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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.19 2006/09/08 17:14:07 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
46 44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 47};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 50};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
56int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
59 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
60 135
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
63 key_value * wants_field; 140 key_value *wants_field;
64 141
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
68 */ 145 */
69 146
70 /* For each field in wants, */ 147 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
72 key_value * has_field; 150 key_value *has_field;
73 151
74 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
76 156 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 157 /* No field with that name. */
79 return FALSE; 158 return FALSE;
80 }
81 159 }
160
82 /* Found the matching field. */ 161 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
84 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 165 return FALSE;
86 } 166 }
87 167
88 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 169 }
170
91 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 172 return TRUE;
93} 173}
94 174
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
97 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
99 */ 181 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 183}
102 184
103/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 186 * they can be merged together.
105 * 187 *
106 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
109 * 191 *
110 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
111 * 193 *
112 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
113 * check weight 195 * check weight
114 */ 196 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
118{ 198{
119 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
121 return 0; 205 return 0;
122 206
123 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 210 * used to store nrof).
129 */ 211 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 223
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 226
145 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 252 return 0;
179 253
180 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 255 * check all objects in the inventory.
182 */ 256 */
183 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
184 { 258 {
185 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 261 return 0;
188 262
189 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 265 return 0;
192 266
193 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 268 * if it is valid.
195 */ 269 */
196 } 270 }
204 278
205 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
207 * check? 281 * check?
208 */ 282 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 284 return 0;
212 285
213 switch (ob1->type) 286 switch (ob1->type)
214 { 287 {
215 case SCROLL: 288 case SCROLL:
216 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
217 return 0; 290 return 0;
218 break; 291 break;
219 } 292 }
220 293
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 295 {
223 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
226 return 0; 299 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
230 303
231 //TODO: generate an event or call into perl for additional checks 304 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
233 { 306 {
234 ob1->optimise (); 307 ob1->optimise ();
235 ob2->optimise (); 308 ob2->optimise ();
236 309
237 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
238 return 0; 311 return 0;
239 } 312 }
240 313
241 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
242 return 1; 315 return 1;
243} 316}
317
244/* 318/*
245 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
248 */ 322 */
249signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
250 signed long sum; 326 long sum;
251 object *inv; 327 object *inv;
328
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
253 if (inv->inv) 331 if (inv->inv)
254 sum_weight(inv); 332 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 334 }
335
257 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
259 if(op->carrying != sum) 339 if (op->carrying != sum)
260 op->carrying = sum; 340 op->carrying = sum;
341
261 return sum; 342 return sum;
262} 343}
263 344
264/** 345/**
265 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
266 */ 347 */
267 348
349object *
268object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
269 while (op->env != NULL) 352 while (op->env != NULL)
270 op = op->env; 353 op = op->env;
271 return op; 354 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 355}
286 356
287/* 357/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 359 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
291 */ 361 */
292 362
293void dump_object2(object *op) { 363char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 364dump_object (object *op)
340 if(op==NULL) { 365{
341 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
342 return; 367 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 368
348void dump_all_objects(void) { 369 object_freezer freezer;
349 object *op; 370 save_object (freezer, op, 1);
350 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 372}
355 373
356/* 374/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
360 */ 378 */
361 379
380object *
362object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
363 object *tmp,*closest; 383 object *tmp, *closest;
364 int last_dist,i; 384 int last_dist, i;
385
365 if(op->more==NULL) 386 if (op->more == NULL)
366 return op; 387 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
370 return closest; 391 return closest;
371} 392}
372 393
373/* 394/*
374 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
375 */ 396 */
376 397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 return ((unsigned int)i) < objects.size ()
380 if(op->count==i) 401 ? objects [i]
381 break; 402 : 0;
382 return op;
383} 403}
384 404
385/* 405/*
386 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
389 */ 409 */
390 410object *
391object *find_object_name(const char *str) { 411find_object_name (const char *str)
392 const char *name = shstr::find (str); 412{
413 shstr_cmp str_ (str);
393 object *op; 414 object *op;
394 for(op=objects;op!=NULL;op=op->next) 415
416 for_all_objects (op)
395 if(&op->name == name) 417 if (op->name == str_)
396 break; 418 break;
397 419
398 return op; 420 return op;
399} 421}
400 422
423void
401void free_all_object_data () 424free_all_object_data ()
402{ 425{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 427}
440 428
441/* 429/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 431 * skill and experience objects.
444 */ 432 */
445void set_owner (object *op, object *owner) 433void
434object::set_owner (object *owner)
446{ 435{
447 if(owner==NULL||op==NULL) 436 if (!owner)
448 return; 437 return;
449 438
450 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 441 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 443 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 444 * didn't match, this check is valid and I believe that cause is valid.
456 */ 445 */
457 while (owner->owner && owner!=owner->owner && 446 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 447 owner = owner->owner;
459 448
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 449 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 450}
495 451
496/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 453 * refcounts and freeing the links.
498 */ 454 */
455static void
499static void free_key_values(object * op) 456free_key_values (object *op)
500{ 457{
501 for (key_value *i = op->key_values; i != 0; ) 458 for (key_value *i = op->key_values; i != 0;)
502 { 459 {
503 key_value *next = i->next; 460 key_value *next = i->next;
504 delete i; 461 delete i;
462
505 i = next; 463 i = next;
506 } 464 }
507 465
508 op->key_values = 0; 466 op->key_values = 0;
509} 467}
510 468
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 469/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 475 * will point at garbage.
580 */ 476 */
581 477void
582void copy_object (object *op2, object *op) 478object::copy_to (object *dst)
583{ 479{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 482
587 op2->clone (op); 483 *(object_copy *)dst = *this;
588 484
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 485 if (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 486 SET_FLAG (dst, FLAG_FREED);
591 487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
592 if (op2->speed < 0) 491 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 493
595 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 495 if (key_values)
597 { 496 {
598 key_value *tail = NULL; 497 key_value *tail = 0;
599 key_value *i; 498 key_value *i;
600 499
601 op->key_values = NULL; 500 dst->key_values = 0;
602 501
603 for (i = op2->key_values; i != NULL; i = i->next) 502 for (i = key_values; i; i = i->next)
604 { 503 {
605 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
606 505
607 new_link->next = NULL; 506 new_link->next = 0;
608 new_link->key = i->key; 507 new_link->key = i->key;
609 new_link->value = i->value; 508 new_link->value = i->value;
610 509
611 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 511 if (!dst->key_values)
613 { 512 {
614 op->key_values = new_link; 513 dst->key_values = new_link;
615 tail = new_link; 514 tail = new_link;
616 } 515 }
617 else 516 else
618 { 517 {
619 tail->next = new_link; 518 tail->next = new_link;
620 tail = new_link; 519 tail = new_link;
621 } 520 }
622 } 521 }
623 } 522 }
624 523
625 update_ob_speed (op); 524 dst->set_speed (dst->speed);
626} 525}
627 526
527object *
628object::object () 528object::clone ()
629{ 529{
630 count = ++ob_count; 530 object *neu = create ();
631 531 copy_to (neu);
632 next = objects; 532 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 533}
649 534
650/* 535/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
654 */ 539 */
655 540void
656void update_turn_face(object *op) { 541update_turn_face (object *op)
542{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
658 return; 544 return;
545
659 SET_ANIMATION(op, op->direction); 546 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
661} 548}
662 549
663/* 550/*
664 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
667 */ 554 */
668 555void
669void update_ob_speed(object *op) { 556object::set_speed (float speed)
670 extern int arch_init; 557{
671 558 if (flag [FLAG_FREED] && speed)
672 /* No reason putting the archetypes objects on the speed list, 559 {
673 * since they never really need to be updated.
674 */
675
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
678#ifdef MANY_CORES
679 abort();
680#else
681 op->speed = 0; 561 speed = 0;
682#endif
683 } 562 }
684 if (arch_init) {
685 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 563
692 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
693 * of the list. */ 565
694 op->active_next = active_objects; 566 if (has_active_speed ())
695 if (op->active_next!=NULL) 567 activate ();
696 op->active_next->active_prev = op;
697 active_objects = op;
698 }
699 else { 568 else
700 /* If not on the active list, nothing needs to be done */ 569 deactivate ();
701 if (!op->active_next && !op->active_prev && op!=active_objects)
702 return;
703
704 if (op->active_prev==NULL) {
705 active_objects = op->active_next;
706 if (op->active_next!=NULL)
707 op->active_next->active_prev = NULL;
708 }
709 else {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716 }
717} 570}
718 571
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void remove_from_active_list(object *op)
728{
729 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects)
731 return;
732
733 if (op->active_prev==NULL) {
734 active_objects = op->active_next;
735 if (op->active_next!=NULL)
736 op->active_next->active_prev = NULL;
737 }
738 else {
739 op->active_prev->active_next = op->active_next;
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743 op->active_next = NULL;
744 op->active_prev = NULL;
745}
746
747/* 572/*
748 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 576 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
755 * 580 *
756 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 582 * current action are:
762 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
767 */ 588 */
768 589void
769void update_object(object *op, int action) { 590update_object (object *op, int action)
770 int update_now=0, flags; 591{
771 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
772 593
773 if (op == NULL) { 594 if (op == NULL)
595 {
774 /* this should never happen */ 596 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 598 return;
777 }
778 599 }
779 if(op->env!=NULL) { 600
601 if (op->env)
602 {
780 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
781 * to do in this case. 604 * to do in this case.
