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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.21 2006/09/09 21:48:28 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
59 133
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
62 key_value * wants_field; 138 key_value *wants_field;
63 139
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
67 */ 143 */
68 144
69 /* For each field in wants, */ 145 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
71 key_value * has_field; 148 key_value *has_field;
72 149
73 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
75 154 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 155 /* No field with that name. */
78 return FALSE; 156 return FALSE;
79 }
80 157 }
158
81 /* Found the matching field. */ 159 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
83 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 163 return FALSE;
85 } 164 }
86 165
87 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 167 }
168
90 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 170 return TRUE;
92} 171}
93 172
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
96 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
98 */ 179 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 181}
101 182
102/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 184 * they can be merged together.
104 * 185 *
105 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
108 * 189 *
109 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
110 * 191 *
111 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
112 * check weight 193 * check weight
113 */ 194 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
117{ 196{
118 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
120 return 0; 203 return 0;
121 204
122 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 208 * used to store nrof).
128 */ 209 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 221
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 224
144 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 247 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 248 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 250 return 0;
178 251
179 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 253 * check all objects in the inventory.
181 */ 254 */
182 if (ob1->inv || ob2->inv) 255 if (ob1->inv || ob2->inv)
183 { 256 {
184 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 259 return 0;
187 260
188 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 263 return 0;
191 264
192 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 266 * if it is valid.
194 */ 267 */
195 } 268 }
203 276
204 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
206 * check? 279 * check?
207 */ 280 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 282 return 0;
211 283
212 switch (ob1->type) 284 switch (ob1->type)
213 { 285 {
214 case SCROLL: 286 case SCROLL:
215 if (ob1->level != ob2->level) 287 if (ob1->level != ob2->level)
216 return 0; 288 return 0;
217 break; 289 break;
218 } 290 }
219 291
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 293 {
222 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 296 /* One has fields, but the other one doesn't. */
225 return 0; 297 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 298 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 299 return 0;
228 } 300 }
229 301
230 //TODO: generate an event or call into perl for additional checks 302 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 303 if (ob1->self || ob2->self)
232 { 304 {
233 ob1->optimise (); 305 ob1->optimise ();
234 ob2->optimise (); 306 ob2->optimise ();
235 307
236 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
237 return 0; 309 return 0;
238 } 310 }
239 311
240 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
241 return 1; 313 return 1;
242} 314}
315
243/* 316/*
244 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
247 */ 320 */
248signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
249 signed long sum; 324 long sum;
250 object *inv; 325 object *inv;
326
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
252 if (inv->inv) 329 if (inv->inv)
253 sum_weight(inv); 330 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 332 }
333
256 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
258 if(op->carrying != sum) 337 if (op->carrying != sum)
259 op->carrying = sum; 338 op->carrying = sum;
339
260 return sum; 340 return sum;
261} 341}
262 342
263/** 343/**
264 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
265 */ 345 */
266 346
347object *
267object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
268 while (op->env != NULL) 350 while (op->env != NULL)
269 op = op->env; 351 op = op->env;
270 return op; 352 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 353}
285 354
286/* 355/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 357 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
290 */ 359 */
291 360
292void dump_object2(object *op) { 361char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 362dump_object (object *op)
339 if(op==NULL) { 363{
340 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
341 return; 365 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 366
347void dump_all_objects(void) { 367 object_freezer freezer;
348 object *op; 368 save_object (freezer, op, 1);
349 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 370}
354 371
355/* 372/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
359 */ 376 */
360 377
378object *
361object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
362 object *tmp,*closest; 381 object *tmp, *closest;
363 int last_dist,i; 382 int last_dist, i;
383
364 if(op->more==NULL) 384 if (op->more == NULL)
365 return op; 385 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
369 return closest; 389 return closest;
370} 390}
371 391
372/* 392/*
373 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
374 */ 394 */
375 395
396object *
376object *find_object(tag_t i) { 397find_object (tag_t i)
377 object *op; 398{
378 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 400 if (op->count == i)
380 break; 401 return op;
402
381 return op; 403 return 0;
382} 404}
383 405
384/* 406/*
385 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
388 */ 410 */
389 411
412object *
390object *find_object_name(const char *str) { 413find_object_name (const char *str)
391 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
392 object *op; 416 object *op;
417
393 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 419 if (op->name == str_)
395 break; 420 break;
396 421
397 return op; 422 return op;
398} 423}
399 424
425void
400void free_all_object_data () 426free_all_object_data ()
401{ 427{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 429}
439 430
440/* 431/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 433 * skill and experience objects.
443 */ 434 */
444void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
445{ 437{
446 if(owner==NULL||op==NULL) 438 if (!owner)
447 return; 439 return;
448 440
449 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
455 */ 447 */
456 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
458 450
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 451 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 452}
494 453
495/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 455 * refcounts and freeing the links.
497 */ 456 */
457static void
498static void free_key_values(object * op) 458free_key_values (object *op)
499{ 459{
500 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
501 { 461 {
502 key_value *next = i->next; 462 key_value *next = i->next;
503 delete i; 463 delete i;
464
504 i = next; 465 i = next;
505 } 466 }
506 467
507 op->key_values = 0; 468 op->key_values = 0;
508} 469}
509 470
510void object::clear ()
511{
512 attachable_base::clear ();
513
514 free_key_values (this);
515
516 name = 0;
517 name_pl = 0;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/* 471/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 477 * will point at garbage.
