pl->contr->ns->floorbox_update ();
1416 }
1417 1375
1418 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really 1377 * 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 1378 * 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 1379 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_NEED_UPDATE for spaces within this area
1425 * of effect may be sufficient. 1383 * of effect may be sufficient.
1426 */ 1384 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1429 1387
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1433 1390
1391 INVOKE_OBJECT (INSERT, op);
1434 1392
1435 /* Don't know if moving this to the end will break anything. However, 1393 /* 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. 1394 * we want to have floorbox_update called before calling this.
1437 * 1395 *
1438 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like 1397 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by 1398 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object(). 1399 * update_object().
1442 */ 1400 */
1443 1401
1444 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* 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) { 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1404 {
1447 if (check_move_on(op, originator)) 1405 if (check_move_on (op, originator))
1448 return NULL; 1406 return 0;
1449 1407
1450 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1409 * walk on's.
1452 */ 1410 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1455 return NULL; 1413 return 0;
1456 } 1414 }
1415
1457 return op; 1416 return op;
1458} 1417}
1459 1418
1460/* this function inserts an object in the map, but if it 1419/* 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. 1420 * 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. 1421 * op is the object to insert it under: supplies x and the map.
1463 */ 1422 */
1423void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1465 object *tmp; 1425{
1466 object *tmp1; 1426 object *tmp, *tmp1;
1467 1427
1468 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1469 1429
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1430 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 */ { 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1432 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1433
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1435
1479 1436 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1437 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1445}
1483 1446
1484/* 1447/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * 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 1449 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1452 * global static errmsg array.
1490 */ 1453 */
1491 1454object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1493 object *newob; 1457 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1459
1496 if(orig_ob->nrof<nr) { 1460 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1461 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1463 return NULL;
1500 } 1464 }
1465
1501 newob = object_create_clone(orig_ob); 1466 newob = object_create_clone (orig_ob);
1467
1502 if((orig_ob->nrof-=nr)<1) { 1468 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1469 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1470 else if (!is_removed)
1471 {
1508 if(orig_ob->env!=NULL) 1472 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1476 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"); 1477 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1478 return NULL;
1515 } 1479 }
1516 } 1480 }
1481
1517 newob->nrof=nr; 1482 newob->nrof = nr;
1518 1483
1519 return newob; 1484 return newob;
1520} 1485}
1521 1486
1522/* 1487/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1488 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1489 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1490 * is subsequently removed and freed.
1526 * 1491 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1492 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1493 */
1529 1494
1495object *
1530object *decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1531{ 1497{
1532 object *tmp; 1498 object *tmp;
1533 player *pl;
1534 1499
1535 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1501 return op;
1537 1502
1538 if (i > op->nrof) 1503 if (i > op->nrof)
1539 i = op->nrof; 1504 i = op->nrof;
1540 1505
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove ();
1538 op->nrof = 0;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1542 { 1542 }
1543 else
1544 {
1545 object *above = op->above;
1546
1547 if (i < op->nrof)
1543 op->nrof -= i; 1548 op->nrof -= i;
1544 } 1549 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 } 1550 {
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); 1551 op->remove ();
1572 op->nrof = 0; 1552 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 } 1553 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581 1554
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 */ 1555 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1557 if (tmp->type == PLAYER)
1558 {
1591 if (op->nrof) 1559 if (op->nrof)
1592 esrv_send_item(tmp, op); 1560 esrv_send_item (tmp, op);
1593 else 1561 else
1594 esrv_del_item(tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1595 } 1563 }
1596 } 1564 }
1597 1565
1598 if (op->nrof) { 1566 if (op->nrof)
1599 return op; 1567 return op;
1600 } else { 1568 else
1601 free_object (op); 1569 {
1570 op->destroy ();
1602 return NULL; 1571 return 0;
1603 } 1572 }
1604} 1573}
1605 1574
1606/* 1575/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1577 * and also updates how much the environment(s) is/are carrying.