782 */ 605 */
783 return; 606 return;
784 } 607 }
785 608
786 /* If the map is saving, don't do anything as everything is 609 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 610 * going to get freed anyways.
788 */ 611 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 612 if (!op->map || op->map->in_memory == MAP_SAVING)
790 613 return;
614
791 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 617 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 619#ifdef MANY_CORES
796 abort(); 620 abort ();
797#endif 621#endif
798 return; 622 return;
799 }
800 623 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
808 if (action == UP_OBJ_INSERT) { 629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 638 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if ((move_on | op->move_on) != move_on) update_now=1;
822 if ((move_off | op->move_off) != move_off) update_now=1; 639 || (m.move_off | op->move_off ) != m.move_off
640 || (m.move_slow | op->move_slow) != m.move_slow
823 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
824 * to have move_allow right now. 642 * to have move_allow right now.
825 */ 643 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
827 update_now=1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 646 m.flags_ = 0;
829 } 647 }
830 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 650 * that is being removed.
833 */ 651 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 653 m.flags_ = 0;
836 } else if (action == UP_OBJ_FACE) { 654 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
838 }
839 else { 656 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 658
843 if (update_now) {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y);
846 }
847
848 if(op->more!=NULL) 659 if (op->more)
849 update_object(op->more, action); 660 update_object (op->more, action);
850} 661}
851 662
663object *object::first;
852 664
853/* 665object::object ()
854 * free_object() frees everything allocated by an object, removes 666{
855 * it from the list of used objects, and puts it on the list of 667 SET_FLAG (this, FLAG_REMOVED);
856 * free objects. The IS_FREED() flag is set in the object. 668
857 * The object must have been removed by remove_ob() first for 669 expmul = 1.0;
858 * this function to succeed. 670 face = blank_face;
859 * 671}
860 * If free_inventory is set, free inventory as well. Else drop items in 672
861 * inventory to the ground. 673object::~object ()
862 */ 674{
675 free_key_values (this);
676}
677
678void object::link ()
679{
680 uuid = gen_uuid ();
681
682 objects.insert (this);
683}
684
685void object::unlink ()
686{
687 objects.erase (this);
688}
863 689
864void 690void
865free_object (object * ob) 691object::activate ()
866{ 692{
867 free_object2 (ob, 0); 693 /* If already on active list, don't do anything */
694 if (active)
695 return;
696
697 if (has_active_speed ())
698 actives.insert (this);
868} 699}
869 700
870void 701void
871free_object2 (object * ob, int free_inventory) 702object::activate_recursive ()
872{ 703{
873 object *tmp, *op; 704 activate ();
874 705
875 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 706 for (object *op = inv; op; op = op->below)
876 { 707 op->activate_recursive ();
877 LOG (llevDebug, "Free object called with non removed object\n"); 708}
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883 709
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 710/* This function removes object 'op' from the list of active
885 { 711 * objects.
886 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 712 * This should only be used for style maps or other such
887 remove_friendly_object (ob); 713 * reference maps where you don't want an object that isn't
888 } 714 * in play chewing up cpu time getting processed.
889 715 * The reverse of this is to call update_ob_speed, which
890 if (QUERY_FLAG (ob, FLAG_FREED)) 716 * will do the right thing based on the speed of the object.
891 { 717 */
892 dump_object (ob); 718void
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
894 return; 723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
895 } 741 {
896 742 op->flag [flag] = value;
897 if (ob->more != NULL) 743 op->set_flag_inv (flag, value);
898 { 744 }
899 free_object2 (ob->more, free_inventory); 745}
900 ob->more = NULL;
901 }
902 746
747/*
748 * Remove and free all objects in the inventory of the given object.
749 * object.c ?
750 */
751void
752object::destroy_inv (bool drop_to_ground)
753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
903 if (ob->inv) 759 if (!inv)
904 { 760 return;
761
905 /* Only if the space blocks everything do we not process - 762 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects 763 * if some form of movement is allowed, let objects
907 * drop on that space. 764 * drop on that space.
908 */ 765 */
909 if (free_inventory || ob->map == NULL 766 if (!drop_to_ground
767 || !map
910 || ob->map->in_memory != MAP_IN_MEMORY 768 || map->in_memory != MAP_IN_MEMORY
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 769 || ms ().move_block == MOVE_ALL)
912 {
913 op = ob->inv;
914
915 while (op != NULL)
916 { 770 {
917 tmp = op->below; 771 while (inv)
918 remove_ob (op); 772 {
919 free_object2 (op, free_inventory); 773 inv->destroy_inv (drop_to_ground);
920 op = tmp; 774 inv->destroy ();
921 } 775 }
922 }
923 else
924 { /* Put objects in inventory onto this space */
925 op = ob->inv;
926
927 while (op != NULL)
928 {
929 tmp = op->below;
930 remove_ob (op);
931
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
935 free_object (op);
936 else
937 {
938 op->x = ob->x;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
941 }
942
943 op = tmp;
944 }
945 }
946 }
947
948 /* Remove object from the active list */
949 ob->speed = 0;
950 update_ob_speed (ob);
951
952 SET_FLAG (ob, FLAG_FREED);
953 ob->count = 0;
954
955 /* Remove this object from the list of used objects */
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 } 776 }
963 else 777 else
778 { /* Put objects in inventory onto this space */
779 while (inv)
780 {
781 object *op = inv;
782
783 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE
786 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE])
788 op->destroy ();
789 else
790 map->insert (op, x, y);
791 }
792 }
793}
794
795object *object::create ()
796{
797 object *op = new object;
798 op->link ();
799 return op;
800}
801
802void
803object::do_destroy ()
804{
805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
815 return;
816
817 set_speed (0);
818
819 flag [FLAG_FREED] = 1;
820
821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
964 { 831 {
965 ob->prev->next = ob->next; 832 freed_map = new maptile;
966 833
967 if (ob->next != NULL) 834 freed_map->name = "/internal/freed_objects_map";
968 ob->next->prev = ob->prev; 835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
969 } 840 }
970 841
971 free_key_values (ob); 842 map = freed_map;
843 x = 1;
844 y = 1;
845 }
972 846
973 /* Now link it with the free_objects list: */ 847 head = 0;
974 ob->prev = 0;
975 ob->next = 0;
976 848
977 delete ob; 849 if (more)
850 {
851 more->destroy ();
852 more = 0;
853 }
854
855 // clear those pointers that likely might have circular references to us
856 owner = 0;
857 enemy = 0;
858 attacked_by = 0;
859}
860
861void
862object::destroy (bool destroy_inventory)
863{
864 if (destroyed ())
865 return;
866
867 if (destroy_inventory)
868 destroy_inv (false);
869
870 attachable::destroy ();
978} 871}
979 872
980/* 873/*
981 * sub_weight() recursively (outwards) subtracts a number from the 874 * sub_weight() recursively (outwards) subtracts a number from the
982 * weight of an object (and what is carried by it's environment(s)). 875 * weight of an object (and what is carried by it's environment(s)).
983 */ 876 */
984 877void
985void sub_weight (object *op, signed long weight) { 878sub_weight (object *op, signed long weight)
879{
986 while (op != NULL) { 880 while (op != NULL)
881 {
987 if (op->type == CONTAINER) { 882 if (op->type == CONTAINER)
988 weight=(signed long)(weight*(100-op->stats.Str)/100); 883 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
989 } 884
990 op->carrying-=weight; 885 op->carrying -= weight;
991 op = op->env; 886 op = op->env;
992 } 887 }
993} 888}
994 889
995/* remove_ob(op): 890/* op->remove ():
996 * This function removes the object op from the linked list of objects 891 * This function removes the object op from the linked list of objects
997 * which it is currently tied to. When this function is done, the 892 * which it is currently tied to. When this function is done, the
998 * object will have no environment. If the object previously had an 893 * object will have no environment. If the object previously had an
999 * environment, the x and y coordinates will be updated to 894 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 895 * the previous environment.
1001 * Beware: This function is called from the editor as well! 896 * Beware: This function is called from the editor as well!
1002 */ 897 */
1003 898void
1004void remove_ob(object *op) { 899object::remove ()
900{
1005 object *tmp,*last=NULL; 901 object *tmp, *last = 0;
1006 object *otmp; 902 object *otmp;
1007 tag_t tag;
1008 int check_walk_off;
1009 mapstruct *m;
1010 sint16 x,y;
1011
1012 903
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 904 if (QUERY_FLAG (this, FLAG_REMOVED))
1014 dump_object(op); 905 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 906
1017 /* Changed it to always dump core in this case. As has been learned
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031
1032 SET_FLAG(op, FLAG_REMOVED); 907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
1033 909
910 if (more)
911 more->remove ();
912
1034 /* 913 /*
1035 * In this case, the object to be removed is in someones 914 * In this case, the object to be removed is in someones
1036 * inventory. 915 * inventory.