579 */ 478 */
580 479void
581void copy_object (object *op2, object *op) 480object::copy_to (object *dst)
582{ 481{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 484
586 op2->clone (op); 485 *(object_copy *)dst = *this;
587 486
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 487 if (is_freed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 488 SET_FLAG (dst, FLAG_FREED);
590 489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
591 if (op2->speed < 0) 493 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 495
594 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 497 if (key_values)
596 { 498 {
597 key_value *tail = NULL; 499 key_value *tail = 0;
598 key_value *i; 500 key_value *i;
599 501
600 op->key_values = NULL; 502 dst->key_values = 0;
601 503
602 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
603 { 505 {
604 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
605 507
606 new_link->next = NULL; 508 new_link->next = 0;
607 new_link->key = i->key; 509 new_link->key = i->key;
608 new_link->value = i->value; 510 new_link->value = i->value;
609 511
610 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 513 if (!dst->key_values)
612 { 514 {
613 op->key_values = new_link; 515 dst->key_values = new_link;
614 tail = new_link; 516 tail = new_link;
615 } 517 }
616 else 518 else
617 { 519 {
618 tail->next = new_link; 520 tail->next = new_link;
619 tail = new_link; 521 tail = new_link;
620 } 522 }
621 } 523 }
622 } 524 }
623 525
624 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
625} 535}
626 536
627/* 537/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
631 */ 541 */
632 542void
633void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 546 return;
547
636 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
638} 550}
639 551
640/* 552/*
641 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
644 */ 556 */
645 557void
646void update_ob_speed(object *op) { 558object::set_speed (float speed)
647 extern int arch_init; 559{
648 560 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 561 {
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 563 speed = 0;
659#endif
660 } 564 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 565
669 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
670 * of the list. */ 567
671 op->active_next = active_objects; 568 if (has_active_speed ())
672 if (op->active_next!=NULL) 569 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 570 else
677 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694} 572}
695 573
696/* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704void remove_from_active_list(object *op)
705{
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 574/*
725 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 578 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
732 * 582 *
733 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 584 * current action are:
739 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
744 */ 590 */
745 591void
746void update_object(object *op, int action) { 592update_object (object *op, int action)
747 int update_now=0, flags; 593{
748 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
749 595
750 if (op == NULL) { 596 if (op == NULL)
597 {
751 /* this should never happen */ 598 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 600 return;
754 }
755 601 }
756 if(op->env!=NULL) { 602
603 if (op->env)
604 {
757 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
758 * to do in this case. 606 * to do in this case.
759 */ 607 */
760 return; 608 return;
761 } 609 }
762 610
763 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 612 * going to get freed anyways.
765 */ 613 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
767 615 return;
616
768 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 621#ifdef MANY_CORES
773 abort(); 622 abort ();
774#endif 623#endif
775 return; 624 return;
776 }
777 625 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
785 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
804 642 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 644 * to have move_allow right now.
807 */ 645 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 648 m.flags_ = 0;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 649 }
814 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 652 * that is being removed.
817 */ 653 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 655 m.flags_ = 0;
820 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
822 }
823 else { 658 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 660
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 661 if (op->more)
833 update_object(op->more, action); 662 update_object (op->more, action);
834} 663}
835 664
836static std::vector<object *> mortals; 665object *object::first;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844}
845 666
846object::object () 667object::object ()
847{ 668{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
859 670
860 expmul = 1.0; 671 expmul = 1.0;
861 face = blank_face; 672 face = blank_face;
862 attacked_by_count = -1;
863} 673}
864 674
865object::~object () 675object::~object ()
866{ 676{
677 free_key_values (this);
867} 678}
868 679
869object *object::create () 680void object::link ()
870{ 681{
871 return new object; 682 count = ++ob_count;
872} 683 uuid = gen_uuid ();
873 684
874/*
875 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for
879 * this function to succeed.
880 *
881 * If free_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground.
883 */
884void
885object::free (bool free_inventory)
886{
887 if (!QUERY_FLAG (this, FLAG_REMOVED))
888 {
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 {
898 LOG (llevMonster, "Warning: tried to free friendly object.\n");
899 remove_friendly_object (this);
900 }
901
902 if (QUERY_FLAG (this, FLAG_FREED))
903 {
904 dump_object (this);
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
906 return;
907 }
908
909 if (more)
910 {
911 more->free (free_inventory);
912 more = 0;
913 }
914
915 if (inv)
916 {
917 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects
919 * drop on that space.
920 */
921 if (free_inventory || !map
922 || map->in_memory != MAP_IN_MEMORY
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv;
926
927 while (op)
928 {
929 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory);
932 op = tmp;
933 }
934 }
935 else
936 { /* Put objects in inventory onto this space */
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 remove_ob (op);
943
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
947 free_object (op);
948 else
949 {
950 op->x = x;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 }
954
955 op = tmp;
956 }
957 }
958 }
959
960 /* Remove object from the active list */
961 speed = 0; 685 prev = 0;
962 update_ob_speed (this); 686 next = object::first;
963 687
964 SET_FLAG (this, FLAG_FREED); 688 if (object::first)
689 object::first->prev = this;
965 690
966 mortalise (); 691 object::first = this;
967} 692}
968 693
969void 694void object::unlink ()
970object::mortalise ()
971{ 695{
972 count = 0; 696 if (this == object::first)
697 object::first = next;
973 698
974 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
975 if (prev) prev->next = next; 700 if (prev) prev->next = next;
976 if (next) next->prev = prev; 701 if (next) next->prev = prev;
977 if (this == objects) objects = next;
978 702
979 free_key_values (this); 703 prev = 0;
704 next = 0;
705}
980 706
981 mortals.push_back (this); 707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
793/*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
828
829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
838 }
839}
840
841object *object::create ()
842{
843 object *op = new object;
844 op->link ();
845 return op;
846}
847
848void
849object::do_destroy ()
850{
851 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this);
853
854 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this);
856
857 if (!flag [FLAG_REMOVED])
858 remove ();
859
860 if (flag [FLAG_FREED])
861 return;
862
863 set_speed (0);
864
865 flag [FLAG_FREED] = 1;
866
867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
886 }
887
888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
892
893 head = 0;
894
895 if (more)
896 {
897 more->destroy ();
898 more = 0;
899 }
900
901 // clear those pointers that likely might have circular references to us
902 owner = 0;
903 enemy = 0;
904 attacked_by = 0;
905
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
908}
909
910void
911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
915
916 if (destroy_inventory)
917 destroy_inv (false);
918
919 attachable::destroy ();
982} 920}
983 921
984/* 922/*
985 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
987 */ 925 */
988 926void
989void sub_weight (object *op, signed long weight) { 927sub_weight (object *op, signed long weight)
928{
990 while (op != NULL) { 929 while (op != NULL)
930 {
991 if (op->type == CONTAINER) { 931 if (op->type == CONTAINER)
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 933
994 op->carrying-=weight; 934 op->carrying -= weight;
995 op = op->env; 935 op = op->env;
996 } 936 }
997} 937}
998 938
999/* remove_ob(op): 939/* op->remove ():
1000 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1002 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 944 * the previous environment.
