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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 1.106 by root, Wed Jan 3 20:08:04 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 196{
117
118 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
120 204
121 if (ob1->speed != ob2->speed) return 0; 205 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 207 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 208 * used to store nrof).
125 */ 209 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id
239 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0;
251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 259 return 0;
128 260
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 262 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 263 return 0;
135 264
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 266 * if it is valid.
148 */ 267 */
149 } 268 }
150 269
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 270 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 271 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 272 * some items equipped, and we don't want those to merge.
202 */ 273 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275 return 0;
276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0;
283
284 switch (ob1->type)
285 {
286 case SCROLL:
287 if (ob1->level != ob2->level)
288 return 0;
289 break;
290 }
291
292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
294 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 /* One has fields, but the other one doesn't. */
204 return 0; 297 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 298 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 299 return 0;
219 } 300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
220 } 304 {
305 ob1->optimise ();
306 ob2->optimise ();
221 307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
222 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
223 return 1; 313 return 1;
224} 314}
225 315
226/* 316/*
227 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
230 */ 320 */
231signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
232 signed long sum; 324 long sum;
233 object *inv; 325 object *inv;
326
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
235 if (inv->inv) 329 if (inv->inv)
236 sum_weight(inv); 330 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 332 }
333
239 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
241 if(op->carrying != sum) 337 if (op->carrying != sum)
242 op->carrying = sum; 338 op->carrying = sum;
339
243 return sum; 340 return sum;
244} 341}
245 342
246/** 343/**
247 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
248 */ 345 */
249 346
347object *
250object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
251 while (op->env != NULL) 350 while (op->env != NULL)
252 op = op->env; 351 op = op->env;
253 return op; 352 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 353}
268 354
269/* 355/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 357 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
273 */ 359 */
274 360
275void dump_object2(object *op) { 361char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 362dump_object (object *op)
322 if(op==NULL) { 363{
323 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
324 return; 365 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 366
330void dump_all_objects(void) { 367 object_freezer freezer;
331 object *op; 368 save_object (freezer, op, 1);
332 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 370}
337 371
338/* 372/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
342 */ 376 */
343 377
378object *
344object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
345 object *tmp,*closest; 381 object *tmp, *closest;
346 int last_dist,i; 382 int last_dist, i;
383
347 if(op->more==NULL) 384 if (op->more == NULL)
348 return op; 385 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
352 return closest; 389 return closest;
353} 390}
354 391
355/* 392/*
356 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
357 */ 394 */
358 395
396object *
359object *find_object(tag_t i) { 397find_object (tag_t i)
360 object *op; 398{
361 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 400 if (op->count == i)
363 break; 401 return op;
402
364 return op; 403 return 0;
365} 404}
366 405
367/* 406/*
368 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
371 */ 410 */
372 411
412object *
373object *find_object_name(const char *str) { 413find_object_name (const char *str)
374 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
375 object *op; 416 object *op;
417
376 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 419 if (op->name == str_)
378 break; 420 break;
379 421
380 return op; 422 return op;
381} 423}
382 424
425void
383void free_all_object_data () 426free_all_object_data ()
384{ 427{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 429}
422 430
423/* 431/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 433 * skill and experience objects.
426 */ 434 */
427void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
428{ 437{
429 if(owner==NULL||op==NULL) 438 if (!owner)
430 return; 439 return;
431 440
432 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
438 */ 447 */
439 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
441 450
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 451 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 452}
477 453
478/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 455 * refcounts and freeing the links.
480 */ 456 */
457static void
481static void free_key_values(object * op) 458free_key_values (object *op)
482{ 459{
483 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
484 { 461 {
485 key_value *next = i->next; 462 key_value *next = i->next;
486 delete i; 463 delete i;
464
487 i = next; 465 i = next;
488 } 466 }
489 467
490 op->key_values = 0; 468 op->key_values = 0;
491} 469}
492 470
493void object::clear ()
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 471/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 477 * will point at garbage.
562 */ 478 */
563 479void
564void copy_object (object *op2, object *op) 480object::copy_to (object *dst)
565{ 481{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 484
569 op2->clone (op); 485 *(object_copy *)dst = *this;
570 486
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 487 if (is_freed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 488 SET_FLAG (dst, FLAG_FREED);
573 489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
574 if (op2->speed < 0) 493 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 495
577 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 497 if (key_values)
579 { 498 {
580 key_value *tail = NULL; 499 key_value *tail = 0;
581 key_value *i; 500 key_value *i;
582 501
583 op->key_values = NULL; 502 dst->key_values = 0;
584 503
585 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
586 { 505 {
587 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
588 507
589 new_link->next = NULL; 508 new_link->next = 0;
590 new_link->key = i->key; 509 new_link->key = i->key;
591 new_link->value = i->value; 510 new_link->value = i->value;
592 511
593 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 513 if (!dst->key_values)
595 { 514 {
596 op->key_values = new_link; 515 dst->key_values = new_link;
597 tail = new_link; 516 tail = new_link;
598 } 517 }
599 else 518 else
600 { 519 {
601 tail->next = new_link; 520 tail->next = new_link;
602 tail = new_link; 521 tail = new_link;
603 } 522 }
604 } 523 }
605 } 524 }
606 525
607 update_ob_speed (op); 526 dst->set_speed (dst->speed);
608} 527}
609 528
610/* 529object *
611 * get_object() grabs an object from the list of unused objects, makes 530object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 531{
618 object *op = new object; 532 object *neu = create ();
619 533 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op; 534 return neu;
636} 535}
637 536
638/* 537/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
642 */ 541 */
643 542void
644void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
646 return; 546 return;
547
647 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
649} 550}
650 551
651/* 552/*
652 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
655 */ 556 */
656 557void
657void update_ob_speed(object *op) { 558object::set_speed (float speed)
658 extern int arch_init; 559{
659 560 if (flag [FLAG_FREED] && speed)
660 /* No reason putting the archetypes objects on the speed list, 561 {
661 * since they never really need to be updated.
662 */
663
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
666#ifdef MANY_CORES
667 abort();
668#else
669 op->speed = 0; 563 speed = 0;
670#endif
671 } 564 }
672 if (arch_init) {
673 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 565
680 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
681 * of the list. */ 567
682 op->active_next = active_objects; 568 if (has_active_speed ())
683 if (op->active_next!=NULL) 569 activate ();
684 op->active_next->active_prev = op;
685 active_objects = op;
686 }
687 else { 570 else
688 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
689 if (!op->active_next && !op->active_prev && op!=active_objects)
690 return;
691
692 if (op->active_prev==NULL) {
693 active_objects = op->active_next;
694 if (op->active_next!=NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else {
698 op->active_prev->active_next = op->active_next;
699 if (op->active_next)
700 op->active_next->active_prev = op->active_prev;
701 }
702 op->active_next = NULL;
703 op->active_prev = NULL;
704 }
705} 572}
706 573
707/* This function removes object 'op' from the list of active
708 * objects.
709 * This should only be used for style maps or other such
710 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object.
714 */
715void remove_from_active_list(object *op)
716{
717 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects)
719 return;
720
721 if (op->active_prev==NULL) {
722 active_objects = op->active_next;
723 if (op->active_next!=NULL)
724 op->active_next->active_prev = NULL;
725 }
726 else {
727 op->active_prev->active_next = op->active_next;
728 if (op->active_next)
729 op->active_next->active_prev = op->active_prev;
730 }
731 op->active_next = NULL;
732 op->active_prev = NULL;
733}
734
735/* 574/*
736 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
737 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
738 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
739 * invisible object, etc...) 578 * invisible object, etc...)