1609 */ 1578 */
1610 1579
1580void
1611void add_weight (object *op, signed long weight) { 1581add_weight (object *op, signed long weight)
1582{
1612 while (op!=NULL) { 1583 while (op != NULL)
1584 {
1613 if (op->type == CONTAINER) { 1585 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1587
1616 op->carrying+=weight; 1588 op->carrying += weight;
1617 op=op->env; 1589 op = op->env;
1618 } 1590 }
1619} 1591}
1620 1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611}
1612
1621/* 1613/*
1622 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1623 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1624 * inside the object environment. 1616 * inside the object environment.
1625 * 1617 *
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 1618 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1633 */ 1620 */
1634 1621
1635object *insert_ob_in_ob(object *op,object *where) { 1622object *
1623object::insert (object *op)
1624{
1636 object *tmp, *otmp; 1625 object *tmp, *otmp;
1637 1626
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1628 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1629
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) { 1630 if (op->more)
1631 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1633 return op;
1657 } 1634 }
1635
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1638 if (op->nrof)
1639 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1641 if (object::can_merge (tmp, op))
1642 {
1663 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1644 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1668 */ 1648 */
1669 add_weight (where, op->weight*op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1672 op = tmp; 1652 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1655 break;
1676 } 1656 }
1677 1657
1678 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1660 * (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 1661 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1662 * the linking below
1683 */ 1663 */
1684 add_weight (where, op->weight*op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1665 }
1685 } else 1666 else
1686 add_weight (where, (op->weight+op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1687 1668
1688 otmp=is_player_inv(where); 1669 otmp = this->in_player ();
1689 if (otmp&&otmp->contr!=NULL) { 1670 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1672 otmp->update_stats ();
1692 }
1693 1673
1694 op->map=NULL; 1674 op->map = 0;
1695 op->env=where; 1675 op->env = this;
1696 op->above=NULL; 1676 op->above = 0;
1697 op->below=NULL; 1677 op->below = 0;
1698 op->x=0,op->y=0; 1678 op->x = 0, op->y = 0;
1699 1679
1700 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1681 if ((op->glow_radius != 0) && map)
1702 { 1682 {
1703#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1686 if (map->darkness)
1687 update_all_los (map, x, y);
1708 } 1688 }
1709 1689
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1691 * It sure simplifies this function...
1712 */ 1692 */
1713 if (where->inv==NULL) 1693 if (!inv)
1714 where->inv=op; 1694 inv = op;
1715 else { 1695 else
1696 {
1716 op->below = where->inv; 1697 op->below = inv;
1717 op->below->above = op; 1698 op->below->above = op;
1718 where->inv = op; 1699 inv = op;
1719 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1720 return op; 1704 return op;
1721} 1705}
1722 1706
1723/* 1707/*
1724 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1738 * 1722 *
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * 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 1724 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1725 * on top.
1742 */ 1726 */
1743 1727int
1744int check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1745{ 1729{
1746 object *tmp; 1730 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1731 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1732 int x = op->x, y = op->y;
1733
1750 MoveType move_on, move_slow, move_block; 1734 MoveType move_on, move_slow, move_block;
1751 1735
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1737 return 0;
1754 1738
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1739 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); 1740 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); 1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1742
1761 /* if nothing on this space will slow op down or be applied, 1743 /* 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 1744 * 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 1745 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1746 * as walking.
1765 */ 1747 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1748 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1749 return 0;
1768 1750
1769 /* This is basically inverse logic of that below - basically, 1751 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1752 * 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 1753 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1754 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1755 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1756 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; 1757 return 0;
1776 1758
1777 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1779 */ 1761 */
1780 1762
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1764 {
1783 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1767 * we don't need to check all of them.
1786 */ 1768 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1769 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1770 break;
1771 }
1772
1773 for (; tmp; tmp = tmp->below)
1788 } 1774 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1775 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1776 continue; /* Can't apply yourself */
1791 1777
1792 /* Check to see if one of the movement types should be slowed down. 1778 /* 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 1779 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1780 * (~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 1781 * 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. 1782 * swim on that space, can't use it to avoid the penalty.