1005 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
1006 */ 946 */
1007 947void
1008void remove_ob(object *op) { 948object::remove ()
949{
1009 object *tmp,*last=NULL; 950 object *tmp, *last = 0;
1010 object *otmp; 951 object *otmp;
1011 tag_t tag;
1012 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 952
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1018 dump_object(op); 954 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 955
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
1037 958
959 if (more)
960 more->remove ();
961
1038 /* 962 /*
1039 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1040 * inventory. 964 * inventory.
1041 */ 965 */
1042 if(op->env!=NULL) { 966 if (env)
967 {
1043 if(op->nrof) 968 if (nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 969 sub_weight (env, weight * nrof);
1045 else 970 else
1046 sub_weight(op->env, op->weight+op->carrying); 971 sub_weight (env, weight + carrying);
1047 972
1048 /* NO_FIX_PLAYER is set when a great many changes are being 973 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 975 * to save cpu time.
1051 */ 976 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 978 otmp->update_stats ();
1054 fix_player(otmp);
1055 979
1056 if(op->above!=NULL) 980 if (above)
1057 op->above->below=op->below; 981 above->below = below;
1058 else 982 else
1059 op->env->inv=op->below; 983 env->inv = below;
1060 984
1061 if(op->below!=NULL) 985 if (below)
1062 op->below->above=op->above; 986 below->above = above;
1063 987
1064 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
991 */
992 x = env->x, y = env->y;
993 map = env->map;
994 above = 0, below = 0;
995 env = 0;
996 }
997 else if (map)
998 {
999 if (type == PLAYER)
1000 {
1001 --map->players;
1002 map->touch ();
1003 }
1004
1005 map->dirty = true;
1006
1007 /* link the object above us */
1008 if (above)
1009 above->below = below;
1010 else
1011 map->at (x, y).top = below; /* we were top, set new top */
1012
1013 /* Relink the object below us, if there is one */
1014 if (below)
1015 below->above = above;
1016 else
1017 {
1018 /* Nothing below, which means we need to relink map object for this space
1019 * use translated coordinates in case some oddness with map tiling is
1020 * evident
1067 */ 1021 */
1068 op->x=op->env->x,op->y=op->env->y; 1022 if (GET_MAP_OB (map, x, y) != this)
1069 op->map=op->env->map; 1023 {
1070 op->above=NULL,op->below=NULL; 1024 char *dump = dump_object (this);
1071 op->env=NULL; 1025 LOG (llevError,
1026 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1027 free (dump);
1028 dump = dump_object (GET_MAP_OB (map, x, y));
1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1031 }
1032
1033 map->at (x, y).bot = above; /* goes on above it. */
1034 }
1035
1036 above = 0;
1037 below = 0;
1038
1039 if (map->in_memory == MAP_SAVING)
1072 return; 1040 return;
1073 }
1074 1041
1075 /* If we get here, we are removing it from a map */ 1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1076 if (op->map == NULL) return;
1077 1043
1078 x = op->x; 1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1079 y = op->y;
1080 m = get_map_from_coord(op->map, &x, &y);
1081
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095
1096 /* Re did the following section of code - it looks like it had
1097 * lots of logic for things we no longer care about
1098 */
1099
1100 /* link the object above us */
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */
1114 if(GET_MAP_OB(m,x,y)!=op) {
1115 dump_object(op);
1116 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);
1117 dump_object(GET_MAP_OB(m,x,y));
1118 LOG(llevError,"%s\n",errmsg);
1119 } 1045 {
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1131 /* No point updating the players look faces if he is the object 1046 /* No point updating the players look faces if he is the object
1132 * being removed. 1047 * being removed.
1133 */ 1048 */
1134 1049
1135 if(tmp->type==PLAYER && tmp!=op) { 1050 if (tmp->type == PLAYER && tmp != this)
1051 {
1136 /* If a container that the player is currently using somehow gets 1052 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1053 * removed (most likely destroyed), update the player view
1138 * appropriately. 1054 * appropriately.
1139 */ 1055 */
1140 if (tmp->container==op) { 1056 if (tmp->container == this)
1141 CLEAR_FLAG(op, FLAG_APPLIED); 1057 {
1058 flag [FLAG_APPLIED] = 0;
1142 tmp->container=NULL; 1059 tmp->container = 0;
1060 }
1061
1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1143 } 1064 }
1144 tmp->contr->socket.update_look=1; 1065
1145 }
1146 /* See if player moving off should effect something */ 1066 /* See if object moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) && 1067 if (check_walk_off
1068 && ((move_type & tmp->move_off)
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 1070 {
1150 move_apply(tmp, op, NULL); 1071 move_apply (tmp, this, 0);
1072
1151 if (was_destroyed (op, tag)) { 1073 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 } 1075 }
1155 }
1156 1076
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1159 if(tmp->above == tmp) 1079 if (tmp->above == tmp)
1160 tmp->above = NULL; 1080 tmp->above = 0;
1081
1161 last=tmp; 1082 last = tmp;
1162 } 1083 }
1084
1163 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1164 if (last==NULL) { 1086 //TODO: this makes little sense, why only update the topmost object?