740 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
741 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
742 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
743 * 582 *
744 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
745 * For example, if the only thing that has changed is the face (due to
746 * an animation), we don't need to call update_position until that actually
747 * comes into view of a player. OTOH, many other things, like addition/removal
748 * of walls or living creatures may need us to update the flags now.
749 * current action are: 584 * current action are:
750 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
751 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
755 */ 590 */
756 591void
757void update_object(object *op, int action) { 592update_object (object *op, int action)
758 int update_now=0, flags; 593{
759 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
760 595
761 if (op == NULL) { 596 if (op == NULL)
597 {
762 /* this should never happen */ 598 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 600 return;
765 }
766 601 }
767 if(op->env!=NULL) { 602
603 if (op->env)
604 {
768 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
769 * to do in this case. 606 * to do in this case.
770 */ 607 */
771 return; 608 return;
772 } 609 }
773 610
774 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 612 * going to get freed anyways.
776 */ 613 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
778 615 return;
616
779 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 621#ifdef MANY_CORES
784 abort(); 622 abort ();
785#endif 623#endif
786 return; 624 return;
787 }
788 625 }
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
795 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
796 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
798 update_now=1;
799
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
801 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
802 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
804 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
805
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1;
808
809 if ((move_on | op->move_on) != move_on) update_now=1;
810 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
811 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 644 * to have move_allow right now.
813 */ 645 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
817 } 649 }
818 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 652 * that is being removed.
821 */ 653 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 655 m.flags_ = 0;
824 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
826 }
827 else { 658 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 660
831 if (update_now) {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y);
834 }
835
836 if(op->more!=NULL) 661 if (op->more)
837 update_object(op->more, action); 662 update_object (op->more, action);
838} 663}
839 664
665object *object::first;
840 666
841/* 667object::object ()
842 * free_object() frees everything allocated by an object, removes 668{
843 * it from the list of used objects, and puts it on the list of 669 SET_FLAG (this, FLAG_REMOVED);
844 * free objects. The IS_FREED() flag is set in the object. 670
845 * The object must have been removed by remove_ob() first for 671 expmul = 1.0;
846 * this function to succeed. 672 face = blank_face;
847 * 673}
848 * If free_inventory is set, free inventory as well. Else drop items in 674
849 * inventory to the ground. 675object::~object ()
850 */ 676{
677 free_key_values (this);
678}
679
680void object::link ()
681{
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692}
693
694void object::unlink ()
695{
696 if (this == object::first)
697 object::first = next;
698
699 /* Remove this object from the list of used objects */
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
851 712
852void 713void
853free_object (object * ob) 714object::activate ()
854{ 715{
855 free_object2 (ob, 0); 716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
856} 731}
857 732
858void 733void
859free_object2 (object * ob, int free_inventory) 734object::activate_recursive ()
860{ 735{
861 object *tmp, *op; 736 activate ();
862 737
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 738 for (object *op = inv; op; op = op->below)
864 { 739 op->activate_recursive ();
865 LOG (llevDebug, "Free object called with non removed object\n"); 740}
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871 741
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 742/* This function removes object 'op' from the list of active
873 { 743 * objects.
874 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 744 * This should only be used for style maps or other such
875 remove_friendly_object (ob); 745 * reference maps where you don't want an object that isn't
876 } 746 * in play chewing up cpu time getting processed.
877 747 * The reverse of this is to call update_ob_speed, which
878 if (QUERY_FLAG (ob, FLAG_FREED)) 748 * will do the right thing based on the speed of the object.
879 { 749 */
880 dump_object (ob); 750void
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
882 return; 755 return;
883 }
884 756
885 if (ob->more != NULL) 757 if (active_prev == 0)
886 {
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890
891 if (ob->inv)
892 {
893 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects
895 * drop on that space.
896 */
897 if (free_inventory || ob->map == NULL
898 || ob->map->in_memory != MAP_IN_MEMORY
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
900 {
901 op = ob->inv;
902
903 while (op != NULL)
904 { 758 {
905 tmp = op->below; 759 active_objects = active_next;
906 remove_ob (op); 760 if (active_next)
907 free_object2 (op, free_inventory); 761 active_next->active_prev = 0;
908 op = tmp;
909 }
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 op = ob->inv;
914
915 while (op != NULL)
916 {
917 tmp = op->below;
918 remove_ob (op);
919
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
923 free_object (op);
924 else
925 {
926 op->x = ob->x;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
929 }
930
931 op = tmp;
932 }
933 }
934 }
935
936 /* Remove object from the active list */
937 ob->speed = 0;
938 update_ob_speed (ob);
939
940 SET_FLAG (ob, FLAG_FREED);
941 ob->count = 0;
942
943 /* Remove this object from the list of used objects */
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 } 762 }
951 else 763 else
952 { 764 {
953 ob->prev->next = ob->next; 765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
954 769
955 if (ob->next != NULL) 770 active_next = 0;
956 ob->next->prev = ob->prev; 771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
793/*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
828
829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
838 }
839}
840
841object *object::create ()
842{
843 object *op = new object;
844 op->link ();
845 return op;
846}
847
848void
849object::do_destroy ()
850{
851 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this);
853
854 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this);
856
857 if (!flag [FLAG_REMOVED])
858 remove ();
859
860 if (flag [FLAG_FREED])
861 return;
862
863 set_speed (0);
864
865 flag [FLAG_FREED] = 1;
866
867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
957 } 886 }
958 887
959 free_key_values (ob); 888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
960 892
961 /* Now link it with the free_objects list: */ 893 head = 0;
962 ob->prev = 0;
963 ob->next = 0;
964 894
965 delete ob; 895 if (more)
896 {
897 more->destroy ();
898 more = 0;
899 }
900
901 // clear those pointers that likely might have circular references to us
902 owner = 0;
903 enemy = 0;
904 attacked_by = 0;
905
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
908}
909
910void
911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
915
916 if (destroy_inventory)
917 destroy_inv (false);
918
919 attachable::destroy ();
966} 920}
967 921
968/* 922/*
969 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
971 */ 925 */
972 926void
973void sub_weight (object *op, signed long weight) { 927sub_weight (object *op, signed long weight)
928{
974 while (op != NULL) { 929 while (op != NULL)
930 {
975 if (op->type == CONTAINER) { 931 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 933
978 op->carrying-=weight; 934 op->carrying -= weight;
979 op = op->env; 935 op = op->env;
980 } 936 }
981} 937}
982 938
983/* remove_ob(op): 939/* op->remove ():
984 * This function removes the object op from the linked list of objects 940 * 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 941 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
988 * the previous environment. 944 * the previous environment.
989 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
990 */ 946 */
991 947void
992void remove_ob(object *op) { 948object::remove ()
949{
993 object *tmp,*last=NULL; 950 object *tmp, *last = 0;
994 object *otmp; 951 object *otmp;
995 tag_t tag;
996 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 952
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 954 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 955
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); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
1021 958
959 if (more)
960 more->remove ();
961
1022 /* 962 /*
1023 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1024 * inventory. 964 * inventory.