1797 */ 1783 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1784 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1785 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1786 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)) { 1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 {
1802 1789
1803 float diff; 1790 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1791 diff = tmp->move_slow_penalty * FABS (op->speed);
1792
1806 if (op->type == PLAYER) { 1793 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1794 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))) { 1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1796 diff /= 4.0;
1810 } 1797
1811 }
1812 op->speed_left -= diff; 1798 op->speed_left -= diff;
1813 } 1799 }
1814 } 1800 }
1815 1801
1816 /* Basically same logic as above, except now for actual apply. */ 1802 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 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)) { 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1805 {
1821 move_apply(tmp, op, originator); 1806 move_apply (tmp, op, originator);
1807
1822 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
1823 return 1; 1809 return 1;
1824 1810
1825 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
1828 */ 1814 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1815 if (op->map != m || op->x != x || op->y != y)
1816 return 0;
1830 } 1817 }
1831 } 1818 }
1819
1832 return 0; 1820 return 0;
1833} 1821}
1834 1822
1835/* 1823/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
1839 */ 1827 */
1840 1828object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1829present_arch (const archetype *at, maptile *m, int x, int y)
1842 object *tmp; 1830{
1843 if(m==NULL || out_of_map(m,x,y)) { 1831 if (m == NULL || out_of_map (m, x, y))
1832 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1834 return NULL;
1846 } 1835 }
1836
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1848 if(tmp->arch == at) 1838 if (tmp->arch == at)
1849 return tmp; 1839 return tmp;
1840
1850 return NULL; 1841 return NULL;
1851} 1842}
1852 1843
1853/* 1844/*
1854 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1857 */ 1848 */
1858 1849object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1850present (unsigned char type, maptile *m, int x, int y)
1860 object *tmp; 1851{
1861 if(out_of_map(m,x,y)) { 1852 if (out_of_map (m, x, y))
1853 {
1862 LOG(llevError,"Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1855 return NULL;
1864 } 1856 }
1857
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->type==type) 1859 if (tmp->type == type)
1867 return tmp; 1860 return tmp;
1861
1868 return NULL; 1862 return NULL;
1869} 1863}
1870 1864
1871/* 1865/*
1872 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1875 */ 1869 */
1876 1870object *
1877object *present_in_ob(unsigned char type, const object *op) { 1871present_in_ob (unsigned char type, const object *op)
1878 object *tmp; 1872{
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1874 if (tmp->type == type)
1881 return tmp; 1875 return tmp;
1876
1882 return NULL; 1877 return NULL;
1883} 1878}
1884 1879
1885/* 1880/*
1886 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
1894 * str is the string to match against. Note that we match against 1889 * 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 1890 * 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 1891 * spell code can use one object type (force), but change it's name
1897 * to be unique. 1892 * to be unique.
1898 */ 1893 */
1899 1894object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 1895present_in_ob_by_name (int type, const char *str, const object *op)
1901 object *tmp; 1896{
1902
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 1899 return tmp;
1906 } 1900
1907 return NULL; 1901 return 0;
1908} 1902}
1909 1903
1910/* 1904/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
1914 */ 1908 */
1915 1909object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 1910present_arch_in_ob (const archetype *at, const object *op)
1917 object *tmp; 1911{
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 1913 if (tmp->arch == at)
1920 return tmp; 1914 return tmp;
1915
1921 return NULL; 1916 return NULL;
1922} 1917}
1923 1918
1924/* 1919/*
1925 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
1926 */ 1921 */
1922void
1927void flag_inv(object*op, int flag){ 1923flag_inv (object *op, int flag)
1928 object *tmp; 1924{
1929 if(op->inv) 1925 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1927 {
1931 SET_FLAG(tmp, flag); 1928 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 1929 flag_inv (tmp, flag);
1933 } 1930 }
1931}
1932
1934}/* 1933/*
1935 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
1936 */ 1935 */
1936void
1937void unflag_inv(object*op, int flag){ 1937unflag_inv (object *op, int flag)
1938 object *tmp; 1938{
1939 if(op->inv) 1939 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 {
1941 CLEAR_FLAG(tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 1943 unflag_inv (tmp, flag);
1943 } 1944 }
1944} 1945}
1945 1946
1946/* 1947/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 1950 * 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. 1951 * him/her-self and all object carried by a call to this function.