1037 */ 916 */
1038 if(op->env!=NULL) { 917 if (env)
918 {
1039 if(op->nrof) 919 if (nrof)
1040 sub_weight(op->env, op->weight*op->nrof); 920 sub_weight (env, weight * nrof);
1041 else 921 else
1042 sub_weight(op->env, op->weight+op->carrying); 922 sub_weight (env, weight + carrying);
1043 923
1044 /* NO_FIX_PLAYER is set when a great many changes are being 924 /* NO_FIX_PLAYER is set when a great many changes are being
1045 * made to players inventory. If set, avoiding the call 925 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 926 * to save cpu time.
1047 */ 927 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 929 otmp->update_stats ();
1050 fix_player(otmp);
1051 930
1052 if(op->above!=NULL) 931 if (above)
1053 op->above->below=op->below; 932 above->below = below;
1054 else 933 else
1055 op->env->inv=op->below; 934 env->inv = below;
1056 935
1057 if(op->below!=NULL) 936 if (below)
1058 op->below->above=op->above; 937 below->above = above;
1059 938
1060 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
942 */
943 x = env->x, y = env->y;
944 map = env->map;
945 above = 0, below = 0;
946 env = 0;
947 }
948 else if (map)
949 {
950 if (type == PLAYER)
951 {
952 --map->players;
953 map->touch ();
954 }
955
956 map->dirty = true;
957
958 /* link the object above us */
959 if (above)
960 above->below = below;
961 else
962 map->at (x, y).top = below; /* we were top, set new top */
963
964 /* Relink the object below us, if there is one */
965 if (below)
966 below->above = above;
967 else
968 {
969 /* Nothing below, which means we need to relink map object for this space
970 * use translated coordinates in case some oddness with map tiling is
971 * evident
1063 */ 972 */
1064 op->x=op->env->x,op->y=op->env->y; 973 if (GET_MAP_OB (map, x, y) != this)
1065 op->map=op->env->map; 974 {
1066 op->above=NULL,op->below=NULL; 975 char *dump = dump_object (this);
1067 op->env=NULL; 976 LOG (llevError,
977 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
978 free (dump);
979 dump = dump_object (GET_MAP_OB (map, x, y));
980 LOG (llevError, "%s\n", dump);
981 free (dump);
982 }
983
984 map->at (x, y).bot = above; /* goes on above it. */
985 }
986
987 above = 0;
988 below = 0;
989
990 if (map->in_memory == MAP_SAVING)
1068 return; 991 return;
1069 }
1070 992
1071 /* If we get here, we are removing it from a map */ 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1072 if (op->map == NULL) return;
1073 994
1074 x = op->x; 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1075 y = op->y;
1076 m = get_map_from_coord(op->map, &x, &y);
1077
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091
1092 /* Re did the following section of code - it looks like it had
1093 * lots of logic for things we no longer care about
1094 */
1095
1096 /* link the object above us */
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if(GET_MAP_OB(m,x,y)!=op) {
1111 dump_object(op);
1112 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);
1113 dump_object(GET_MAP_OB(m,x,y));
1114 LOG(llevError,"%s\n",errmsg);
1115 } 996 {
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1127 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1128 * being removed. 998 * being removed.
1129 */ 999 */
1130 1000
1131 if(tmp->type==PLAYER && tmp!=op) { 1001 if (tmp->type == PLAYER && tmp != this)
1002 {
1132 /* If a container that the player is currently using somehow gets 1003 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view 1004 * removed (most likely destroyed), update the player view
1134 * appropriately. 1005 * appropriately.
1135 */ 1006 */
1136 if (tmp->container==op) { 1007 if (tmp->container == this)
1137 CLEAR_FLAG(op, FLAG_APPLIED); 1008 {
1009 flag [FLAG_APPLIED] = 0;
1138 tmp->container=NULL; 1010 tmp->container = 0;
1011 }
1012
1013 if (tmp->contr->ns)
1014 tmp->contr->ns->floorbox_update ();
1139 } 1015 }
1140 tmp->contr->socket.update_look=1; 1016
1141 }
1142 /* See if player moving off should effect something */ 1017 /* See if object moving off should effect something */
1143 if (check_walk_off && ((op->move_type & tmp->move_off) && 1018 if (check_walk_off
1019 && ((move_type & tmp->move_off)
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1145 1021 {
1146 move_apply(tmp, op, NULL); 1022 move_apply (tmp, this, 0);
1023
1147 if (was_destroyed (op, tag)) { 1024 if (destroyed ())
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 } 1026 }
1151 }
1152 1027
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1155 if(tmp->above == tmp) 1030 if (tmp->above == tmp)
1156 tmp->above = NULL; 1031 tmp->above = 0;
1032
1157 last=tmp; 1033 last = tmp;
1158 } 1034 }
1035
1159 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1160 if (last==NULL) { 1037 //TODO: this makes little sense, why only update the topmost object?
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1038 if (!last)
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1039 map->at (x, y).flags_ = 0;
1163 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways.
1165 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y);
1168 }
1169 else 1040 else
1170 update_object(last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1171 1042
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1173 update_all_los(op->map, op->x, op->y); 1044 update_all_los (map, x, y);
1174 1045 }
1175} 1046}
1176 1047
1177/* 1048/*
1178 * merge_ob(op,top): 1049 * merge_ob(op,top):
1179 * 1050 *
1180 * This function goes through all objects below and including top, and 1051 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1052 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1053 * If top is NULL, it is calculated.
1183 * Returns pointer to object if it succeded in the merge, otherwise NULL 1054 * Returns pointer to object if it succeded in the merge, otherwise NULL
1184 */ 1055 */
1185 1056object *
1186object *merge_ob(object *op, object *top) { 1057merge_ob (object *op, object *top)
1058{
1187 if(!op->nrof) 1059 if (!op->nrof)
1188 return 0; 1060 return 0;
1189 if(top==NULL) 1061
1062 if (top)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1063 for (top = op; top && top->above; top = top->above)
1064 ;
1065
1191 for(;top!=NULL;top=top->below) { 1066 for (; top; top = top->below)
1067 {
1192 if(top==op) 1068 if (top == op)
1193 continue; 1069 continue;
1194 if (CAN_MERGE(op,top)) 1070
1195 { 1071 if (object::can_merge (op, top))
1072 {
1196 top->nrof+=op->nrof; 1073 top->nrof += op->nrof;
1074
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1075/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1076 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1077 op->destroy ();
1200 free_object(op);
1201 return top; 1078 return top;
1202 } 1079 }
1203 } 1080 }
1081
1204 return NULL; 1082 return 0;
1205} 1083}
1206 1084
1207/* 1085/*
1208 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1209 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1210 */ 1088 */
1089object *
1211object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1212 object* tmp; 1091{
1213 if (op->head) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1214 op=op->head; 1093 {
1215 for (tmp=op;tmp;tmp=tmp->more){
1216 tmp->x=x+tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1217 tmp->y=y+tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1218 } 1096 }
1097
1219 return insert_ob_in_map (op, m, originator, flag); 1098 return insert_ob_in_map (op, m, originator, flag);
1220} 1099}
1221 1100
1222/* 1101/*
1223 * insert_ob_in_map (op, map, originator, flag): 1102 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1103 * This function inserts the object in the two-way linked list
1237 * Return value: 1116 * Return value:
1238 * new object if 'op' was merged with other object 1117 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1118 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1119 * just 'op' otherwise
1241 */ 1120 */
1242 1121object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1123{
1245 object *tmp, *top, *floor=NULL; 1124 object *tmp, *top, *floor = NULL;
1246 sint16 x,y; 1125 sint16 x, y;
1247 1126
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1127 if (QUERY_FLAG (op, FLAG_FREED))
1128 {
1249 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1250 return NULL; 1130 return NULL;
1131 }
1132
1133 if (!m)
1251 } 1134 {
1252 if(m==NULL) {
1253 dump_object(op); 1135 char *dump = dump_object (op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1137 free (dump);
1255 return op; 1138 return op;
1256 } 1139 }
1140
1257 if(out_of_map(m,op->x,op->y)) { 1141 if (out_of_map (m, op->x, op->y))
1142 {
1258 dump_object(op); 1143 char *dump = dump_object (op);
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1260#ifdef MANY_CORES 1145#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object 1146 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting 1147 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted. 1148 * improperly inserted.
1264 */ 1149 */
1265 abort(); 1150 abort ();
1266#endif 1151#endif
1152 free (dump);
1267 return op; 1153 return op;
1268 } 1154 }
1155
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1157 {
1270 dump_object(op); 1158 char *dump = dump_object (op);
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1272 return op; 1161 return op;
1162 }
1163
1164 if (op->more)
1273 } 1165 {
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1276 1167
1277 object *more = op->more; 1168 object *more = op->more;
1278 1169
1279 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1280 * we set the map, that doesn't work if the location is within 1171 * we set the map, that doesn't work if the location is within
1281 * a map and this is straddling an edge. So only if coordinate 1172 * a map and this is straddling an edge. So only if coordinate
1282 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1283 */ 1174 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1285 more->map = get_map_from_coord(m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1286 } else if (!more->map) { 1177 else if (!more->map)
1178 {
1287 /* For backwards compatibility - when not dealing with tiled maps, 1179 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent. 1180 * more->map should always point to the parent.