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1087 if (!last)
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1088 map->at (x, y).flags_ = 0;
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y);
1172 }
1173 else 1089 else
1174 update_object(last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1175 1091
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los(op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1178 1094 }
1179} 1095}
1180 1096
1181/* 1097/*
1182 * merge_ob(op,top): 1098 * merge_ob(op,top):
1183 * 1099 *
1184 * This function goes through all objects below and including top, and 1100 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1101 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1102 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1103 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1104 */
1189 1105object *
1190object *merge_ob(object *op, object *top) { 1106merge_ob (object *op, object *top)
1107{
1191 if(!op->nrof) 1108 if (!op->nrof)
1192 return 0; 1109 return 0;
1193 if(top==NULL) 1110
1111 if (top)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1114
1195 for(;top!=NULL;top=top->below) { 1115 for (; top; top = top->below)
1116 {
1196 if(top==op) 1117 if (top == op)
1197 continue; 1118 continue;
1198 if (CAN_MERGE(op,top)) 1119
1199 { 1120 if (object::can_merge (op, top))
1121 {
1200 top->nrof+=op->nrof; 1122 top->nrof += op->nrof;
1123
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1126 op->destroy ();
1204 free_object(op);
1205 return top; 1127 return top;
1206 } 1128 }
1207 } 1129 }
1130
1208 return NULL; 1131 return 0;
1209} 1132}
1210 1133
1211/* 1134/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1214 */ 1137 */
1138object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216 object* tmp; 1140{
1217 if (op->head) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 op=op->head; 1142 {
1219 for (tmp=op;tmp;tmp=tmp->more){
1220 tmp->x=x+tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1222 } 1145 }
1146
1223 return insert_ob_in_map (op, m, originator, flag); 1147 return insert_ob_in_map (op, m, originator, flag);
1224} 1148}
1225 1149
1226/* 1150/*
1227 * insert_ob_in_map (op, map, originator, flag): 1151 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1152 * This function inserts the object in the two-way linked list
1241 * Return value: 1165 * Return value:
1242 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1168 * just 'op' otherwise
1245 */ 1169 */
1246 1170object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1172{
1249 object *tmp, *top, *floor=NULL; 1173 object *tmp, *top, *floor = NULL;
1250 sint16 x,y; 1174 sint16 x, y;
1251 1175
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1176 if (QUERY_FLAG (op, FLAG_FREED))
1177 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL; 1179 return NULL;
1180 }
1181
1182 if (!m)
1255 } 1183 {
1256 if(m==NULL) {
1257 dump_object(op); 1184 char *dump = dump_object (op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186 free (dump);
1259 return op; 1187 return op;
1260 } 1188 }
1189
1261 if(out_of_map(m,op->x,op->y)) { 1190 if (out_of_map (m, op->x, op->y))
1191 {
1262 dump_object(op); 1192 char *dump = dump_object (op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1264#ifdef MANY_CORES 1194#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted. 1197 * improperly inserted.
1268 */ 1198 */
1269 abort(); 1199 abort ();
1270#endif 1200#endif
1201 free (dump);
1271 return op; 1202 return op;
1272 } 1203 }
1204
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1206 {
1274 dump_object(op); 1207 char *dump = dump_object (op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1276 return op; 1210 return op;
1211 }
1212
1213 if (op->more)
1277 } 1214 {
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1280 1216
1281 object *more = op->more; 1217 object *more = op->more;
1282 1218
1283 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1284 * we set the map, that doesn't work if the location is within 1220 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate 1221 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1287 */ 1223 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1289 more->map = get_map_from_coord(m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1290 } else if (!more->map) { 1226 else if (!more->map)
1227 {
1291 /* For backwards compatibility - when not dealing with tiled maps, 1228 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent. 1229 * more->map should always point to the parent.
1293 */ 1230 */
1294 more->map = m; 1231 more->map = m;
1295 } 1232 }
1296 1233
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1235 {
1298 if ( ! op->head) 1236 if (!op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1238
1300 return NULL; 1239 return 0;
1301 } 1240 }
1302 } 1241 }
1242
1303 CLEAR_FLAG(op,FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1304 1244
1305 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work 1247 * need extra work
1308 */ 1248 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y); 1249 op->map = get_map_from_coord (m, &op->x, &op->y);
1310 x = op->x; 1250 x = op->x;
1311 y = op->y; 1251 y = op->y;
1312 1252
1313 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1314 */ 1254 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) { 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1317 if (CAN_MERGE(op,tmp)) { 1257 if (object::can_merge (op, tmp))
1258 {
1318 op->nrof+=tmp->nrof; 1259 op->nrof += tmp->nrof;
1319 remove_ob(tmp); 1260 tmp->destroy ();
1320 free_object(tmp); 1261 }
1262
1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1265
1266 if (!QUERY_FLAG (op, FLAG_ALIVE))
1267 CLEAR_FLAG (op, FLAG_NO_STEAL);
1268
1269 if (flag & INS_BELOW_ORIGINATOR)
1270 {
1271 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1272 {
1273 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1274 abort ();
1275 }
1276
1277 op->above = originator;
1278 op->below = originator->below;
1279
1280 if (op->below)
1281 op->below->above = op;
1282 else
1283 op->ms ().bot = op;
1284
1285 /* since *below* originator, no need to update top */
1286 originator->below = op;
1287 }
1288 else
1289 {
1290 /* If there are other objects, then */
1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1292 {
1293 object *last = 0;
1294
1295 /*
1296 * If there are multiple objects on this space, we do some trickier handling.
1297 * We've already dealt with merging if appropriate.
1298 * Generally, we want to put the new object on top. But if
1299 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1300 * floor, we want to insert above that and no further.
1301 * Also, if there are spell objects on this space, we stop processing
1302 * once we get to them. This reduces the need to traverse over all of
1303 * them when adding another one - this saves quite a bit of cpu time
1304 * when lots of spells are cast in one area. Currently, it is presumed
1305 * that flying non pickable objects are spell objects.