1025 */ 965 */
1026 if(op->env!=NULL) { 966 if (env)
967 {
1027 if(op->nrof) 968 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 969 sub_weight (env, weight * nrof);
1029 else 970 else
1030 sub_weight(op->env, op->weight+op->carrying); 971 sub_weight (env, weight + carrying);
1031 972
1032 /* NO_FIX_PLAYER is set when a great many changes are being 973 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 975 * to save cpu time.
1035 */ 976 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 978 otmp->update_stats ();
1038 fix_player(otmp);
1039 979
1040 if(op->above!=NULL) 980 if (above)
1041 op->above->below=op->below; 981 above->below = below;
1042 else 982 else
1043 op->env->inv=op->below; 983 env->inv = below;
1044 984
1045 if(op->below!=NULL) 985 if (below)
1046 op->below->above=op->above; 986 below->above = above;
1047 987
1048 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
991 */
992 x = env->x, y = env->y;
993 map = env->map;
994 above = 0, below = 0;
995 env = 0;
996 }
997 else if (map)
998 {
999 if (type == PLAYER)
1000 {
1001 --map->players;
1002 map->touch ();
1003 }
1004
1005 map->dirty = true;
1006
1007 /* link the object above us */
1008 if (above)
1009 above->below = below;
1010 else
1011 map->at (x, y).top = below; /* we were top, set new top */
1012
1013 /* Relink the object below us, if there is one */
1014 if (below)
1015 below->above = above;
1016 else
1017 {
1018 /* Nothing below, which means we need to relink map object for this space
1019 * use translated coordinates in case some oddness with map tiling is
1020 * evident
1051 */ 1021 */
1052 op->x=op->env->x,op->y=op->env->y; 1022 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 1023 {
1054 op->above=NULL,op->below=NULL; 1024 char *dump = dump_object (this);
1055 op->env=NULL; 1025 LOG (llevError,
1026 "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);
1027 free (dump);
1028 dump = dump_object (GET_MAP_OB (map, x, y));
1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1031 }
1032
1033 map->at (x, y).bot = above; /* goes on above it. */
1034 }
1035
1036 above = 0;
1037 below = 0;
1038
1039 if (map->in_memory == MAP_SAVING)
1056 return; 1040 return;
1057 }
1058 1041
1059 /* If we get here, we are removing it from a map */ 1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1060 if (op->map == NULL) return;
1061 1043
1062 x = op->x; 1044 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 } 1045 {
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 1046 /* No point updating the players look faces if he is the object
1116 * being removed. 1047 * being removed.
1117 */ 1048 */
1118 1049
1119 if(tmp->type==PLAYER && tmp!=op) { 1050 if (tmp->type == PLAYER && tmp != this)
1051 {
1120 /* If a container that the player is currently using somehow gets 1052 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1053 * removed (most likely destroyed), update the player view
1122 * appropriately. 1054 * appropriately.
1123 */ 1055 */
1124 if (tmp->container==op) { 1056 if (tmp->container == this)
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1057 {
1058 flag [FLAG_APPLIED] = 0;
1126 tmp->container=NULL; 1059 tmp->container = 0;
1060 }
1061
1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1127 } 1064 }
1128 tmp->contr->socket.update_look=1; 1065
1129 }
1130 /* See if player moving off should effect something */ 1066 /* See if object moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1067 if (check_walk_off
1068 && ((move_type & tmp->move_off)
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 1070 {
1134 move_apply(tmp, op, NULL); 1071 move_apply (tmp, this, 0);
1072
1135 if (was_destroyed (op, tag)) { 1073 if (destroyed ())
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 } 1075 }
1139 }
1140 1076
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1143 if(tmp->above == tmp) 1079 if (tmp->above == tmp)
1144 tmp->above = NULL; 1080 tmp->above = 0;
1081
1145 last=tmp; 1082 last = tmp;
1146 } 1083 }
1084
1147 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1148 if (last==NULL) { 1086 //TODO: this makes little sense, why only update the topmost object?
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1087 if (!last)
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1088 map->at (x, y).flags_ = 0;
1151 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways.
1153 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y);
1156 }
1157 else 1089 else
1158 update_object(last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1159 1091
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1162 1094 }
1163} 1095}
1164 1096
1165/* 1097/*
1166 * merge_ob(op,top): 1098 * merge_ob(op,top):
1167 * 1099 *
1168 * This function goes through all objects below and including top, and 1100 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1101 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1102 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1103 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1104 */
1173 1105object *
1174object *merge_ob(object *op, object *top) { 1106merge_ob (object *op, object *top)
1107{
1175 if(!op->nrof) 1108 if (!op->nrof)
1176 return 0; 1109 return 0;
1177 if(top==NULL) 1110
1111 if (top)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1114
1179 for(;top!=NULL;top=top->below) { 1115 for (; top; top = top->below)
1116 {
1180 if(top==op) 1117 if (top == op)
1181 continue; 1118 continue;
1182 if (CAN_MERGE(op,top)) 1119
1183 { 1120 if (object::can_merge (op, top))
1121 {
1184 top->nrof+=op->nrof; 1122 top->nrof += op->nrof;
1123
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1126 op->destroy ();
1188 free_object(op);
1189 return top; 1127 return top;
1190 } 1128 }
1191 } 1129 }
1130
1192 return NULL; 1131 return 0;
1193} 1132}
1194 1133
1195/* 1134/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1198 */ 1137 */
1138object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1200 object* tmp; 1140{
1201 if (op->head) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1202 op=op->head; 1142 {
1203 for (tmp=op;tmp;tmp=tmp->more){
1204 tmp->x=x+tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1206 } 1145 }
1146
1207 return insert_ob_in_map (op, m, originator, flag); 1147 return insert_ob_in_map (op, m, originator, flag);
1208} 1148}
1209 1149
1210/* 1150/*
1211 * insert_ob_in_map (op, map, originator, flag): 1151 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1152 * This function inserts the object in the two-way linked list
1225 * Return value: 1165 * Return value:
1226 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1168 * just 'op' otherwise
1229 */ 1169 */
1230 1170object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1172{
1233 object *tmp, *top, *floor=NULL; 1173 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1174 sint16 x, y;
1235 1175
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1176 if (QUERY_FLAG (op, FLAG_FREED))
1177 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1238 return NULL; 1179 return NULL;
1180 }
1181
1182 if (!m)
1239 } 1183 {
1240 if(m==NULL) {
1241 dump_object(op); 1184 char *dump = dump_object (op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186 free (dump);
1243 return op; 1187 return op;
1244 } 1188 }
1189
1245 if(out_of_map(m,op->x,op->y)) { 1190 if (out_of_map (m, op->x, op->y))
1191 {
1246 dump_object(op); 1192 char *dump = dump_object (op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1248#ifdef MANY_CORES 1194#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object 1195 /* 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 1196 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted. 1197 * improperly inserted.
1252 */ 1198 */
1253 abort(); 1199 abort ();
1254#endif 1200#endif
1201 free (dump);
1255 return op; 1202 return op;
1256 } 1203 }
1204
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1206 {
1258 dump_object(op); 1207 char *dump = dump_object (op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1260 return op; 1210 return op;
1211 }
1212
1213 if (op->more)
1261 } 1214 {
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1264 1216
1265 object *more = op->more; 1217 object *more = op->more;
1266 1218
1267 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1268 * we set the map, that doesn't work if the location is within 1220 * 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 1221 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1271 */ 1223 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1273 more->map = get_map_from_coord(m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1274 } else if (!more->map) { 1226 else if (!more->map)
1227 {
1275 /* For backwards compatibility - when not dealing with tiled maps, 1228 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent. 1229 * more->map should always point to the parent.