1289 */ 1181 */
1290 more->map = m; 1182 more->map = m;
1291 } 1183 }
1292 1184
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1186 {
1294 if ( ! op->head) 1187 if (!op->head)
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1189
1296 return NULL; 1190 return 0;
1297 } 1191 }
1298 } 1192 }
1193
1299 CLEAR_FLAG(op,FLAG_REMOVED); 1194 CLEAR_FLAG (op, FLAG_REMOVED);
1300 1195
1301 /* Ideally, the caller figures this out. However, it complicates a lot 1196 /* Ideally, the caller figures this out. However, it complicates a lot
1302 * of areas of callers (eg, anything that uses find_free_spot would now 1197 * of areas of callers (eg, anything that uses find_free_spot would now
1303 * need extra work 1198 * need extra work
1304 */ 1199 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y); 1200 op->map = get_map_from_coord (m, &op->x, &op->y);
1306 x = op->x; 1201 x = op->x;
1307 y = op->y; 1202 y = op->y;
1308 1203
1309 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1310 */ 1205 */
1311 if(op->nrof && !(flag & INS_NO_MERGE)) { 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1313 if (CAN_MERGE(op,tmp)) { 1208 if (object::can_merge (op, tmp))
1209 {
1314 op->nrof+=tmp->nrof; 1210 op->nrof += tmp->nrof;
1315 remove_ob(tmp); 1211 tmp->destroy ();
1316 free_object(tmp); 1212 }
1213
1214 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1215 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1216
1217 if (!QUERY_FLAG (op, FLAG_ALIVE))
1218 CLEAR_FLAG (op, FLAG_NO_STEAL);
1219
1220 if (flag & INS_BELOW_ORIGINATOR)
1221 {
1222 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1223 {
1224 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1225 abort ();
1226 }
1227
1228 op->above = originator;
1229 op->below = originator->below;
1230
1231 if (op->below)
1232 op->below->above = op;
1233 else
1234 op->ms ().bot = op;
1235
1236 /* since *below* originator, no need to update top */
1237 originator->below = op;
1238 }
1239 else
1240 {
1241 /* If there are other objects, then */
1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1243 {
1244 object *last = 0;
1245
1246 /*
1247 * If there are multiple objects on this space, we do some trickier handling.
1248 * We've already dealt with merging if appropriate.
1249 * Generally, we want to put the new object on top. But if
1250 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1251 * floor, we want to insert above that and no further.
1252 * Also, if there are spell objects on this space, we stop processing
1253 * once we get to them. This reduces the need to traverse over all of
1254 * them when adding another one - this saves quite a bit of cpu time
1255 * when lots of spells are cast in one area. Currently, it is presumed
1256 * that flying non pickable objects are spell objects.
1257 */
1258 while (top)
1259 {
1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1261 floor = top;
1262
1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1264 {
1265 /* We insert above top, so we want this object below this */
1266 top = top->below;
1267 break;
1268 }
1269
1270 last = top;
1271 top = top->above;
1317 } 1272 }
1318 }
1319 1273
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1274 /* Don't want top to be NULL, so set it to the last valid object */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1275 top = last;
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324 1276
1325 if (flag & INS_BELOW_ORIGINATOR) { 1277 /* We let update_position deal with figuring out what the space
1326 if (originator->map != op->map || originator->x != op->x || 1278 * looks like instead of lots of conditions here.
1327 originator->y != op->y) { 1279 * makes things faster, and effectively the same result.
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort();
1330 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else {
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /* 1280 */
1342 * If there are multiple objects on this space, we do some trickier handling. 1281
1343 * We've already dealt with merging if appropriate. 1282 /* Have object 'fall below' other objects that block view.
1344 * Generally, we want to put the new object on top. But if 1283 * Unless those objects are exits, type 66
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1284 * If INS_ON_TOP is used, don't do this processing
1346 * floor, we want to insert above that and no further. 1285 * Need to find the object that in fact blocks view, otherwise
1347 * Also, if there are spell objects on this space, we stop processing 1286 * stacking is a bit odd.
1348 * once we get to them. This reduces the need to traverse over all of 1287 */
1349 * them when adding another one - this saves quite a bit of cpu time 1288 if (!(flag & INS_ON_TOP) &&
1350 * when lots of spells are cast in one area. Currently, it is presumed 1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1351 * that flying non pickable objects are spell objects. 1290 {
1291 for (last = top; last != floor; last = last->below)
1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1293 break;
1294 /* Check to see if we found the object that blocks view,
1295 * and make sure we have a below pointer for it so that
1296 * we can get inserted below this one, which requires we
1297 * set top to the object below us.
1352 */ 1298 */
1353 1299 if (last && last->below && last != floor)
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above; 1300 top = last->below;
1367 } 1301 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */ 1302 } /* If objects on this space */
1303
1395 if (flag & INS_MAP_LOAD) 1304 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y); 1305 top = GET_MAP_TOP (op->map, op->x, op->y);
1306
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1307 if (flag & INS_ABOVE_FLOOR_ONLY)
1308 top = floor;
1398 1309
1399 /* Top is the object that our object (op) is going to get inserted above. 1310 /* Top is the object that our object (op) is going to get inserted above.
1400 */ 1311 */
1401 1312
1402 /* First object on this space */ 1313 /* First object on this space */
1403 if (!top) { 1314 if (!top)
1315 {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1317
1318 if (op->above)
1405 if (op->above) op->above->below = op; 1319 op->above->below = op;
1320
1406 op->below = NULL; 1321 op->below = 0;
1407 SET_MAP_OB(op->map, op->x, op->y, op); 1322 op->ms ().bot = op;
1323 }
1324 else
1408 } else { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1409 op->above = top->above; 1326 op->above = top->above;
1327
1328 if (op->above)
1410 if (op->above) op->above->below = op; 1329 op->above->below = op;
1330
1411 op->below = top; 1331 op->below = top;
1412 top->above = op; 1332 top->above = op;
1413 } 1333 }
1334
1414 if (op->above==NULL) 1335 if (!op->above)
1415 SET_MAP_TOP(op->map,op->x, op->y, op); 1336 op->ms ().top = op;
1416 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1417 1338
1418 if(op->type==PLAYER) 1339 if (op->type == PLAYER)
1340 {
1419 op->contr->do_los=1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1420 1345
1346 op->map->dirty = true;
1347
1421 /* If we have a floor, we know the player, if any, will be above 1348 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there. 1349 * it, so save a few ticks and start from there.
1423 */ 1350 */
1424 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1352 if (object *pl = op->ms ().player ())
1426 if (tmp->type == PLAYER) 1353 if (pl->contr->ns)
1427 tmp->contr->socket.update_look=1; 1354 pl->contr->ns->floorbox_update ();
1428 }
1429 1355
1430 /* If this object glows, it may affect lighting conditions that are 1356 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really 1357 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players 1358 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well 1359 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1437 * of effect may be sufficient. 1363 * of effect may be sufficient.
1438 */ 1364 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1441 1367
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1445 1370
1371 INVOKE_OBJECT (INSERT, op);
1446 1372
1447 /* Don't know if moving this to the end will break anything. However, 1373 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this. 1374 * we want to have floorbox_update called before calling this.
1449 * 1375 *
1450 * check_move_on() must be after this because code called from 1376 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like 1377 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by 1378 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object(). 1379 * update_object().
1454 */ 1380 */
1455 1381
1456 /* if this is not the head or flag has been passed, don't check walk on status */ 1382 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1384 {
1459 if (check_move_on(op, originator)) 1385 if (check_move_on (op, originator))
1460 return NULL; 1386 return 0;
1461 1387
1462 /* If we are a multi part object, lets work our way through the check 1388 /* If we are a multi part object, lets work our way through the check
1463 * walk on's. 1389 * walk on's.
1464 */ 1390 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1392 if (check_move_on (tmp, originator))
1467 return NULL; 1393 return 0;
1468 } 1394 }
1395
1469 return op; 1396 return op;
1470} 1397}
1471 1398
1472/* this function inserts an object in the map, but if it 1399/* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first. 1400 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map. 1401 * op is the object to insert it under: supplies x and the map.
1475 */ 1402 */
1403void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1404replace_insert_ob_in_map (const char *arch_string, object *op)
1477 object *tmp; 1405{
1478 object *tmp1; 1406 object *tmp, *tmp1;
1479 1407
1480 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1481 1409
1482 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1484 remove_ob(tmp); 1412 tmp->destroy ();
1485 free_object(tmp);
1486 }
1487 }
1488 1413
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1415
1491 1416 tmp1->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1417 tmp1->y = op->y;
1493 insert_ob_in_map(tmp1,op->map,op,0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1494} 1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1425}
1495 1426
1496/* 1427/*
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1498 * is returned contains nr objects, and the remaining parts contains 1429 * is returned contains nr objects, and the remaining parts contains
1499 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1500 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array. 1432 * global static errmsg array.