1306 */
1307 while (top)
1308 {
1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1310 floor = top;
1311
1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1313 {
1314 /* We insert above top, so we want this object below this */
1315 top = top->below;
1316 break;
1317 }
1318
1319 last = top;
1320 top = top->above;
1321 } 1321 }
1322 }
1323 1322
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 /* Don't want top to be NULL, so set it to the last valid object */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1324 top = last;
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328 1325
1329 if (flag & INS_BELOW_ORIGINATOR) { 1326 /* We let update_position deal with figuring out what the space
1330 if (originator->map != op->map || originator->x != op->x || 1327 * looks like instead of lots of conditions here.
1331 originator->y != op->y) { 1328 * makes things faster, and effectively the same result.
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1333 abort();
1334 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else {
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /* 1329 */
1346 * If there are multiple objects on this space, we do some trickier handling. 1330
1347 * We've already dealt with merging if appropriate. 1331 /* Have object 'fall below' other objects that block view.
1348 * Generally, we want to put the new object on top. But if 1332 * Unless those objects are exits, type 66
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1333 * If INS_ON_TOP is used, don't do this processing
1350 * floor, we want to insert above that and no further. 1334 * Need to find the object that in fact blocks view, otherwise
1351 * Also, if there are spell objects on this space, we stop processing 1335 * stacking is a bit odd.
1352 * once we get to them. This reduces the need to traverse over all of 1336 */
1353 * them when adding another one - this saves quite a bit of cpu time 1337 if (!(flag & INS_ON_TOP) &&
1354 * when lots of spells are cast in one area. Currently, it is presumed 1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1355 * that flying non pickable objects are spell objects. 1339 {
1340 for (last = top; last != floor; last = last->below)
1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1342 break;
1343 /* Check to see if we found the object that blocks view,
1344 * and make sure we have a below pointer for it so that
1345 * we can get inserted below this one, which requires we
1346 * set top to the object below us.
1356 */ 1347 */
1357 1348 if (last && last->below && last != floor)
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above; 1349 top = last->below;
1371 } 1350 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */ 1351 } /* If objects on this space */
1352
1399 if (flag & INS_MAP_LOAD) 1353 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y); 1354 top = GET_MAP_TOP (op->map, op->x, op->y);
1355
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1356 if (flag & INS_ABOVE_FLOOR_ONLY)
1357 top = floor;
1402 1358
1403 /* Top is the object that our object (op) is going to get inserted above. 1359 /* Top is the object that our object (op) is going to get inserted above.
1404 */ 1360 */
1405 1361
1406 /* First object on this space */ 1362 /* First object on this space */
1407 if (!top) { 1363 if (!top)
1364 {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1366
1367 if (op->above)
1409 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1410 op->below = NULL; 1370 op->below = 0;
1411 SET_MAP_OB(op->map, op->x, op->y, op); 1371 op->ms ().bot = op;
1372 }
1373 else
1412 } else { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1413 op->above = top->above; 1375 op->above = top->above;
1376
1377 if (op->above)
1414 if (op->above) op->above->below = op; 1378 op->above->below = op;
1379
1415 op->below = top; 1380 op->below = top;
1416 top->above = op; 1381 top->above = op;
1417 } 1382 }
1383
1418 if (op->above==NULL) 1384 if (!op->above)
1419 SET_MAP_TOP(op->map,op->x, op->y, op); 1385 op->ms ().top = op;
1420 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1421 1387
1422 if(op->type==PLAYER) 1388 if (op->type == PLAYER)
1389 {
1423 op->contr->do_los=1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1424 1394
1395 op->map->dirty = true;
1396
1425 /* If we have a floor, we know the player, if any, will be above 1397 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1427 */ 1399 */
1428 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1401 if (object *pl = op->ms ().player ())
1430 if (tmp->type == PLAYER) 1402 if (pl->contr->ns)
1431 tmp->contr->socket.update_look=1; 1403 pl->contr->ns->floorbox_update ();
1432 }
1433 1404
1434 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1441 * of effect may be sufficient. 1412 * of effect may be sufficient.
1442 */ 1413 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1445 1416
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1449 1419
1420 INVOKE_OBJECT (INSERT, op);
1450 1421
1451 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1453 * 1424 *
1454 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object(). 1428 * update_object().
1458 */ 1429 */
1459 1430
1460 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1433 {
1463 if (check_move_on(op, originator)) 1434 if (check_move_on (op, originator))
1464 return NULL; 1435 return 0;
1465 1436
1466 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1438 * walk on's.
1468 */ 1439 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1471 return NULL; 1442 return 0;
1472 } 1443 }
1444
1473 return op; 1445 return op;
1474} 1446}
1475 1447
1476/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1479 */ 1451 */
1452void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1481 object *tmp; 1454{
1482 object *tmp1; 1455 object *tmp, *tmp1;
1483 1456
1484 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1485 1458
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1461 tmp->destroy ();
1489 free_object(tmp);
1490 }
1491 }
1492 1462
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1464
1495 1465 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1466 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1474}
1499 1475
1500/* 1476/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1481 * global static errmsg array.