1951 */ 1952 */
1952 1953void
1953void set_cheat(object *op) { 1954set_cheat (object *op)
1955{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
1956} 1958}
1957 1959
1958/* 1960/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 1961 * 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 1962 * 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 1976 * 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 1977 * 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 1978 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 1979 * customized, changed states, etc.
1978 */ 1980 */
1979 1981int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983{
1981 int i,index=0, flag; 1984 int index = 0, flag;
1982 static int altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
1983 1986
1984 for(i=start;i<stop;i++) { 1987 for (int i = start; i < stop; i++)
1988 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 1990 if (!flag)
1987 altern[index++]=i; 1991 altern [index++] = i;
1988 1992
1989 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* 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. 1994 * 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 - 1995 * 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 1996 * 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 1997 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
1996 */ 2000 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2002 stop = maxfree[i];
1999 } 2003 }
2000 if(!index) return -1; 2004
2005 if (!index)
2006 return -1;
2007
2001 return altern[RANDOM()%index]; 2008 return altern[RANDOM () % index];
2002} 2009}
2003 2010
2004/* 2011/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2014 * 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. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2016 */
2010 2017int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2012 int i; 2019{
2013 for(i=0;i<SIZEOFFREE;i++) { 2020 for (int i = 0; i < SIZEOFFREE; i++)
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2022 return i;
2016 } 2023
2017 return -1; 2024 return -1;
2018} 2025}
2019 2026
2020/* 2027/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2023 */ 2031 */
2032static void
2024static void permute(int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2025{ 2034{
2026 int i, j, tmp, len; 2035 arr += begin;
2036 end -= begin;
2027 2037
2028 len = end-begin; 2038 while (--end)
2029 for(i = begin; i < end; i++) 2039 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} 2040}
2038 2041
2039/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2043 * 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 2044 * 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 2045 * 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 2046 * 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. 2047 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2048 */
2049void
2046void get_search_arr(int *search_arr) 2050get_search_arr (int *search_arr)
2047{ 2051{
2048 int i; 2052 int i;
2049 2053
2050 for(i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2051 {
2052 search_arr[i] = i; 2055 search_arr[i] = i;
2053 }
2054 2056
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2060}
2059 2061
2060/* 2062/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2063 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2064 * given map at the given coordinates for live objects.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * 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 2070 * 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 2071 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2072 * there is capable of.
2071 */ 2073 */
2072 2074int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2075find_dir (maptile *m, int x, int y, object *exclude)
2076{
2074 int i,max=SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2078
2075 sint16 nx, ny; 2079 sint16 nx, ny;
2076 object *tmp; 2080 object *tmp;
2077 mapstruct *mp; 2081 maptile *mp;
2082
2078 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2079 2084
2080 if (exclude && exclude->head) { 2085 if (exclude && exclude->head)
2086 {
2081 exclude = exclude->head; 2087 exclude = exclude->head;
2082 move_type = exclude->move_type; 2088 move_type = exclude->move_type;
2083 } else { 2089 }
2090 else
2091 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2092 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2093 move_type = MOVE_ALL;
2094 }
2095
2096 for (i = 1; i < max; i++)
2086 } 2097 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2098 mp = m;
2090 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2092 2101
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2094 if (mflags & P_OUT_OF_MAP) { 2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i];
2106 else
2107 {
2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type)
2095 max = maxfree[i]; 2113 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) { 2114 else if (mflags & P_IS_ALIVE)
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2115 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2105 break; 2119 break;
2106 } 2120
2107 }
2108 if(tmp) { 2121 if (tmp)
2109 return freedir[i]; 2122 return freedir[i];
2110 }
2111 } 2123 }
2112 } 2124 }
2113 } 2125 }
2126
2114 return 0; 2127 return 0;
2115} 2128}
2116 2129
2117/* 2130/*
2118 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2132 * distance between the two given objects.