1502 */ 1433 */
1503 1434object *
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1435get_split_ob (object *orig_ob, uint32 nr)
1436{
1505 object *newob; 1437 object *newob;
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507 1439
1508 if(orig_ob->nrof<nr) { 1440 if (orig_ob->nrof < nr)
1509 sprintf(errmsg,"There are only %d %ss.", 1441 {
1510 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1442 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1511 return NULL; 1443 return NULL;
1512 } 1444 }
1445
1513 newob = object_create_clone(orig_ob); 1446 newob = object_create_clone (orig_ob);
1447
1514 if((orig_ob->nrof-=nr)<1) { 1448 if ((orig_ob->nrof -= nr) < 1)
1515 if ( ! is_removed) 1449 orig_ob->destroy (1);
1516 remove_ob(orig_ob);
1517 free_object2(orig_ob, 1);
1518 }
1519 else if ( ! is_removed) { 1450 else if (!is_removed)
1451 {
1520 if(orig_ob->env!=NULL) 1452 if (orig_ob->env != NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr); 1453 sub_weight (orig_ob->env, orig_ob->weight * nr);
1522 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1454 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1455 {
1523 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1456 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1524 LOG(llevDebug,
1525 "Error, Tried to split object whose map is not in memory.\n"); 1457 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1526 return NULL; 1458 return NULL;
1527 } 1459 }
1528 } 1460 }
1461
1529 newob->nrof=nr; 1462 newob->nrof = nr;
1530 1463
1531 return newob; 1464 return newob;
1532} 1465}
1533 1466
1534/* 1467/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1468 * decrease_ob_nr(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1469 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1470 * is subsequently removed and freed.
1538 * 1471 *
1539 * Return value: 'op' if something is left, NULL if the amount reached 0 1472 * Return value: 'op' if something is left, NULL if the amount reached 0
1540 */ 1473 */
1541 1474
1475object *
1542object *decrease_ob_nr (object *op, uint32 i) 1476decrease_ob_nr (object *op, uint32 i)
1543{ 1477{
1544 object *tmp; 1478 object *tmp;
1545 player *pl;
1546 1479
1547 if (i == 0) /* objects with op->nrof require this check */ 1480 if (i == 0) /* objects with op->nrof require this check */
1548 return op; 1481 return op;
1549 1482
1550 if (i > op->nrof) 1483 if (i > op->nrof)
1551 i = op->nrof; 1484 i = op->nrof;
1552 1485
1553 if (QUERY_FLAG (op, FLAG_REMOVED)) 1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1487 op->nrof -= i;
1488 else if (op->env)
1489 {
1490 /* is this object in the players inventory, or sub container
1491 * therein?
1492 */
1493 tmp = op->in_player ();
1494 /* nope. Is this a container the player has opened?
1495 * If so, set tmp to that player.
1496 * IMO, searching through all the players will mostly
1497 * likely be quicker than following op->env to the map,
1498 * and then searching the map for a player.
1499 */
1500 if (!tmp)
1501 for_all_players (pl)
1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1505 break;
1506 }
1507
1508 if (i < op->nrof)
1509 {
1510 sub_weight (op->env, op->weight * i);
1511 op->nrof -= i;
1512 if (tmp)
1513 esrv_send_item (tmp, op);
1514 }
1515 else
1516 {
1517 op->remove ();
1518 op->nrof = 0;
1519 if (tmp)
1520 esrv_del_item (tmp->contr, op->count);
1521 }
1554 { 1522 }
1523 else
1524 {
1525 object *above = op->above;
1526
1527 if (i < op->nrof)
1555 op->nrof -= i; 1528 op->nrof -= i;
1556 } 1529 else
1557 else if (op->env != NULL)
1558 {
1559 /* is this object in the players inventory, or sub container
1560 * therein?
1561 */
1562 tmp = is_player_inv (op->env);
1563 /* nope. Is this a container the player has opened?
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 } 1530 {
1575
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op); 1531 op->remove ();
1584 op->nrof = 0; 1532 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 } 1533 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593 1534
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */ 1535 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above) 1536 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER) { 1537 if (tmp->type == PLAYER)
1538 {
1603 if (op->nrof) 1539 if (op->nrof)
1604 esrv_send_item(tmp, op); 1540 esrv_send_item (tmp, op);
1605 else 1541 else
1606 esrv_del_item(tmp->contr, op->count); 1542 esrv_del_item (tmp->contr, op->count);
1607 } 1543 }
1608 } 1544 }
1609 1545
1610 if (op->nrof) { 1546 if (op->nrof)
1611 return op; 1547 return op;
1612 } else { 1548 else
1613 free_object (op); 1549 {
1550 op->destroy ();
1614 return NULL; 1551 return 0;
1615 } 1552 }
1616} 1553}
1617 1554
1618/* 1555/*
1619 * add_weight(object, weight) adds the specified weight to an object, 1556 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying. 1557 * and also updates how much the environment(s) is/are carrying.
1621 */ 1558 */
1622 1559
1560void
1623void add_weight (object *op, signed long weight) { 1561add_weight (object *op, signed long weight)
1562{
1624 while (op!=NULL) { 1563 while (op != NULL)
1564 {
1625 if (op->type == CONTAINER) { 1565 if (op->type == CONTAINER)
1626 weight=(signed long)(weight*(100-op->stats.Str)/100); 1566 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627 } 1567
1628 op->carrying+=weight; 1568 op->carrying += weight;
1629 op=op->env; 1569 op = op->env;
1630 } 1570 }
1631} 1571}
1632 1572
1573object *
1574insert_ob_in_ob (object *op, object *where)
1575{
1576 if (!where)
1577 {
1578 char *dump = dump_object (op);
1579 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1580 free (dump);
1581 return op;
1582 }
1583
1584 if (where->head)
1585 {
1586 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1587 where = where->head;
1588 }
1589
1590 return where->insert (op);
1591}
1592
1633/* 1593/*
1634 * insert_ob_in_ob(op,environment): 1594 * env->insert (op)
1635 * This function inserts the object op in the linked list 1595 * This function inserts the object op in the linked list
1636 * inside the object environment. 1596 * inside the object environment.
1637 * 1597 *
1638 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1639 * the inventory at the last position or next to other objects of the same
1640 * type.
1641 * Frank: Now sorted by type, archetype and magic!
1642 *
1643 * The function returns now pointer to inserted item, and return value can 1598 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1599 * be != op, if items are merged. -Tero
1645 */ 1600 */
1646 1601
1647object *insert_ob_in_ob(object *op,object *where) { 1602object *
1603object::insert (object *op)
1604{
1648 object *tmp, *otmp; 1605 object *tmp, *otmp;
1649 1606
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1607 if (!QUERY_FLAG (op, FLAG_REMOVED))
1651 dump_object(op); 1608 op->remove ();
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1609
1653 return op;
1654 }
1655 if(where==NULL) {
1656 dump_object(op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1658 return op;
1659 }
1660 if (where->head) {
1661 LOG(llevDebug,
1662 "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665 if (op->more) { 1610 if (op->more)
1611 {
1666 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 &op->name, op->count);
1668 return op; 1613 return op;
1669 } 1614 }
1615
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1616 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1617 CLEAR_FLAG (op, FLAG_REMOVED);
1672 if(op->nrof) { 1618 if (op->nrof)
1619 {
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1620 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1621 if (object::can_merge (tmp, op))
1622 {
1675 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1624 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1626 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight. 1627 * tmp->nrof, we need to increase the weight.
1680 */ 1628 */
1681 add_weight (where, op->weight*op->nrof); 1629 add_weight (this, op->weight * op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED); 1630 SET_FLAG (op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */ 1631 op->destroy (); /* free the inserted object */
1684 op = tmp; 1632 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1633 op->remove (); /* and fix old object's links */
1686 CLEAR_FLAG(op, FLAG_REMOVED); 1634 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break; 1635 break;
1688 } 1636 }
1689 1637
1690 /* I assume combined objects have no inventory 1638 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed 1639 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract 1640 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do 1641 * the weight, so we need to add it in again, since we actually do
1694 * the linking below 1642 * the linking below
1695 */ 1643 */
1696 add_weight (where, op->weight*op->nrof); 1644 add_weight (this, op->weight * op->nrof);
1645 }
1697 } else 1646 else
1698 add_weight (where, (op->weight+op->carrying)); 1647 add_weight (this, (op->weight + op->carrying));
1699 1648
1700 otmp=is_player_inv(where); 1649 otmp = this->in_player ();
1701 if (otmp&&otmp->contr!=NULL) { 1650 if (otmp && otmp->contr)
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp); 1652 otmp->update_stats ();
1704 }
1705 1653
1706 op->map=NULL; 1654 op->map = 0;
1707 op->env=where; 1655 op->env = this;
1708 op->above=NULL; 1656 op->above = 0;
1709 op->below=NULL; 1657 op->below = 0;
1710 op->x=0,op->y=0; 1658 op->x = 0, op->y = 0;
1711 1659
1712 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1713 if((op->glow_radius!=0)&&where->map) 1661 if ((op->glow_radius != 0) && map)
1714 { 1662 {
1715#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1716 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1719 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1666 if (map->darkness)
1667 update_all_los (map, x, y);
1720 } 1668 }
1721 1669
1722 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function... 1671 * It sure simplifies this function...