1506 */ 1482 */
1507 1483object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1484get_split_ob (object *orig_ob, uint32 nr)
1485{
1509 object *newob; 1486 object *newob;
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1488
1512 if(orig_ob->nrof<nr) { 1489 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1490 {
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1515 return NULL; 1492 return NULL;
1516 } 1493 }
1494
1517 newob = object_create_clone(orig_ob); 1495 newob = object_create_clone (orig_ob);
1496
1518 if((orig_ob->nrof-=nr)<1) { 1497 if ((orig_ob->nrof -= nr) < 1)
1519 if ( ! is_removed) 1498 orig_ob->destroy (1);
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) { 1499 else if (!is_removed)
1500 {
1524 if(orig_ob->env!=NULL) 1501 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504 {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1505 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n"); 1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL; 1507 return NULL;
1531 } 1508 }
1532 } 1509 }
1510
1533 newob->nrof=nr; 1511 newob->nrof = nr;
1534 1512
1535 return newob; 1513 return newob;
1536} 1514}
1537 1515
1538/* 1516/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1517 * decrease_ob_nr(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1542 * 1520 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1522 */
1545 1523
1524object *
1546object *decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1547{ 1526{
1548 object *tmp; 1527 object *tmp;
1549 player *pl;
1550 1528
1551 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1530 return op;
1553 1531
1554 if (i > op->nrof) 1532 if (i > op->nrof)
1555 i = op->nrof; 1533 i = op->nrof;
1556 1534
1557 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1536 op->nrof -= i;
1537 else if (op->env)
1538 {
1539 /* is this object in the players inventory, or sub container
1540 * therein?
1541 */
1542 tmp = op->in_player ();
1543 /* nope. Is this a container the player has opened?
1544 * If so, set tmp to that player.
1545 * IMO, searching through all the players will mostly
1546 * likely be quicker than following op->env to the map,
1547 * and then searching the map for a player.
1548 */
1549 if (!tmp)
1550 for_all_players (pl)
1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1554 break;
1555 }
1556
1557 if (i < op->nrof)
1558 {
1559 sub_weight (op->env, op->weight * i);
1560 op->nrof -= i;
1561 if (tmp)
1562 esrv_send_item (tmp, op);
1563 }
1564 else
1565 {
1566 op->remove ();
1567 op->nrof = 0;
1568 if (tmp)
1569 esrv_del_item (tmp->contr, op->count);
1570 }
1558 { 1571 }
1572 else
1573 {
1574 object *above = op->above;
1575
1576 if (i < op->nrof)
1559 op->nrof -= i; 1577 op->nrof -= i;
1560 } 1578 else
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */
1566 tmp = is_player_inv (op->env);
1567 /* nope. Is this a container the player has opened?
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 } 1579 {
1579
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op); 1580 op->remove ();
1588 op->nrof = 0; 1581 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 } 1582 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597 1583
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */ 1584 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1585 for (tmp = above; tmp; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1586 if (tmp->type == PLAYER)
1587 {
1607 if (op->nrof) 1588 if (op->nrof)
1608 esrv_send_item(tmp, op); 1589 esrv_send_item (tmp, op);
1609 else 1590 else
1610 esrv_del_item(tmp->contr, op->count); 1591 esrv_del_item (tmp->contr, op->count);
1611 } 1592 }
1612 } 1593 }
1613 1594
1614 if (op->nrof) { 1595 if (op->nrof)
1615 return op; 1596 return op;
1616 } else { 1597 else
1617 free_object (op); 1598 {
1599 op->destroy ();
1618 return NULL; 1600 return 0;
1619 } 1601 }
1620} 1602}
1621 1603
1622/* 1604/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1606 * and also updates how much the environment(s) is/are carrying.
1625 */ 1607 */
1626 1608
1609void
1627void add_weight (object *op, signed long weight) { 1610add_weight (object *op, signed long weight)
1611{
1628 while (op!=NULL) { 1612 while (op != NULL)
1613 {
1629 if (op->type == CONTAINER) { 1614 if (op->type == CONTAINER)
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1615 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1616
1632 op->carrying+=weight; 1617 op->carrying += weight;
1633 op=op->env; 1618 op = op->env;
1634 } 1619 }
1635} 1620}
1636 1621
1622object *
1623insert_ob_in_ob (object *op, object *where)
1624{
1625 if (!where)
1626 {
1627 char *dump = dump_object (op);
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump);
1630 return op;
1631 }
1632
1633 if (where->head)
1634 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head;
1637 }
1638
1639 return where->insert (op);
1640}
1641
1637/* 1642/*
1638 * insert_ob_in_ob(op,environment): 1643 * env->insert (op)
1639 * This function inserts the object op in the linked list 1644 * This function inserts the object op in the linked list
1640 * inside the object environment. 1645 * inside the object environment.
1641 * 1646 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * The function returns now pointer to inserted item, and return value can 1647 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1648 * be != op, if items are merged. -Tero
1649 */ 1649 */
1650 1650
1651object *insert_ob_in_ob(object *op,object *where) { 1651object *
1652object::insert (object *op)
1653{
1652 object *tmp, *otmp; 1654 object *tmp, *otmp;
1653 1655
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1655 dump_object(op); 1657 op->remove ();
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1658
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) { 1659 if (op->more)
1660 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1662 return op;
1673 } 1663 }
1664
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1667 if (op->nrof)
1668 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1670 if (object::can_merge (tmp, op))
1671 {
1679 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1673 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1684 */ 1677 */
1685 add_weight (where, op->weight*op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1688 op = tmp; 1681 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1684 break;
1692 } 1685 }
1693 1686
1694 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1689 * (if it was possible to merge). calling remove_ob will subtract
1697 * the weight, so we need to add it in again, since we actually do 1690 * the weight, so we need to add it in again, since we actually do
1698 * the linking below 1691 * the linking below
1699 */ 1692 */
1700 add_weight (where, op->weight*op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1694 }
1701 } else 1695 else
1702 add_weight (where, (op->weight+op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1703 1697
1704 otmp=is_player_inv(where); 1698 otmp = this->in_player ();
1705 if (otmp&&otmp->contr!=NULL) { 1699 if (otmp && otmp->contr)
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1701 otmp->update_stats ();
1708 }
1709 1702
1710 op->map=NULL; 1703 op->map = 0;
1711 op->env=where; 1704 op->env = this;
1712 op->above=NULL; 1705 op->above = 0;
1713 op->below=NULL; 1706 op->below = 0;
1714 op->x=0,op->y=0; 1707 op->x = 0, op->y = 0;
1715 1708
1716 /* reset the light list and los of the players on the map */ 1709 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1710 if ((op->glow_radius != 0) && map)
1718 { 1711 {
1719#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1715 if (map->darkness)
1716 update_all_los (map, x, y);
1724 } 1717 }
1725 1718
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1727 * It sure simplifies this function... 1720 * It sure simplifies this function...