2120 */ 2133 */
2121 2134int
2122int distance(const object *ob1, const object *ob2) { 2135distance (const object *ob1, const object *ob2)
2123 int i; 2136{
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2137 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} 2138}
2128 2139
2129/* 2140/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * 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 2142 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2133 */ 2144 */
2134 2145int
2135int find_dir_2(int x, int y) { 2146find_dir_2 (int x, int y)
2147{
2136 int q; 2148 int q;
2137 2149
2138 if(y) 2150 if (y)
2139 q=x*100/y; 2151 q = x * 100 / y;
2140 else if (x) 2152 else if (x)
2141 q= -300*x; 2153 q = -300 * x;
2142 else 2154 else
2143 return 0; 2155 return 0;
2144 2156
2145 if(y>0) { 2157 if (y > 0)
2158 {
2146 if(q < -242) 2159 if (q < -242)
2147 return 3 ; 2160 return 3;
2148 if (q < -41) 2161 if (q < -41)
2149 return 2 ; 2162 return 2;
2150 if (q < 41) 2163 if (q < 41)
2151 return 1 ; 2164 return 1;
2152 if (q < 242) 2165 if (q < 242)
2153 return 8 ; 2166 return 8;
2154 return 7 ; 2167 return 7;
2155 } 2168 }
2156 2169
2157 if (q < -242) 2170 if (q < -242)
2158 return 7 ; 2171 return 7;
2159 if (q < -41) 2172 if (q < -41)
2160 return 6 ; 2173 return 6;
2161 if (q < 41) 2174 if (q < 41)
2162 return 5 ; 2175 return 5;
2163 if (q < 242) 2176 if (q < 242)
2164 return 4 ; 2177 return 4;
2165 2178
2166 return 3 ; 2179 return 3;
2167} 2180}
2168 2181
2169/* 2182/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2183 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2184 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2185 * "overflow" in previous calculations of a direction).
2173 */ 2186 */
2174 2187
2188int
2175int absdir(int d) { 2189absdir (int d)
2176 while(d<1) d+=8; 2190{
2177 while(d>8) d-=8; 2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2178 return d; 2197 return d;
2179} 2198}
2180 2199
2181/* 2200/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2202 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2203 */
2185 2204
2205int
2186int dirdiff(int dir1, int dir2) { 2206dirdiff (int dir1, int dir2)
2207{
2187 int d; 2208 int d;
2209
2188 d = abs(dir1 - dir2); 2210 d = abs (dir1 - dir2);
2189 if(d>4) 2211 if (d > 4)
2190 d = 8 - d; 2212 d = 8 - d;
2213
2191 return d; 2214 return d;
2192} 2215}
2193 2216
2194/* peterm: 2217/* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * 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 2221 * 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. 2222 * 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 2223 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2224 * functions.
2202 */ 2225 */
2203
2204int reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2232 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2233 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2234 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2235 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2236 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2237 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2238 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2239 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2240 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2241 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2242 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2243 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2244 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2245 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2246 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2247 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2248 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2249 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2250 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2251 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2252 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2253 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2254 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2255 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2256 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2257 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2258 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2259 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2260 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2261 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2262 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2263 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2264 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2265 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2266 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2267 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2268 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2269 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2270 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2271 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2272 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2273 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2274 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2275 {24, 9, -1}
2276}; /* 48 */
2254 2277
2255/* Recursive routine to step back and see if we can 2278/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2281 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2260 */ 2283 */
2261 2284int
2262
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2286{
2264 sint16 dx, dy; 2287 sint16 dx, dy;
2265 int mflags; 2288 int mflags;
2266 2289
2290 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2268 2292
2269 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2294 dy = y + freearr_y[dir];
2271 2295
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2296 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2297
2274 /* This functional arguably was incorrect before - it was 2298 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2299 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2300 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2301 * 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 2302 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2303 * at least its move type.
2280 */ 2304 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2305 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2306 return 0;
2282 2307
2283 /* yes, can see. */ 2308 /* yes, can see. */
2284 if(dir < 9) return 1; 2309 if (dir < 9)
2310 return 1;
2311
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288} 2315}
2289 2316
2290
2291
2292/* 2317/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2318 * 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 2319 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2296 * 2321 *
2298 * core dumps if they do. 2323 * core dumps if they do.