1277 */ 1230 */
1278 more->map = m; 1231 more->map = m;
1279 } 1232 }
1280 1233
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1235 {
1282 if ( ! op->head) 1236 if (!op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1238
1284 return NULL; 1239 return 0;
1285 } 1240 }
1286 } 1241 }
1242
1287 CLEAR_FLAG(op,FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1288 1244
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* 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 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1247 * need extra work
1292 */ 1248 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y); 1249 op->map = get_map_from_coord (m, &op->x, &op->y);
1294 x = op->x; 1250 x = op->x;
1295 y = op->y; 1251 y = op->y;
1296 1252
1297 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1298 */ 1254 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) { 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1301 if (CAN_MERGE(op,tmp)) { 1257 if (object::can_merge (op, tmp))
1258 {
1302 op->nrof+=tmp->nrof; 1259 op->nrof += tmp->nrof;
1303 remove_ob(tmp); 1260 tmp->destroy ();
1304 free_object(tmp); 1261 }
1262
1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1265
1266 if (!QUERY_FLAG (op, FLAG_ALIVE))
1267 CLEAR_FLAG (op, FLAG_NO_STEAL);
1268
1269 if (flag & INS_BELOW_ORIGINATOR)
1270 {
1271 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1272 {
1273 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1274 abort ();
1275 }
1276
1277 op->above = originator;
1278 op->below = originator->below;
1279
1280 if (op->below)
1281 op->below->above = op;
1282 else
1283 op->ms ().bot = op;
1284
1285 /* since *below* originator, no need to update top */
1286 originator->below = op;
1287 }
1288 else
1289 {
1290 /* If there are other objects, then */
1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1292 {
1293 object *last = 0;
1294
1295 /*
1296 * If there are multiple objects on this space, we do some trickier handling.
1297 * We've already dealt with merging if appropriate.
1298 * Generally, we want to put the new object on top. But if
1299 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1300 * floor, we want to insert above that and no further.
1301 * Also, if there are spell objects on this space, we stop processing
1302 * once we get to them. This reduces the need to traverse over all of
1303 * them when adding another one - this saves quite a bit of cpu time
1304 * when lots of spells are cast in one area. Currently, it is presumed
1305 * that flying non pickable objects are spell objects.
1306 */
1307 while (top)
1308 {
1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1310 floor = top;
1311
1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1313 {
1314 /* We insert above top, so we want this object below this */
1315 top = top->below;
1316 break;
1317 }
1318
1319 last = top;
1320 top = top->above;
1305 } 1321 }
1306 }
1307 1322
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 /* Don't want top to be NULL, so set it to the last valid object */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1324 top = last;
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312 1325
1313 if (flag & INS_BELOW_ORIGINATOR) { 1326 /* We let update_position deal with figuring out what the space
1314 if (originator->map != op->map || originator->x != op->x || 1327 * looks like instead of lots of conditions here.
1315 originator->y != op->y) { 1328 * 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 /* 1329 */
1330 * If there are multiple objects on this space, we do some trickier handling. 1330
1331 * We've already dealt with merging if appropriate. 1331 /* Have object 'fall below' other objects that block view.
1332 * Generally, we want to put the new object on top. But if 1332 * Unless those objects are exits, type 66
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1333 * If INS_ON_TOP is used, don't do this processing
1334 * floor, we want to insert above that and no further. 1334 * Need to find the object that in fact blocks view, otherwise
1335 * Also, if there are spell objects on this space, we stop processing 1335 * stacking is a bit odd.
1336 * once we get to them. This reduces the need to traverse over all of 1336 */
1337 * them when adding another one - this saves quite a bit of cpu time 1337 if (!(flag & INS_ON_TOP) &&
1338 * when lots of spells are cast in one area. Currently, it is presumed 1338 (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. 1339 {
1340 for (last = top; last != floor; last = last->below)
1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1342 break;
1343 /* Check to see if we found the object that blocks view,
1344 * and make sure we have a below pointer for it so that
1345 * we can get inserted below this one, which requires we
1346 * set top to the object below us.
1340 */ 1347 */
1341 1348 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; 1349 top = last->below;
1355 } 1350 }
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 */ 1351 } /* If objects on this space */
1352
1383 if (flag & INS_MAP_LOAD) 1353 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y); 1354 top = GET_MAP_TOP (op->map, op->x, op->y);
1355
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1356 if (flag & INS_ABOVE_FLOOR_ONLY)
1357 top = floor;
1386 1358
1387 /* Top is the object that our object (op) is going to get inserted above. 1359 /* Top is the object that our object (op) is going to get inserted above.
1388 */ 1360 */
1389 1361
1390 /* First object on this space */ 1362 /* First object on this space */
1391 if (!top) { 1363 if (!top)
1364 {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1366
1367 if (op->above)
1393 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1394 op->below = NULL; 1370 op->below = 0;
1395 SET_MAP_OB(op->map, op->x, op->y, op); 1371 op->ms ().bot = op;
1372 }
1373 else
1396 } else { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1397 op->above = top->above; 1375 op->above = top->above;
1376
1377 if (op->above)
1398 if (op->above) op->above->below = op; 1378 op->above->below = op;
1379
1399 op->below = top; 1380 op->below = top;
1400 top->above = op; 1381 top->above = op;
1401 } 1382 }
1383
1402 if (op->above==NULL) 1384 if (!op->above)
1403 SET_MAP_TOP(op->map,op->x, op->y, op); 1385 op->ms ().top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1405 1387
1406 if(op->type==PLAYER) 1388 if (op->type == PLAYER)
1389 {
1407 op->contr->do_los=1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1408 1394
1395 op->map->dirty = true;
1396
1409 /* If we have a floor, we know the player, if any, will be above 1397 /* 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. 1398 * it, so save a few ticks and start from there.
1411 */ 1399 */
1412 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1401 if (object *pl = op->ms ().player ())
1414 if (tmp->type == PLAYER) 1402 if (pl->contr->ns)
1415 tmp->contr->socket.update_look=1; 1403 pl->contr->ns->floorbox_update ();
1416 }
1417 1404
1418 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really 1406 * 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 1407 * 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 1408 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1425 * of effect may be sufficient. 1412 * of effect may be sufficient.
1426 */ 1413 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1429 1416
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1433 1419
1420 INVOKE_OBJECT (INSERT, op);
1434 1421
1435 /* Don't know if moving this to the end will break anything. However, 1422 /* 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. 1423 * we want to have floorbox_update called before calling this.
1437 * 1424 *
1438 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object(). 1428 * update_object().
1442 */ 1429 */
1443 1430
1444 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* 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) { 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1433 {
1447 if (check_move_on(op, originator)) 1434 if (check_move_on (op, originator))
1448 return NULL; 1435 return 0;
1449 1436
1450 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1438 * walk on's.
1452 */ 1439 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1455 return NULL; 1442 return 0;
1456 } 1443 }
1444
1457 return op; 1445 return op;
1458} 1446}
1459 1447
1460/* this function inserts an object in the map, but if it 1448/* 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. 1449 * 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. 1450 * op is the object to insert it under: supplies x and the map.