1728 */ 1721 */
1729 if (where->inv==NULL) 1722 if (!inv)
1730 where->inv=op; 1723 inv = op;
1731 else { 1724 else
1725 {
1732 op->below = where->inv; 1726 op->below = inv;
1733 op->below->above = op; 1727 op->below->above = op;
1734 where->inv = op; 1728 inv = op;
1735 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1736 return op; 1733 return op;
1737} 1734}
1738 1735
1739/* 1736/*
1740 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1754 * 1751 *
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1754 * on top.
1758 */ 1755 */
1759 1756int
1760int check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1761{ 1758{
1762 object *tmp; 1759 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1760 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1761 int x = op->x, y = op->y;
1762
1766 MoveType move_on, move_slow, move_block; 1763 MoveType move_on, move_slow, move_block;
1767 1764
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1765 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1766 return 0;
1770 1767
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1768 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1769 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1771
1777 /* if nothing on this space will slow op down or be applied, 1772 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1773 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1774 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1775 * as walking.
1781 */ 1776 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1777 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 1778 return 0;
1784 1779
1785 /* This is basically inverse logic of that below - basically, 1780 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 1781 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is 1782 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 1783 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1784 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 1785 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1786 return 0;
1792 1787
1793 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
1795 */ 1790 */
1796 1791
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 1793 {
1799 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 1796 * we don't need to check all of them.
1802 */ 1797 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1798 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1799 break;
1800 }
1801
1802 for (; tmp; tmp = tmp->below)
1804 } 1803 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1804 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1805 continue; /* Can't apply yourself */
1807 1806
1808 /* Check to see if one of the movement types should be slowed down. 1807 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1808 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1809 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually 1810 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty. 1811 * swim on that space, can't use it to avoid the penalty.
1813 */ 1812 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1813 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1814 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1816 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1817 {
1818 1818
1819 float diff; 1819 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1820 diff = tmp->move_slow_penalty * FABS (op->speed);
1821
1822 if (op->type == PLAYER) { 1822 if (op->type == PLAYER)
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1823 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1824 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1825 diff /= 4.0;
1826 } 1826
1827 }
1828 op->speed_left -= diff; 1827 op->speed_left -= diff;
1829 } 1828 }
1830 } 1829 }
1831 1830
1832 /* Basically same logic as above, except now for actual apply. */ 1831 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1832 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1833 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 1834 {
1837 move_apply(tmp, op, originator); 1835 move_apply (tmp, op, originator);
1836
1838 if (was_destroyed (op, tag)) 1837 if (op->destroyed ())
1839 return 1; 1838 return 1;
1840 1839
1841 /* what the person/creature stepped onto has moved the object 1840 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1841 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1842 * have a feeling strange problems would result.
1844 */ 1843 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 1844 if (op->map != m || op->x != x || op->y != y)
1845 return 0;
1846 } 1846 }
1847 } 1847 }
1848
1848 return 0; 1849 return 0;
1849} 1850}
1850 1851
1851/* 1852/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1855 */ 1856 */
1856 1857object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1858present_arch (const archetype *at, maptile *m, int x, int y)
1858 object *tmp; 1859{
1859 if(m==NULL || out_of_map(m,x,y)) { 1860 if (!m || out_of_map (m, x, y))
1861 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1863 return NULL;
1862 } 1864 }
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if(tmp->arch == at) 1867 if (tmp->arch == at)
1865 return tmp; 1868 return tmp;
1869
1866 return NULL; 1870 return NULL;
1867} 1871}
1868 1872
1869/* 1873/*
1870 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
1873 */ 1877 */
1874 1878object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1879present (unsigned char type, maptile *m, int x, int y)
1876 object *tmp; 1880{
1877 if(out_of_map(m,x,y)) { 1881 if (out_of_map (m, x, y))
1882 {
1878 LOG(llevError,"Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1884 return NULL;
1880 } 1885 }
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if(tmp->type==type) 1888 if (tmp->type == type)
1883 return tmp; 1889 return tmp;
1890
1884 return NULL; 1891 return NULL;
1885} 1892}
1886 1893
1887/* 1894/*
1888 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
1891 */ 1898 */
1892 1899object *
1893object *present_in_ob(unsigned char type, const object *op) { 1900present_in_ob (unsigned char type, const object *op)
1894 object *tmp; 1901{
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 1903 if (tmp->type == type)
1897 return tmp; 1904 return tmp;
1905
1898 return NULL; 1906 return NULL;
1899} 1907}
1900 1908
1901/* 1909/*
1902 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1918 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1919 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1920 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1921 * to be unique.
1914 */ 1922 */
1915 1923object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 1924present_in_ob_by_name (int type, const char *str, const object *op)
1917 object *tmp; 1925{
1918
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1928 return tmp;
1922 } 1929
1923 return NULL; 1930 return 0;
1924} 1931}
1925 1932
1926/* 1933/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
1930 */ 1937 */
1931 1938object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 1939present_arch_in_ob (const archetype *at, const object *op)
1933 object *tmp; 1940{
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 1942 if (tmp->arch == at)
1936 return tmp; 1943 return tmp;
1944
1937 return NULL; 1945 return NULL;
1938} 1946}
1939 1947
1940/* 1948/*
1941 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
1942 */ 1950 */
1951void
1943void flag_inv(object*op, int flag){ 1952flag_inv (object *op, int flag)
1944 object *tmp; 1953{
1945 if(op->inv) 1954 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1956 {
1947 SET_FLAG(tmp, flag); 1957 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 1958 flag_inv (tmp, flag);
1949 } 1959 }
1960}
1961
1950}/* 1962/*
1951 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
1952 */ 1964 */
1965void
1953void unflag_inv(object*op, int flag){ 1966unflag_inv (object *op, int flag)
1954 object *tmp; 1967{
1955 if(op->inv) 1968 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 {
1957 CLEAR_FLAG(tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 1972 unflag_inv (tmp, flag);
1959 } 1973 }
1960} 1974}
1961 1975
1962/* 1976/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
1967 */ 1981 */
1968 1982void
1969void set_cheat(object *op) { 1983set_cheat (object *op)
1984{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
1972} 1987}
1973 1988
1974/* 1989/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 1990 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain 1991 * a spot at the given map and coordinates which will be able to contain
1990 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
1991 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 2008 * customized, changed states, etc.