2299 * 2324 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2326 */
2302 2327
2328int
2303int can_pick(const object *who, const object *item) { 2329can_pick (const object *who, const object *item)
2330{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2333 !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} 2334}
2309
2310 2335
2311/* 2336/*
2312 * create clone from object to another 2337 * create clone from object to another
2313 */ 2338 */
2339object *
2314object *object_create_clone (object *asrc) { 2340object_create_clone (object *asrc)
2341{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2316 2343
2317 if(!asrc) return NULL; 2344 if (!asrc)
2345 return 0;
2346
2318 src = asrc; 2347 src = asrc;
2319 if(src->head) 2348 if (src->head)
2320 src = src->head; 2349 src = src->head;
2321 2350
2322 prev = NULL; 2351 prev = 0;
2323 for(part = src; part; part = part->more) { 2352 for (part = src; part; part = part->more)
2324 tmp = get_object(); 2353 {
2325 copy_object(part,tmp); 2354 tmp = part->clone ();
2326 tmp->x -= src->x; 2355 tmp->x -= src->x;
2327 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2328 if(!part->head) { 2358 if (!part->head)
2359 {
2329 dst = tmp; 2360 dst = tmp;
2330 tmp->head = NULL; 2361 tmp->head = 0;
2362 }
2331 } else { 2363 else
2332 tmp->head = dst; 2364 tmp->head = dst;
2333 } 2365
2334 tmp->more = NULL; 2366 tmp->more = 0;
2367
2335 if(prev) 2368 if (prev)
2336 prev->more = tmp; 2369 prev->more = tmp;
2370
2337 prev = tmp; 2371 prev = tmp;
2338 } 2372 }
2339 /*** copy inventory ***/ 2373
2340 for(item = src->inv; item; item = item->below) { 2374 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2376
2344 return dst; 2377 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} 2378}
2354 2379
2355/* GROS - Creates an object using a string representing its content. */ 2380/* 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 */ 2381/* 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, */ 2382/* 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. */ 2383/* 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. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2361 2386object *
2362object* load_object_str(const char *obstr) 2387load_object_str (const char *obstr)
2363{ 2388{
2364 object *op; 2389 object *op;
2365 char filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2391
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2393
2368 FILE *tempfile=fopen(filename,"w"); 2394 FILE *tempfile = fopen (filename, "w");
2395
2369 if (tempfile == NULL) 2396 if (tempfile == NULL)
2370 { 2397 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2399 return NULL;
2373 }; 2400 }
2401
2374 fprintf(tempfile,obstr); 2402 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2403 fclose (tempfile);
2376 2404
2377 op=get_object(); 2405 op = object::create ();
2378 2406
2379 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2380 2408
2381 if (thawer) 2409 if (thawer)
2382 load_object(thawer,op,0); 2410 load_object (thawer, op, 0);
2383 2411
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2413 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2414
2387 return op; 2415 return op;
2388} 2416}
2389 2417
2390/* This returns the first object in who's inventory that 2418/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2419 * has the same type and subtype match.
2392 * returns NULL if no match. 2420 * returns NULL if no match.
2393 */ 2421 */
2422object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2424{
2396 object *tmp;
2397
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2426 if (tmp->type == type && tmp->subtype == subtype)
2427 return tmp;
2400 2428
2401 return NULL; 2429 return 0;
2402} 2430}
2403 2431
2404/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2433 * otherwise return NULL.
2406 * 2434 *
2407 * key must be a passed in shared string - otherwise, this won't 2435 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2436 * do the desired thing.
2409 */ 2437 */
2438key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2439get_ob_key_link (const object *ob, const char *key)
2411 key_value * link; 2440{
2412
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2441 for (key_value *link = ob->key_values; link; link = link->next)
2414 if (link->key == key) { 2442 if (link->key == key)
2415 return link; 2443 return link;
2416 } 2444
2417 } 2445 return 0;
2418 2446}
2419 return NULL;
2420}
2421 2447
2422/* 2448/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2450 *
2425 * The argument doesn't need to be a shared string. 2451 * The argument doesn't need to be a shared string.
2426 * 2452 *
2427 * The returned string is shared. 2453 * The returned string is shared.