1724 */ 1672 */
1725 if (where->inv==NULL) 1673 if (!inv)
1726 where->inv=op; 1674 inv = op;
1727 else { 1675 else
1676 {
1728 op->below = where->inv; 1677 op->below = inv;
1729 op->below->above = op; 1678 op->below->above = op;
1730 where->inv = op; 1679 inv = op;
1731 } 1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1732 return op; 1684 return op;
1733} 1685}
1734 1686
1735/* 1687/*
1736 * Checks if any objects has a move_type that matches objects 1688 * Checks if any objects has a move_type that matches objects
1750 * 1702 *
1751 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1752 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1753 * on top. 1705 * on top.
1754 */ 1706 */
1755 1707int
1756int check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1757{ 1709{
1758 object *tmp; 1710 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1711 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1712 int x = op->x, y = op->y;
1713
1762 MoveType move_on, move_slow, move_block; 1714 MoveType move_on, move_slow, move_block;
1763 1715
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1717 return 0;
1766 1718
1767 tag = op->count;
1768
1769 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772 1722
1773 /* if nothing on this space will slow op down or be applied, 1723 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1724 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1725 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1726 * as walking.
1777 */ 1727 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1728 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0; 1729 return 0;
1780 1730
1781 /* This is basically inverse logic of that below - basically, 1731 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so, 1732 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is 1733 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct. 1734 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1735 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && 1736 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1737 return 0;
1788 1738
1789 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
1791 */ 1741 */
1792 1742
1793 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1794 tmp->above!=NULL; tmp=tmp->above) { 1744 {
1795 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them. 1747 * we don't need to check all of them.
1798 */ 1748 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1749 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1750 break;
1751 }
1752
1753 for (; tmp; tmp = tmp->below)
1800 } 1754 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1755 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1803 1757
1804 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1805 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1760 * (~slow_move) is not blocked on this space - just because the
1807 * space doesn't slow down swimming (for example), if you can't actually 1761 * space doesn't slow down swimming (for example), if you can't actually
1808 * swim on that space, can't use it to avoid the penalty. 1762 * swim on that space, can't use it to avoid the penalty.
1809 */ 1763 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1765 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 {
1814 1769
1815 float diff; 1770 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1771 diff = tmp->move_slow_penalty * FABS (op->speed);
1772
1818 if (op->type == PLAYER) { 1773 if (op->type == PLAYER)
1819 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1776 diff /= 4.0;
1822 } 1777
1823 }
1824 op->speed_left -= diff; 1778 op->speed_left -= diff;
1825 } 1779 }
1826 } 1780 }
1827 1781
1828 /* Basically same logic as above, except now for actual apply. */ 1782 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1783 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1784 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1832 1785 {
1833 move_apply(tmp, op, originator); 1786 move_apply (tmp, op, originator);
1787
1834 if (was_destroyed (op, tag)) 1788 if (op->destroyed ())
1835 return 1; 1789 return 1;
1836 1790
1837 /* what the person/creature stepped onto has moved the object 1791 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1792 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1793 * have a feeling strange problems would result.
1840 */ 1794 */
1841 if (op->map != m || op->x != x || op->y != y) return 0; 1795 if (op->map != m || op->x != x || op->y != y)
1796 return 0;
1842 } 1797 }
1843 } 1798 }
1799
1844 return 0; 1800 return 0;
1845} 1801}
1846 1802
1847/* 1803/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
1851 */ 1807 */
1852 1808object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1809present_arch (const archetype *at, maptile *m, int x, int y)
1854 object *tmp; 1810{
1855 if(m==NULL || out_of_map(m,x,y)) { 1811 if (!m || out_of_map (m, x, y))
1812 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1814 return NULL;
1858 } 1815 }
1859 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if(tmp->arch == at) 1818 if (tmp->arch == at)
1861 return tmp; 1819 return tmp;
1820
1862 return NULL; 1821 return NULL;
1863} 1822}
1864 1823
1865/* 1824/*
1866 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1869 */ 1828 */
1870 1829object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 1830present (unsigned char type, maptile *m, int x, int y)
1872 object *tmp; 1831{
1873 if(out_of_map(m,x,y)) { 1832 if (out_of_map (m, x, y))
1833 {
1874 LOG(llevError,"Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1835 return NULL;
1876 } 1836 }
1877 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if(tmp->type==type) 1839 if (tmp->type == type)
1879 return tmp; 1840 return tmp;
1841
1880 return NULL; 1842 return NULL;
1881} 1843}
1882 1844
1883/* 1845/*
1884 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1887 */ 1849 */
1888 1850object *
1889object *present_in_ob(unsigned char type, const object *op) { 1851present_in_ob (unsigned char type, const object *op)
1890 object *tmp; 1852{
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 1854 if (tmp->type == type)
1893 return tmp; 1855 return tmp;
1856
1894 return NULL; 1857 return NULL;
1895} 1858}
1896 1859
1897/* 1860/*
1898 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1869 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1870 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1871 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1872 * to be unique.
1910 */ 1873 */
1911 1874object *
1912object *present_in_ob_by_name(int type, const char *str, const object *op) { 1875present_in_ob_by_name (int type, const char *str, const object *op)
1913 object *tmp; 1876{
1914
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 1879 return tmp;
1918 } 1880
1919 return NULL; 1881 return 0;
1920} 1882}
1921 1883
1922/* 1884/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
1926 */ 1888 */
1927 1889object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 1890present_arch_in_ob (const archetype *at, const object *op)
1929 object *tmp; 1891{
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 1893 if (tmp->arch == at)
1932 return tmp; 1894 return tmp;
1895
1933 return NULL; 1896 return NULL;
1934} 1897}
1935 1898
1936/* 1899/*
1937 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
1938 */ 1901 */
1902void
1939void flag_inv(object*op, int flag){ 1903flag_inv (object *op, int flag)
1940 object *tmp; 1904{
1941 if(op->inv) 1905 if (op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1907 {
1943 SET_FLAG(tmp, flag); 1908 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 1909 flag_inv (tmp, flag);
1945 } 1910 }
1911}
1912
1946}/* 1913/*
1947 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
1948 */ 1915 */
1916void
1949void unflag_inv(object*op, int flag){ 1917unflag_inv (object *op, int flag)
1950 object *tmp; 1918{
1951 if(op->inv) 1919 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1921 {
1953 CLEAR_FLAG(tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 1923 unflag_inv (tmp, flag);
1955 } 1924 }
1956} 1925}
1957 1926
1958/* 1927/*
1959 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960 * all it's inventory (recursively). 1929 * all it's inventory (recursively).
1961 * If checksums are used, a player will get set_cheat called for 1930 * If checksums are used, a player will get set_cheat called for
1962 * him/her-self and all object carried by a call to this function. 1931 * him/her-self and all object carried by a call to this function.
1963 */ 1932 */
1964 1933void
1965void set_cheat(object *op) { 1934set_cheat (object *op)
1935{
1966 SET_FLAG(op, FLAG_WAS_WIZ); 1936 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ); 1937 flag_inv (op, FLAG_WAS_WIZ);
1968} 1938}
1969 1939
1970/* 1940/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 1941 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 1942 * a spot at the given map and coordinates which will be able to contain
1986 * because arch_blocked (now ob_blocked) needs to know the movement type 1956 * because arch_blocked (now ob_blocked) needs to know the movement type
1987 * to know if the space in question will block the object. We can't use 1957 * to know if the space in question will block the object. We can't use
1988 * the archetype because that isn't correct if the monster has been 1958 * the archetype because that isn't correct if the monster has been
1989 * customized, changed states, etc. 1959 * customized, changed states, etc.
1990 */ 1960 */
1991 1961int
1992int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1963{
1993 int i,index=0, flag; 1964 int index = 0, flag;
1994 static int altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
1995 1966
1996 for(i=start;i<stop;i++) { 1967 for (int i = start; i < stop; i++)
1968 {
1997 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1998 if(!flag) 1970 if (!flag)
1999 altern[index++]=i; 1971 altern [index++] = i;
2000 1972
2001 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 1974 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 1975 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 1976 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 1977 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2008 */ 1980 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2010 stop=maxfree[i]; 1982 stop = maxfree[i];
2011 } 1983 }
2012 if(!index) return -1; 1984
1985 if (!index)
1986 return -1;
1987
2013 return altern[RANDOM()%index]; 1988 return altern[RANDOM () % index];
2014} 1989}
2015 1990
2016/* 1991/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice. 1994 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */ 1996 */
2022 1997int
2023int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2024 int i; 1999{
2025 for(i=0;i<SIZEOFFREE;i++) { 2000 for (int i = 0; i < SIZEOFFREE; i++)
2026 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 2002 return i;
2028 } 2003
2029 return -1; 2004 return -1;
2030} 2005}
2031 2006
2032/* 2007/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2035 */ 2011 */
2012static void
2036static void permute(int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2037{ 2014{
2038 int i, j, tmp, len; 2015 arr += begin;
2016 end -= begin;
2039 2017
2040 len = end-begin; 2018 while (--end)
2041 for(i = begin; i < end; i++) 2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2042 {
2043 j = begin+RANDOM()%len;
2044
2045 tmp = arr[i];
2046 arr[i] = arr[j];
2047 arr[j] = tmp;
2048 }
2049} 2020}
2050 2021
2051/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2025 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2026 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2027 * the 3x3 area will be searched, just not in a predictable order.