1463 */ 1451 */
1452void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1465 object *tmp; 1454{
1466 object *tmp1; 1455 object *tmp, *tmp1;
1467 1456
1468 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1469 1458
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1461 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1462
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1464
1479 1465 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1466 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1474}
1483 1475
1484/* 1476/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * 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 1478 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1481 * global static errmsg array.
1490 */ 1482 */
1491 1483object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1484get_split_ob (object *orig_ob, uint32 nr)
1485{
1493 object *newob; 1486 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1488
1496 if(orig_ob->nrof<nr) { 1489 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1490 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1492 return NULL;
1500 } 1493 }
1494
1501 newob = object_create_clone(orig_ob); 1495 newob = object_create_clone (orig_ob);
1496
1502 if((orig_ob->nrof-=nr)<1) { 1497 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1498 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1499 else if (!is_removed)
1500 {
1508 if(orig_ob->env!=NULL) 1501 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1505 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"); 1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1507 return NULL;
1515 } 1508 }
1516 } 1509 }
1510
1517 newob->nrof=nr; 1511 newob->nrof = nr;
1518 1512
1519 return newob; 1513 return newob;
1520} 1514}
1521 1515
1522/* 1516/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1517 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1526 * 1520 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1522 */
1529 1523
1524object *
1530object *decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1531{ 1526{
1532 object *tmp; 1527 object *tmp;
1533 player *pl;
1534 1528
1535 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1530 return op;
1537 1531
1538 if (i > op->nrof) 1532 if (i > op->nrof)
1539 i = op->nrof; 1533 i = op->nrof;
1540 1534
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1536 op->nrof -= i;
1537 else if (op->env)
1538 {
1539 /* is this object in the players inventory, or sub container
1540 * therein?
1541 */
1542 tmp = op->in_player ();
1543 /* nope. Is this a container the player has opened?
1544 * If so, set tmp to that player.
1545 * IMO, searching through all the players will mostly
1546 * likely be quicker than following op->env to the map,
1547 * and then searching the map for a player.
1548 */
1549 if (!tmp)
1550 for_all_players (pl)
1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1554 break;
1555 }
1556
1557 if (i < op->nrof)
1558 {
1559 sub_weight (op->env, op->weight * i);
1560 op->nrof -= i;
1561 if (tmp)
1562 esrv_send_item (tmp, op);
1563 }
1564 else
1565 {
1566 op->remove ();
1567 op->nrof = 0;
1568 if (tmp)
1569 esrv_del_item (tmp->contr, op->count);
1570 }
1542 { 1571 }
1572 else
1573 {
1574 object *above = op->above;
1575
1576 if (i < op->nrof)
1543 op->nrof -= i; 1577 op->nrof -= i;
1544 } 1578 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 } 1579 {
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); 1580 op->remove ();
1572 op->nrof = 0; 1581 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 } 1582 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581 1583
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 */ 1584 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1585 for (tmp = above; tmp; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1586 if (tmp->type == PLAYER)
1587 {
1591 if (op->nrof) 1588 if (op->nrof)
1592 esrv_send_item(tmp, op); 1589 esrv_send_item (tmp, op);
1593 else 1590 else
1594 esrv_del_item(tmp->contr, op->count); 1591 esrv_del_item (tmp->contr, op->count);
1595 } 1592 }
1596 } 1593 }
1597 1594
1598 if (op->nrof) { 1595 if (op->nrof)
1599 return op; 1596 return op;
1600 } else { 1597 else
1601 free_object (op); 1598 {
1599 op->destroy ();
1602 return NULL; 1600 return 0;
1603 } 1601 }
1604} 1602}
1605 1603
1606/* 1604/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1606 * and also updates how much the environment(s) is/are carrying.
1609 */ 1607 */
1610 1608
1609void
1611void add_weight (object *op, signed long weight) { 1610add_weight (object *op, signed long weight)
1611{
1612 while (op!=NULL) { 1612 while (op != NULL)
1613 {
1613 if (op->type == CONTAINER) { 1614 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1615 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1616
1616 op->carrying+=weight; 1617 op->carrying += weight;
1617 op=op->env; 1618 op = op->env;
1618 } 1619 }
1619} 1620}
1620 1621
1622object *
1623insert_ob_in_ob (object *op, object *where)
1624{
1625 if (!where)
1626 {
1627 char *dump = dump_object (op);
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump);
1630 return op;
1631 }
1632
1633 if (where->head)
1634 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head;
1637 }
1638
1639 return where->insert (op);
1640}
1641
1621/* 1642/*
1622 * insert_ob_in_ob(op,environment): 1643 * env->insert (op)
1623 * This function inserts the object op in the linked list 1644 * This function inserts the object op in the linked list
1624 * inside the object environment. 1645 * inside the object environment.
1625 * 1646 *
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 1647 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1648 * be != op, if items are merged. -Tero
1633 */ 1649 */
1634 1650
1635object *insert_ob_in_ob(object *op,object *where) { 1651object *
1652object::insert (object *op)
1653{
1636 object *tmp, *otmp; 1654 object *tmp, *otmp;
1637 1655
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1657 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1658
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) { 1659 if (op->more)
1660 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1662 return op;
1657 } 1663 }
1664
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1667 if (op->nrof)
1668 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1670 if (object::can_merge (tmp, op))
1671 {
1663 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1673 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1668 */ 1677 */
1669 add_weight (where, op->weight*op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1672 op = tmp; 1681 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1684 break;
1676 } 1685 }
1677 1686
1678 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1689 * (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 1690 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1691 * the linking below
1683 */ 1692 */
1684 add_weight (where, op->weight*op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1694 }
1685 } else 1695 else
1686 add_weight (where, (op->weight+op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1687 1697
1688 otmp=is_player_inv(where); 1698 otmp = this->in_player ();
1689 if (otmp&&otmp->contr!=NULL) { 1699 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1701 otmp->update_stats ();
1692 }
1693 1702
1694 op->map=NULL; 1703 op->map = 0;
1695 op->env=where; 1704 op->env = this;
1696 op->above=NULL; 1705 op->above = 0;
1697 op->below=NULL; 1706 op->below = 0;
1698 op->x=0,op->y=0; 1707 op->x = 0, op->y = 0;
1699 1708
1700 /* reset the light list and los of the players on the map */ 1709 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1710 if ((op->glow_radius != 0) && map)
1702 { 1711 {
1703#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1715 if (map->darkness)
1716 update_all_los (map, x, y);
1708 } 1717 }
1709 1718
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1720 * It sure simplifies this function...
1712 */ 1721 */
1713 if (where->inv==NULL) 1722 if (!inv)
1714 where->inv=op; 1723 inv = op;
1715 else { 1724 else
1725 {
1716 op->below = where->inv; 1726 op->below = inv;
1717 op->below->above = op; 1727 op->below->above = op;
1718 where->inv = op; 1728 inv = op;
1719 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1720 return op; 1733 return op;
1721} 1734}
1722 1735
1723/* 1736/*
1724 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1738 * 1751 *
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * 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 1753 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1754 * on top.
1742 */ 1755 */
1743 1756int
1744int check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1745{ 1758{
1746 object *tmp; 1759 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1760 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1761 int x = op->x, y = op->y;
1762
1750 MoveType move_on, move_slow, move_block; 1763 MoveType move_on, move_slow, move_block;
1751 1764
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1765 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1766 return 0;
1754 1767
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1768 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); 1769 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); 1770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1771
1761 /* if nothing on this space will slow op down or be applied, 1772 /* 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 1773 * 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 1774 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1775 * as walking.