2428 */ 2454 */
2455const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2456get_ob_key_value (const object *op, const char *const key)
2457{
2430 key_value * link; 2458 key_value *link;
2431 const char * canonical_key; 2459 shstr_cmp canonical_key (key);
2460
2461 if (!canonical_key)
2432 2462 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2463 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2464 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2465 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2466 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2467 */
2441 return NULL; 2468 return 0;
2442 } 2469 }
2443 2470
2444 /* This is copied from get_ob_key_link() above - 2471 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2472 * only 4 lines, and saves the function call overhead.
2446 */ 2473 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2474 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2475 if (link->key == canonical_key)
2449 return link->value; 2476 return link->value;
2450 } 2477
2451 } 2478 return 0;
2452 return NULL;
2453} 2479}
2454 2480
2455 2481
2456/* 2482/*
2457 * Updates the canonical_key in op to value. 2483 * 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 2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2488 * keys.
2463 * 2489 *
2464 * Returns TRUE on success. 2490 * Returns TRUE on success.
2465 */ 2491 */
2492int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494{
2467 key_value * field = NULL, *last=NULL; 2495 key_value *field = NULL, *last = NULL;
2468 2496
2469 for (field=op->key_values; field != NULL; field=field->next) { 2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2470 if (field->key != canonical_key) { 2499 if (field->key != canonical_key)
2500 {
2471 last = field; 2501 last = field;
2472 continue; 2502 continue;
2473 } 2503 }
2474 2504
2475 if (value) 2505 if (value)
2476 field->value = value; 2506 field->value = value;
2477 else { 2507 else
2508 {
2478 /* Basically, if the archetype has this key set, 2509 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2510 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2511 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2512 * we get this value back again.
2482 */ 2513 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2515 field->value = 0;
2516 else
2517 {
2518 if (last)
2519 last->next = field->next;
2485 else 2520 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2521 op->key_values = field->next;
2489 2522
2490 delete field; 2523 delete field;
2491 } 2524 }
2492 } 2525 }
2493 return TRUE; 2526 return TRUE;
2494 } 2527 }
2495 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2496 2529
2497 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2498 2531
2499 if (!add_key) { 2532 if (!add_key)
2500 return FALSE; 2533 return FALSE;
2501 } 2534
2502 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2506 * should pass in "" 2539 * should pass in ""
2507 */ 2540 */
2508 if (value == NULL) return TRUE; 2541 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; 2542 return TRUE;
2543
2544 field = new key_value;
2545
2546 field->key = canonical_key;
2547 field->value = value;
2548 /* Usual prepend-addition. */
2549 field->next = op->key_values;
2550 op->key_values = field;
2551
2552 return TRUE;
2519} 2553}
2520 2554
2521/* 2555/*
2522 * Updates the key in op to value. 2556 * Updates the key in op to value.
2523 * 2557 *
2525 * and not add new ones. 2559 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2560 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2561 *
2528 * Returns TRUE on success. 2562 * Returns TRUE on success.
2529 */ 2563 */
2564int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2565set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2566{
2532 shstr key_ (key); 2567 shstr key_ (key);
2568
2533 return set_ob_key_value_s (op, key_, value, add_key); 2569 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2570}
2571
2572object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container)
2574{
2575 while (item->inv)
2576 item = item->inv;
2577}
2578
2579void
2580object::depth_iterator::next ()
2581{
2582 if (item->below)
2583 {
2584 item = item->below;
2585
2586 while (item->inv)
2587 item = item->inv;
2588 }
2589 else
2590 item = item->env;
2591}
2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2601 {
2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2615 }
2616
2617 return desc;
2618}
2619
2620// return a suitable string describing an objetc in enough detail to find it
2621const char *
2622object::debug_desc (char *info) const
2623{
2624 char flagdesc[512];
2625 char info2[256 * 4];
2626 char *p = info;
2627
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2629 count, uuid.seq,
2630 &name,
2631 title ? "\",title:" : "",
2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2634
2635 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637
2638 if (map)
2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2640
2641 return info;
2642}
2643
2644const char *
2645object::debug_desc () const
2646{
2647 static char info[256 * 3];
2648 return debug_desc (info);
2649}
2650

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