2057 */ 2028 */
2029void
2058void get_search_arr(int *search_arr) 2030get_search_arr (int *search_arr)
2059{ 2031{
2060 int i; 2032 int i;
2061 2033
2062 for(i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2063 {
2064 search_arr[i] = i; 2035 search_arr[i] = i;
2065 }
2066 2036
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2040}
2071 2041
2072/* 2042/*
2073 * find_dir(map, x, y, exclude) will search some close squares in the 2043 * find_dir(map, x, y, exclude) will search some close squares in the
2074 * given map at the given coordinates for live objects. 2044 * given map at the given coordinates for live objects.
2079 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * Perhaps incorrectly, but I'm making the assumption that exclude
2080 * is actually want is going to try and move there. We need this info 2050 * is actually want is going to try and move there. We need this info
2081 * because we have to know what movement the thing looking to move 2051 * because we have to know what movement the thing looking to move
2082 * there is capable of. 2052 * there is capable of.
2083 */ 2053 */
2084 2054int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2055find_dir (maptile *m, int x, int y, object *exclude)
2056{
2086 int i,max=SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2058
2087 sint16 nx, ny; 2059 sint16 nx, ny;
2088 object *tmp; 2060 object *tmp;
2089 mapstruct *mp; 2061 maptile *mp;
2062
2090 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2091 2064
2092 if (exclude && exclude->head) { 2065 if (exclude && exclude->head)
2066 {
2093 exclude = exclude->head; 2067 exclude = exclude->head;
2094 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2095 } else { 2069 }
2070 else
2071 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2097 move_type=MOVE_ALL; 2073 move_type = MOVE_ALL;
2074 }
2075
2076 for (i = 1; i < max; i++)
2098 } 2077 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2078 mp = m;
2102 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2104 2081
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2106 if (mflags & P_OUT_OF_MAP) { 2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i];
2086 else
2087 {
2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type)
2107 max = maxfree[i]; 2093 max = maxfree[i];
2108 } else {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2110
2111 if ((move_type & blocked) == move_type) {
2112 max=maxfree[i];
2113 } else if (mflags & P_IS_ALIVE) { 2094 else if (mflags & P_IS_ALIVE)
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2095 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2117 break; 2099 break;
2118 } 2100
2119 }
2120 if(tmp) { 2101 if (tmp)
2121 return freedir[i]; 2102 return freedir[i];
2122 }
2123 } 2103 }
2124 } 2104 }
2125 } 2105 }
2106
2126 return 0; 2107 return 0;
2127} 2108}
2128 2109
2129/* 2110/*
2130 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2112 * distance between the two given objects.
2132 */ 2113 */
2133 2114int
2134int distance(const object *ob1, const object *ob2) { 2115distance (const object *ob1, const object *ob2)
2135 int i; 2116{
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2138 return i;
2139} 2118}
2140 2119
2141/* 2120/*
2142 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * find_dir_2(delta-x,delta-y) will return a direction in which
2143 * an object which has subtracted the x and y coordinates of another 2122 * an object which has subtracted the x and y coordinates of another
2144 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2145 */ 2124 */
2146 2125int
2147int find_dir_2(int x, int y) { 2126find_dir_2 (int x, int y)
2127{
2148 int q; 2128 int q;
2149 2129
2150 if(y) 2130 if (y)
2151 q=x*100/y; 2131 q = x * 100 / y;
2152 else if (x) 2132 else if (x)
2153 q= -300*x; 2133 q = -300 * x;
2154 else 2134 else
2155 return 0; 2135 return 0;
2156 2136
2157 if(y>0) { 2137 if (y > 0)
2138 {
2158 if(q < -242) 2139 if (q < -242)
2159 return 3 ; 2140 return 3;
2160 if (q < -41) 2141 if (q < -41)
2161 return 2 ; 2142 return 2;
2162 if (q < 41) 2143 if (q < 41)
2163 return 1 ; 2144 return 1;
2164 if (q < 242) 2145 if (q < 242)
2165 return 8 ; 2146 return 8;
2166 return 7 ; 2147 return 7;
2167 } 2148 }
2168 2149
2169 if (q < -242) 2150 if (q < -242)
2170 return 7 ; 2151 return 7;
2171 if (q < -41) 2152 if (q < -41)
2172 return 6 ; 2153 return 6;
2173 if (q < 41) 2154 if (q < 41)
2174 return 5 ; 2155 return 5;
2175 if (q < 242) 2156 if (q < 242)
2176 return 4 ; 2157 return 4;
2177 2158
2178 return 3 ; 2159 return 3;
2179} 2160}
2180 2161
2181/* 2162/*
2182 * absdir(int): Returns a number between 1 and 8, which represent 2163 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of 2164 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction). 2165 * "overflow" in previous calculations of a direction).
2185 */ 2166 */
2186 2167
2168int
2187int absdir(int d) { 2169absdir (int d)
2188 while(d<1) d+=8; 2170{
2189 while(d>8) d-=8; 2171 while (d < 1)
2172 d += 8;
2173
2174 while (d > 8)
2175 d -= 8;
2176
2190 return d; 2177 return d;
2191} 2178}
2192 2179
2193/* 2180/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2182 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2183 */
2197 2184
2185int
2198int dirdiff(int dir1, int dir2) { 2186dirdiff (int dir1, int dir2)
2187{
2199 int d; 2188 int d;
2189
2200 d = abs(dir1 - dir2); 2190 d = abs (dir1 - dir2);
2201 if(d>4) 2191 if (d > 4)
2202 d = 8 - d; 2192 d = 8 - d;
2193
2203 return d; 2194 return d;
2204} 2195}
2205 2196
2206/* peterm: 2197/* peterm:
2207 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2198 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2210 * This basically means that if direction is 15, then it could either go 2201 * This basically means that if direction is 15, then it could either go
2211 * direction 4, 14, or 16 to get back to where we are. 2202 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2203 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2204 * functions.
2214 */ 2205 */
2215
2216int reduction_dir[SIZEOFFREE][3] = { 2206int reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2207 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2208 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2209 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2210 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2211 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2212 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2213 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2214 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2215 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2216 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2217 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2218 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2219 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2220 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2221 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2222 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2223 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2224 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2225 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2226 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2227 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2228 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2229 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2230 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2231 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2232 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2233 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2234 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2235 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2236 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2237 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2238 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2239 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2240 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2241 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2242 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2243 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2244 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2245 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2246 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2247 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2248 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2249 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2250 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2251 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2252 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2253 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2254 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2255 {24, 9, -1}
2256}; /* 48 */
2266 2257
2267/* Recursive routine to step back and see if we can 2258/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2259 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2260 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2261 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2262 * Modified to be map tile aware -.MSW
2272 */ 2263 */
2273 2264int
2274
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2265can_see_monsterP (maptile *m, int x, int y, int dir)
2266{
2276 sint16 dx, dy; 2267 sint16 dx, dy;
2277 int mflags; 2268 int mflags;
2278 2269
2270 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2271 return 0; /* exit condition: invalid direction */
2280 2272
2281 dx = x + freearr_x[dir]; 2273 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2274 dy = y + freearr_y[dir];
2283 2275
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2276 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2277
2286 /* This functional arguably was incorrect before - it was 2278 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2279 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2280 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually 2281 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or 2282 * move to the monster, we'd need the monster passed in or
2291 * at least its move type. 2283 * at least its move type.
2292 */ 2284 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2286 return 0;
2294 2287
2295 /* yes, can see. */ 2288 /* yes, can see. */
2296 if(dir < 9) return 1; 2289 if (dir < 9)
2290 return 1;
2291
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2292 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2293 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2294 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2300} 2295}
2301 2296
2302
2303
2304/* 2297/*
2305 * can_pick(picker, item): finds out if an object is possible to be 2298 * can_pick(picker, item): finds out if an object is possible to be
2306 * picked up by the picker. Returnes 1 if it can be 2299 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2300 * picked up, otherwise 0.
2308 * 2301 *
2310 * core dumps if they do. 2303 * core dumps if they do.