1765 */ 1776 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1777 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1778 return 0;
1768 1779
1769 /* This is basically inverse logic of that below - basically, 1780 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1781 * 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 1782 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1783 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1784 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1785 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; 1786 return 0;
1776 1787
1777 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
1779 */ 1790 */
1780 1791
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1793 {
1783 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1796 * we don't need to check all of them.
1786 */ 1797 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1798 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1799 break;
1800 }
1801
1802 for (; tmp; tmp = tmp->below)
1788 } 1803 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1804 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1805 continue; /* Can't apply yourself */
1791 1806
1792 /* Check to see if one of the movement types should be slowed down. 1807 /* 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 1808 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1809 * (~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 1810 * 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. 1811 * swim on that space, can't use it to avoid the penalty.
1797 */ 1812 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1813 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1814 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1815 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)) { 1816 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1817 {
1802 1818
1803 float diff; 1819 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1820 diff = tmp->move_slow_penalty * FABS (op->speed);
1821
1806 if (op->type == PLAYER) { 1822 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1823 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))) { 1824 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1825 diff /= 4.0;
1810 } 1826
1811 }
1812 op->speed_left -= diff; 1827 op->speed_left -= diff;
1813 } 1828 }
1814 } 1829 }
1815 1830
1816 /* Basically same logic as above, except now for actual apply. */ 1831 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1832 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)) { 1833 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1834 {
1821 move_apply(tmp, op, originator); 1835 move_apply (tmp, op, originator);
1836
1822 if (was_destroyed (op, tag)) 1837 if (op->destroyed ())
1823 return 1; 1838 return 1;
1824 1839
1825 /* what the person/creature stepped onto has moved the object 1840 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1841 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1842 * have a feeling strange problems would result.
1828 */ 1843 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1844 if (op->map != m || op->x != x || op->y != y)
1845 return 0;
1830 } 1846 }
1831 } 1847 }
1848
1832 return 0; 1849 return 0;
1833} 1850}
1834 1851
1835/* 1852/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1839 */ 1856 */
1840 1857object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1858present_arch (const archetype *at, maptile *m, int x, int y)
1842 object *tmp; 1859{
1843 if(m==NULL || out_of_map(m,x,y)) { 1860 if (!m || out_of_map (m, x, y))
1861 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1863 return NULL;
1846 } 1864 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1848 if(tmp->arch == at) 1867 if (tmp->arch == at)
1849 return tmp; 1868 return tmp;
1869
1850 return NULL; 1870 return NULL;
1851} 1871}
1852 1872
1853/* 1873/*
1854 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
1857 */ 1877 */
1858 1878object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1879present (unsigned char type, maptile *m, int x, int y)
1860 object *tmp; 1880{
1861 if(out_of_map(m,x,y)) { 1881 if (out_of_map (m, x, y))
1882 {
1862 LOG(llevError,"Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1884 return NULL;
1864 } 1885 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1866 if(tmp->type==type) 1888 if (tmp->type == type)
1867 return tmp; 1889 return tmp;
1890
1868 return NULL; 1891 return NULL;
1869} 1892}
1870 1893
1871/* 1894/*
1872 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
1875 */ 1898 */
1876 1899object *
1877object *present_in_ob(unsigned char type, const object *op) { 1900present_in_ob (unsigned char type, const object *op)
1878 object *tmp; 1901{
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1903 if (tmp->type == type)
1881 return tmp; 1904 return tmp;
1905
1882 return NULL; 1906 return NULL;
1883} 1907}
1884 1908
1885/* 1909/*
1886 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
1894 * str is the string to match against. Note that we match against 1918 * 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 1919 * 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 1920 * spell code can use one object type (force), but change it's name
1897 * to be unique. 1921 * to be unique.
1898 */ 1922 */
1899 1923object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 1924present_in_ob_by_name (int type, const char *str, const object *op)
1901 object *tmp; 1925{
1902
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 1928 return tmp;
1906 } 1929
1907 return NULL; 1930 return 0;
1908} 1931}
1909 1932
1910/* 1933/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
1914 */ 1937 */
1915 1938object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 1939present_arch_in_ob (const archetype *at, const object *op)
1917 object *tmp; 1940{
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 1942 if (tmp->arch == at)
1920 return tmp; 1943 return tmp;
1944
1921 return NULL; 1945 return NULL;
1922} 1946}
1923 1947
1924/* 1948/*
1925 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
1926 */ 1950 */
1951void
1927void flag_inv(object*op, int flag){ 1952flag_inv (object *op, int flag)
1928 object *tmp; 1953{
1929 if(op->inv) 1954 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1956 {
1931 SET_FLAG(tmp, flag); 1957 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 1958 flag_inv (tmp, flag);
1933 } 1959 }
1960}
1961
1934}/* 1962/*
1935 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
1936 */ 1964 */
1965void
1937void unflag_inv(object*op, int flag){ 1966unflag_inv (object *op, int flag)
1938 object *tmp; 1967{
1939 if(op->inv) 1968 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 {
1941 CLEAR_FLAG(tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 1972 unflag_inv (tmp, flag);
1943 } 1973 }
1944} 1974}
1945 1975
1946/* 1976/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 1979 * 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. 1980 * him/her-self and all object carried by a call to this function.
1951 */ 1981 */
1952 1982void
1953void set_cheat(object *op) { 1983set_cheat (object *op)
1984{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
1956} 1987}
1957 1988
1958/* 1989/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 1990 * 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 1991 * 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 2005 * 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 2006 * 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 2007 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 2008 * customized, changed states, etc.
1978 */ 2009 */
1979 2010int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012{
1981 int i,index=0, flag; 2013 int index = 0, flag;
1982 static int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
1983 2015
1984 for(i=start;i<stop;i++) { 2016 for (int i = start; i < stop; i++)
2017 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 2019 if (!flag)
1987 altern[index++]=i; 2020 altern [index++] = i;
1988 2021
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* 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. 2023 * 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 - 2024 * 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 2025 * 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 2026 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
1996 */ 2029 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 2031 stop = maxfree[i];
1999 } 2032 }
2000 if(!index) return -1; 2033
2034 if (!index)
2035 return -1;
2036
2001 return altern[RANDOM()%index]; 2037 return altern[RANDOM () % index];
2002} 2038}
2003 2039
2004/* 2040/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2043 * 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. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2045 */
2010 2046int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2012 int i; 2048{
2013 for(i=0;i<SIZEOFFREE;i++) { 2049 for (int i = 0; i < SIZEOFFREE; i++)
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2051 return i;
2016 } 2052
2017 return -1; 2053 return -1;
2018} 2054}
2019 2055
2020/* 2056/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2023 */ 2060 */
2061static void
2024static void permute(int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2025{ 2063{
2026 int i, j, tmp, len; 2064 arr += begin;
2065 end -= begin;
2027 2066
2028 len = end-begin; 2067 while (--end)
2029 for(i = begin; i < end; i++) 2068 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} 2069}
2038 2070
2039/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2072 * 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 2073 * 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 2074 * 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 2075 * 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. 2076 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2077 */
2078void
2046void get_search_arr(int *search_arr) 2079get_search_arr (int *search_arr)
2047{ 2080{
2048 int i; 2081 int i;
2049 2082
2050 for(i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2051 {
2052 search_arr[i] = i; 2084 search_arr[i] = i;
2053 }
2054 2085
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2089}
2059 2090
2060/* 2091/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2092 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2093 * given map at the given coordinates for live objects.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * 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 2099 * 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 2100 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2101 * there is capable of.