2311 * 2304 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2305 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2306 */
2314 2307
2308int
2315int can_pick(const object *who, const object *item) { 2309can_pick (const object *who, const object *item)
2310{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2314}
2321
2322 2315
2323/* 2316/*
2324 * create clone from object to another 2317 * create clone from object to another
2325 */ 2318 */
2319object *
2326object *object_create_clone (object *asrc) { 2320object_create_clone (object *asrc)
2321{
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2322 object *dst = 0, *tmp, *src, *part, *prev, *item;
2328 2323
2329 if(!asrc) return NULL; 2324 if (!asrc)
2325 return 0;
2326
2330 src = asrc; 2327 src = asrc;
2331 if(src->head) 2328 if (src->head)
2332 src = src->head; 2329 src = src->head;
2333 2330
2334 prev = NULL; 2331 prev = 0;
2335 for(part = src; part; part = part->more) { 2332 for (part = src; part; part = part->more)
2336 tmp = get_object(); 2333 {
2337 copy_object(part,tmp); 2334 tmp = part->clone ();
2338 tmp->x -= src->x; 2335 tmp->x -= src->x;
2339 tmp->y -= src->y; 2336 tmp->y -= src->y;
2337
2340 if(!part->head) { 2338 if (!part->head)
2339 {
2341 dst = tmp; 2340 dst = tmp;
2342 tmp->head = NULL; 2341 tmp->head = 0;
2342 }
2343 } else { 2343 else
2344 tmp->head = dst; 2344 tmp->head = dst;
2345 } 2345
2346 tmp->more = NULL; 2346 tmp->more = 0;
2347
2347 if(prev) 2348 if (prev)
2348 prev->more = tmp; 2349 prev->more = tmp;
2350
2349 prev = tmp; 2351 prev = tmp;
2350 } 2352 }
2351 /*** copy inventory ***/ 2353
2352 for(item = src->inv; item; item = item->below) { 2354 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2355 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2356
2356 return dst; 2357 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365} 2358}
2366 2359
2367/* GROS - Creates an object using a string representing its content. */ 2360/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */ 2361/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */ 2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */ 2363/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */ 2364/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */ 2365/* Also remember that multiparts objects are not supported for now. */
2373 2366object *
2374object* load_object_str(const char *obstr) 2367load_object_str (const char *obstr)
2375{ 2368{
2376 object *op; 2369 object *op;
2377 char filename[MAX_BUF]; 2370 char filename[MAX_BUF];
2371
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2379 2373
2380 FILE *tempfile=fopen(filename,"w"); 2374 FILE *tempfile = fopen (filename, "w");
2375
2381 if (tempfile == NULL) 2376 if (tempfile == NULL)
2382 { 2377 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n"); 2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL; 2379 return NULL;
2385 }; 2380 }
2381
2386 fprintf(tempfile,obstr); 2382 fprintf (tempfile, obstr);
2387 fclose(tempfile); 2383 fclose (tempfile);
2388 2384
2389 op=get_object(); 2385 op = object::create ();
2390 2386
2391 object_thawer thawer (filename); 2387 object_thawer thawer (filename);
2392 2388
2393 if (thawer) 2389 if (thawer)
2394 load_object(thawer,op,0); 2390 load_object (thawer, op, 0);
2395 2391
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2392 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED); 2393 CLEAR_FLAG (op, FLAG_REMOVED);
2398 2394
2399 return op; 2395 return op;
2400} 2396}
2401 2397
2402/* This returns the first object in who's inventory that 2398/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2399 * has the same type and subtype match.
2404 * returns NULL if no match. 2400 * returns NULL if no match.
2405 */ 2401 */
2402object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2403find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2404{
2408 object *tmp;
2409
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2406 if (tmp->type == type && tmp->subtype == subtype)
2407 return tmp;
2412 2408
2413 return NULL; 2409 return 0;
2414} 2410}
2415 2411
2416/* If ob has a field named key, return the link from the list, 2412/* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL. 2413 * otherwise return NULL.
2418 * 2414 *
2419 * key must be a passed in shared string - otherwise, this won't 2415 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing. 2416 * do the desired thing.
2421 */ 2417 */
2418key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2419get_ob_key_link (const object *ob, const char *key)
2423 key_value * link; 2420{
2424
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2421 for (key_value *link = ob->key_values; link; link = link->next)
2426 if (link->key == key) { 2422 if (link->key == key)
2427 return link; 2423 return link;
2428 } 2424
2429 } 2425 return 0;
2430 2426}
2431 return NULL;
2432}
2433 2427
2434/* 2428/*
2435 * Returns the value of op has an extra_field for key, or NULL. 2429 * Returns the value of op has an extra_field for key, or NULL.
2436 * 2430 *
2437 * The argument doesn't need to be a shared string. 2431 * The argument doesn't need to be a shared string.
2438 * 2432 *
2439 * The returned string is shared. 2433 * The returned string is shared.
2440 */ 2434 */
2435const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2436get_ob_key_value (const object *op, const char *const key)
2437{
2442 key_value * link; 2438 key_value *link;
2443 const char * canonical_key; 2439 shstr_cmp canonical_key (key);
2440
2441 if (!canonical_key)
2444 2442 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2443 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2444 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2445 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2446 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2447 */
2453 return NULL; 2448 return 0;
2454 } 2449 }
2455 2450
2456 /* This is copied from get_ob_key_link() above - 2451 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2452 * only 4 lines, and saves the function call overhead.
2458 */ 2453 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2454 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2455 if (link->key == canonical_key)
2461 return link->value; 2456 return link->value;
2462 } 2457
2463 } 2458 return 0;
2464 return NULL;
2465} 2459}
2466 2460
2467 2461
2468/* 2462/*
2469 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2467 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys. 2468 * keys.
2475 * 2469 *
2476 * Returns TRUE on success. 2470 * Returns TRUE on success.
2477 */ 2471 */
2472int
2478int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2474{
2479 key_value * field = NULL, *last=NULL; 2475 key_value *field = NULL, *last = NULL;
2480 2476
2481 for (field=op->key_values; field != NULL; field=field->next) { 2477 for (field = op->key_values; field != NULL; field = field->next)
2478 {
2482 if (field->key != canonical_key) { 2479 if (field->key != canonical_key)
2480 {
2483 last = field; 2481 last = field;
2484 continue; 2482 continue;
2485 } 2483 }
2486 2484
2487 if (value) 2485 if (value)
2488 field->value = value; 2486 field->value = value;
2489 else { 2487 else
2488 {
2490 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2492 * we get this value back again.
2494 */ 2493 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0; 2495 field->value = 0;
2496 else
2497 {
2498 if (last)
2499 last->next = field->next;
2497 else 2500 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2501 op->key_values = field->next;
2501 2502
2502 delete field; 2503 delete field;
2503 } 2504 }
2504 } 2505 }
2505 return TRUE; 2506 return TRUE;
2506 } 2507 }
2507 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2508 2509
2509 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2510 2511
2511 if (!add_key) { 2512 if (!add_key)
2512 return FALSE; 2513 return FALSE;
2513 } 2514
2514 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2518 * should pass in "" 2519 * should pass in ""
2519 */ 2520 */
2520 if (value == NULL) return TRUE; 2521 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 return TRUE; 2522 return TRUE;
2523
2524 field = new key_value;
2525
2526 field->key = canonical_key;
2527 field->value = value;
2528 /* Usual prepend-addition. */
2529 field->next = op->key_values;
2530 op->key_values = field;
2531
2532 return TRUE;
2531} 2533}
2532 2534
2533/* 2535/*
2534 * Updates the key in op to value. 2536 * Updates the key in op to value.
2535 * 2537 *
2537 * and not add new ones. 2539 * and not add new ones.
2538 * In general, should be little reason FALSE is ever passed in for add_key 2540 * In general, should be little reason FALSE is ever passed in for add_key
2539 * 2541 *
2540 * Returns TRUE on success. 2542 * Returns TRUE on success.
2541 */ 2543 */
2544int
2542int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2545set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2543{ 2546{
2544 shstr key_ (key); 2547 shstr key_ (key);
2548
2545 return set_ob_key_value_s (op, key_, value, add_key); 2549 return set_ob_key_value_s (op, key_, value, add_key);
2546} 2550}
2551
2552object::depth_iterator::depth_iterator (object *container)
2553: iterator_base (container)
2554{
2555 while (item->inv)
2556 item = item->inv;
2557}
2558
2559void
2560object::depth_iterator::next ()
2561{
2562 if (item->below)
2563 {
2564 item = item->below;
2565
2566 while (item->inv)
2567 item = item->inv;
2568 }
2569 else
2570 item = item->env;
2571}
2572
2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2602// return a suitable string describing an object in enough detail to find it
2603const char *
2604object::debug_desc (char *info) const
2605{
2606 char flagdesc[512];
2607 char info2[256 * 4];
2608 char *p = info;
2609
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2611 count, uuid.seq,
2612 &name,
2613 title ? "\",title:" : "",
2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2616
2617 if (env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619
2620 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622
2623 return info;
2624}
2625
2626const char *
2627object::debug_desc () const
2628{
2629 static char info[256 * 4];
2630 return debug_desc (info);
2631}
2632

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