2071 */ 2102 */
2072 2103int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2104find_dir (maptile *m, int x, int y, object *exclude)
2105{
2074 int i,max=SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2107
2075 sint16 nx, ny; 2108 sint16 nx, ny;
2076 object *tmp; 2109 object *tmp;
2077 mapstruct *mp; 2110 maptile *mp;
2111
2078 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2079 2113
2080 if (exclude && exclude->head) { 2114 if (exclude && exclude->head)
2115 {
2081 exclude = exclude->head; 2116 exclude = exclude->head;
2082 move_type = exclude->move_type; 2117 move_type = exclude->move_type;
2083 } else { 2118 }
2119 else
2120 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2121 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2122 move_type = MOVE_ALL;
2123 }
2124
2125 for (i = 1; i < max; i++)
2086 } 2126 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2127 mp = m;
2090 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2092 2130
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2094 if (mflags & P_OUT_OF_MAP) { 2133 if (mflags & P_OUT_OF_MAP)
2134 max = maxfree[i];
2135 else
2136 {
2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2140
2141 if ((move_type & blocked) == move_type)
2095 max = maxfree[i]; 2142 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) { 2143 else if (mflags & P_IS_ALIVE)
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2144 {
2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2105 break; 2148 break;
2106 } 2149
2107 }
2108 if(tmp) { 2150 if (tmp)
2109 return freedir[i]; 2151 return freedir[i];
2110 }
2111 } 2152 }
2112 } 2153 }
2113 } 2154 }
2155
2114 return 0; 2156 return 0;
2115} 2157}
2116 2158
2117/* 2159/*
2118 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2161 * distance between the two given objects.
2120 */ 2162 */
2121 2163int
2122int distance(const object *ob1, const object *ob2) { 2164distance (const object *ob1, const object *ob2)
2123 int i; 2165{
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2166 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} 2167}
2128 2168
2129/* 2169/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * 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 2171 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2133 */ 2173 */
2134 2174int
2135int find_dir_2(int x, int y) { 2175find_dir_2 (int x, int y)
2176{
2136 int q; 2177 int q;
2137 2178
2138 if(y) 2179 if (y)
2139 q=x*100/y; 2180 q = x * 100 / y;
2140 else if (x) 2181 else if (x)
2141 q= -300*x; 2182 q = -300 * x;
2142 else 2183 else
2143 return 0; 2184 return 0;
2144 2185
2145 if(y>0) { 2186 if (y > 0)
2187 {
2146 if(q < -242) 2188 if (q < -242)
2147 return 3 ; 2189 return 3;
2148 if (q < -41) 2190 if (q < -41)
2149 return 2 ; 2191 return 2;
2150 if (q < 41) 2192 if (q < 41)
2151 return 1 ; 2193 return 1;
2152 if (q < 242) 2194 if (q < 242)
2153 return 8 ; 2195 return 8;
2154 return 7 ; 2196 return 7;
2155 } 2197 }
2156 2198
2157 if (q < -242) 2199 if (q < -242)
2158 return 7 ; 2200 return 7;
2159 if (q < -41) 2201 if (q < -41)
2160 return 6 ; 2202 return 6;
2161 if (q < 41) 2203 if (q < 41)
2162 return 5 ; 2204 return 5;
2163 if (q < 242) 2205 if (q < 242)
2164 return 4 ; 2206 return 4;
2165 2207
2166 return 3 ; 2208 return 3;
2167} 2209}
2168 2210
2169/* 2211/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2212 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2213 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2214 * "overflow" in previous calculations of a direction).
2173 */ 2215 */
2174 2216
2217int
2175int absdir(int d) { 2218absdir (int d)
2176 while(d<1) d+=8; 2219{
2177 while(d>8) d-=8; 2220 while (d < 1)
2221 d += 8;
2222
2223 while (d > 8)
2224 d -= 8;
2225
2178 return d; 2226 return d;
2179} 2227}
2180 2228
2181/* 2229/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2231 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2232 */
2185 2233
2234int
2186int dirdiff(int dir1, int dir2) { 2235dirdiff (int dir1, int dir2)
2236{
2187 int d; 2237 int d;
2238
2188 d = abs(dir1 - dir2); 2239 d = abs (dir1 - dir2);
2189 if(d>4) 2240 if (d > 4)
2190 d = 8 - d; 2241 d = 8 - d;
2242
2191 return d; 2243 return d;
2192} 2244}
2193 2245
2194/* peterm: 2246/* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * 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 2250 * 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. 2251 * 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 2252 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2253 * functions.
2202 */ 2254 */
2203
2204int reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2261 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2262 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2263 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2264 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2265 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2266 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2267 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2268 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2269 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2270 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2271 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2272 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2273 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2274 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2275 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2276 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2277 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2278 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2279 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2280 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2281 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2282 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2283 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2284 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2285 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2286 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2287 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2288 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2289 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2290 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2291 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2292 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2293 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2294 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2295 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2296 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2297 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2298 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2299 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2300 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2301 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2302 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2303 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2304 {24, 9, -1}
2305}; /* 48 */
2254 2306
2255/* Recursive routine to step back and see if we can 2307/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2310 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2260 */ 2312 */
2261 2313int
2262
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2315{
2264 sint16 dx, dy; 2316 sint16 dx, dy;
2265 int mflags; 2317 int mflags;
2266 2318
2319 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2268 2321
2269 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2323 dy = y + freearr_y[dir];
2271 2324
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2325 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2326
2274 /* This functional arguably was incorrect before - it was 2327 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2328 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2329 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2330 * 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 2331 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2332 * at least its move type.
2280 */ 2333 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2334 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2335 return 0;
2282 2336
2283 /* yes, can see. */ 2337 /* yes, can see. */
2284 if(dir < 9) return 1; 2338 if (dir < 9)
2339 return 1;
2340
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288} 2344}
2289 2345
2290
2291
2292/* 2346/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2347 * 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 2348 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2296 * 2350 *
2298 * core dumps if they do. 2352 * core dumps if they do.
2299 * 2353 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2354 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2355 */
2302 2356
2357int
2303int can_pick(const object *who, const object *item) { 2358can_pick (const object *who, const object *item)
2359{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2362 !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} 2363}
2309
2310 2364
2311/* 2365/*
2312 * create clone from object to another 2366 * create clone from object to another
2313 */ 2367 */
2368object *
2314object *object_create_clone (object *asrc) { 2369object_create_clone (object *asrc)
2370{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2316 2372
2317 if(!asrc) return NULL; 2373 if (!asrc)
2374 return 0;
2375
2318 src = asrc; 2376 src = asrc;
2319 if(src->head) 2377 if (src->head)
2320 src = src->head; 2378 src = src->head;
2321 2379
2322 prev = NULL; 2380 prev = 0;
2323 for(part = src; part; part = part->more) { 2381 for (part = src; part; part = part->more)
2324 tmp = get_object(); 2382 {
2325 copy_object(part,tmp); 2383 tmp = part->clone ();
2326 tmp->x -= src->x; 2384 tmp->x -= src->x;
2327 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2328 if(!part->head) { 2387 if (!part->head)
2388 {
2329 dst = tmp; 2389 dst = tmp;
2330 tmp->head = NULL; 2390 tmp->head = 0;
2391 }
2331 } else { 2392 else
2332 tmp->head = dst; 2393 tmp->head = dst;
2333 } 2394
2334 tmp->more = NULL; 2395 tmp->more = 0;
2396
2335 if(prev) 2397 if (prev)
2336 prev->more = tmp; 2398 prev->more = tmp;
2399
2337 prev = tmp; 2400 prev = tmp;
2338 } 2401 }
2339 /*** copy inventory ***/ 2402
2340 for(item = src->inv; item; item = item->below) { 2403 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2405
2344 return dst; 2406 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} 2407}
2354 2408
2355/* GROS - Creates an object using a string representing its content. */ 2409/* 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 */ 2410/* 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, */ 2411/* 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. */ 2412/* 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. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2361 2415object *
2362object* load_object_str(const char *obstr) 2416load_object_str (const char *obstr)
2363{ 2417{
2364 object *op; 2418 object *op;
2365 char filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2420
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2422
2368 FILE *tempfile=fopen(filename,"w"); 2423 FILE *tempfile = fopen (filename, "w");
2424
2369 if (tempfile == NULL) 2425 if (tempfile == NULL)
2370 { 2426 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2428 return NULL;
2373 }; 2429 }
2430
2374 fprintf(tempfile,obstr); 2431 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2432 fclose (tempfile);
2376 2433
2377 op=get_object(); 2434 op = object::create ();
2378 2435
2379 object_thawer thawer (filename); 2436 object_thawer thawer (filename);
2380 2437
2381 if (thawer) 2438 if (thawer)
2382 load_object(thawer,op,0); 2439 load_object (thawer, op, 0);
2383 2440
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2441 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2442 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2443
2387 return op; 2444 return op;
2388} 2445}
2389 2446
2390/* This returns the first object in who's inventory that 2447/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2448 * has the same type and subtype match.
2392 * returns NULL if no match. 2449 * returns NULL if no match.
2393 */ 2450 */
2451object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2453{
2396 object *tmp;
2397
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2455 if (tmp->type == type && tmp->subtype == subtype)
2456 return tmp;
2400 2457
2401 return NULL; 2458 return 0;
2402} 2459}
2403 2460
2404/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2462 * otherwise return NULL.
2406 * 2463 *
2407 * key must be a passed in shared string - otherwise, this won't 2464 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2465 * do the desired thing.
2409 */ 2466 */
2467key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2468get_ob_key_link (const object *ob, const char *key)
2411 key_value * link; 2469{
2412
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2470 for (key_value *link = ob->key_values; link; link = link->next)
2414 if (link->key == key) { 2471 if (link->key == key)
2415 return link; 2472 return link;
2416 } 2473
2417 } 2474 return 0;
2418 2475}
2419 return NULL;
2420}
2421 2476
2422/* 2477/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2479 *
2425 * The argument doesn't need to be a shared string. 2480 * The argument doesn't need to be a shared string.
2426 * 2481 *
2427 * The returned string is shared. 2482 * The returned string is shared.
2428 */ 2483 */
2484const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2485get_ob_key_value (const object *op, const char *const key)
2486{
2430 key_value * link; 2487 key_value *link;
2431 const char * canonical_key; 2488 shstr_cmp canonical_key (key);
2489
2490 if (!canonical_key)
2432 2491 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2492 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2493 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2494 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2495 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2496 */
2441 return NULL; 2497 return 0;
2442 } 2498 }
2443 2499
2444 /* This is copied from get_ob_key_link() above - 2500 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2501 * only 4 lines, and saves the function call overhead.
2446 */ 2502 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2503 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2504 if (link->key == canonical_key)
2449 return link->value; 2505 return link->value;
2450 } 2506
2451 } 2507 return 0;
2452 return NULL;
2453} 2508}
2454 2509
2455 2510
2456/* 2511/*
2457 * Updates the canonical_key in op to value. 2512 * 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 2516 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2517 * keys.
2463 * 2518 *
2464 * Returns TRUE on success. 2519 * Returns TRUE on success.
2465 */ 2520 */
2521int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2523{
2467 key_value * field = NULL, *last=NULL; 2524 key_value *field = NULL, *last = NULL;
2468 2525
2469 for (field=op->key_values; field != NULL; field=field->next) { 2526 for (field = op->key_values; field != NULL; field = field->next)
2527 {
2470 if (field->key != canonical_key) { 2528 if (field->key != canonical_key)
2529 {
2471 last = field; 2530 last = field;
2472 continue; 2531 continue;
2473 } 2532 }
2474 2533
2475 if (value) 2534 if (value)
2476 field->value = value; 2535 field->value = value;
2477 else { 2536 else
2537 {
2478 /* Basically, if the archetype has this key set, 2538 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2539 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2540 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2541 * we get this value back again.
2482 */ 2542 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2543 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2544 field->value = 0;
2545 else
2546 {
2547 if (last)
2548 last->next = field->next;
2485 else 2549 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2550 op->key_values = field->next;
2489 2551
2490 delete field; 2552 delete field;
2491 } 2553 }
2492 } 2554 }
2493 return TRUE; 2555 return TRUE;
2494 } 2556 }
2495 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2496 2558
2497 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2498 2560
2499 if (!add_key) { 2561 if (!add_key)
2500 return FALSE; 2562 return FALSE;
2501 } 2563
2502 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2506 * should pass in "" 2568 * should pass in ""
2507 */ 2569 */
2508 if (value == NULL) return TRUE; 2570 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; 2571 return TRUE;
2572
2573 field = new key_value;
2574
2575 field->key = canonical_key;
2576 field->value = value;
2577 /* Usual prepend-addition. */
2578 field->next = op->key_values;
2579 op->key_values = field;
2580
2581 return TRUE;
2519} 2582}
2520 2583
2521/* 2584/*
2522 * Updates the key in op to value. 2585 * Updates the key in op to value.
2523 * 2586 *
2525 * and not add new ones. 2588 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2589 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2590 *
2528 * Returns TRUE on success. 2591 * Returns TRUE on success.
2529 */ 2592 */
2593int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2594set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2595{
2532 shstr key_ (key); 2596 shstr key_ (key);
2597
2533 return set_ob_key_value_s (op, key_, value, add_key); 2598 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2599}
2600
2601object::depth_iterator::depth_iterator (object *container)
2602: iterator_base (container)
2603{
2604 while (item->inv)
2605 item = item->inv;
2606}
2607
2608void
2609object::depth_iterator::next ()
2610{
2611 if (item->below)
2612 {
2613 item = item->below;
2614
2615 while (item->inv)
2616 item = item->inv;
2617 }
2618 else
2619 item = item->env;
2620}
2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2651// return a suitable string describing an object in enough detail to find it
2652const char *
2653object::debug_desc (char *info) const
2654{
2655 char flagdesc[512];
2656 char info2[256 * 4];
2657 char *p = info;
2658
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2660 count, uuid.seq,
2661 &name,
2662 title ? "\",title:" : "",
2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2665
2666 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2668
2669 if (map)
2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2671
2672 return info;
2673}
2674
2675const char *
2676object::debug_desc () const
2677{
2678 static char info[256 * 4];
2679 return debug_desc (info);
2680}
2681

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