1994 */ 2009 */
1995 2010int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012{
1997 int i,index=0, flag; 2013 int index = 0, flag;
1998 static int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
1999 2015
2000 for(i=start;i<stop;i++) { 2016 for (int i = start; i < stop; i++)
2017 {
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2002 if(!flag) 2019 if (!flag)
2003 altern[index++]=i; 2020 altern [index++] = i;
2004 2021
2005 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2012 */ 2029 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 2031 stop = maxfree[i];
2015 } 2032 }
2016 if(!index) return -1; 2033
2034 if (!index)
2035 return -1;
2036
2017 return altern[RANDOM()%index]; 2037 return altern[RANDOM () % index];
2018} 2038}
2019 2039
2020/* 2040/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 2045 */
2026 2046int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028 int i; 2048{
2029 for(i=0;i<SIZEOFFREE;i++) { 2049 for (int i = 0; i < SIZEOFFREE; i++)
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2051 return i;
2032 } 2052
2033 return -1; 2053 return -1;
2034} 2054}
2035 2055
2036/* 2056/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2039 */ 2060 */
2061static void
2040static void permute(int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2041{ 2063{
2042 int i, j, tmp, len; 2064 arr += begin;
2065 end -= begin;
2043 2066
2044 len = end-begin; 2067 while (--end)
2045 for(i = begin; i < end; i++) 2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2046 {
2047 j = begin+RANDOM()%len;
2048
2049 tmp = arr[i];
2050 arr[i] = arr[j];
2051 arr[j] = tmp;
2052 }
2053} 2069}
2054 2070
2055/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed 2074 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within 2075 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2077 */
2078void
2062void get_search_arr(int *search_arr) 2079get_search_arr (int *search_arr)
2063{ 2080{
2064 int i; 2081 int i;
2065 2082
2066 for(i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2067 {
2068 search_arr[i] = i; 2084 search_arr[i] = i;
2069 }
2070 2085
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2089}
2075 2090
2076/* 2091/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2092 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2093 * given map at the given coordinates for live objects.
2083 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2084 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2101 * there is capable of.
2087 */ 2102 */
2088 2103int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2104find_dir (maptile *m, int x, int y, object *exclude)
2105{
2090 int i,max=SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2107
2091 sint16 nx, ny; 2108 sint16 nx, ny;
2092 object *tmp; 2109 object *tmp;
2093 mapstruct *mp; 2110 maptile *mp;
2111
2094 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2095 2113
2096 if (exclude && exclude->head) { 2114 if (exclude && exclude->head)
2115 {
2097 exclude = exclude->head; 2116 exclude = exclude->head;
2098 move_type = exclude->move_type; 2117 move_type = exclude->move_type;
2099 } else { 2118 }
2119 else
2120 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2121 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2122 move_type = MOVE_ALL;
2123 }
2124
2125 for (i = 1; i < max; i++)
2102 } 2126 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2127 mp = m;
2106 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2108 2130
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2110 if (mflags & P_OUT_OF_MAP) { 2133 if (mflags & P_OUT_OF_MAP)
2134 max = maxfree[i];
2135 else
2136 {
2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2140
2141 if ((move_type & blocked) == move_type)
2111 max = maxfree[i]; 2142 max = maxfree[i];
2112 } else {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2114
2115 if ((move_type & blocked) == move_type) {
2116 max=maxfree[i];
2117 } else if (mflags & P_IS_ALIVE) { 2143 else if (mflags & P_IS_ALIVE)
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2144 {
2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2121 break; 2148 break;
2122 } 2149
2123 }
2124 if(tmp) { 2150 if (tmp)
2125 return freedir[i]; 2151 return freedir[i];
2126 }
2127 } 2152 }
2128 } 2153 }
2129 } 2154 }
2155
2130 return 0; 2156 return 0;
2131} 2157}
2132 2158
2133/* 2159/*
2134 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2161 * distance between the two given objects.
2136 */ 2162 */
2137 2163int
2138int distance(const object *ob1, const object *ob2) { 2164distance (const object *ob1, const object *ob2)
2139 int i; 2165{
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2142 return i;
2143} 2167}
2144 2168
2145/* 2169/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2149 */ 2173 */
2150 2174int
2151int find_dir_2(int x, int y) { 2175find_dir_2 (int x, int y)
2176{
2152 int q; 2177 int q;
2153 2178
2154 if(y) 2179 if (y)
2155 q=x*100/y; 2180 q = x * 100 / y;
2156 else if (x) 2181 else if (x)
2157 q= -300*x; 2182 q = -300 * x;
2158 else 2183 else
2159 return 0; 2184 return 0;
2160 2185
2161 if(y>0) { 2186 if (y > 0)
2187 {
2162 if(q < -242) 2188 if (q < -242)
2163 return 3 ; 2189 return 3;
2164 if (q < -41) 2190 if (q < -41)
2165 return 2 ; 2191 return 2;
2166 if (q < 41) 2192 if (q < 41)
2167 return 1 ; 2193 return 1;
2168 if (q < 242) 2194 if (q < 242)
2169 return 8 ; 2195 return 8;
2170 return 7 ; 2196 return 7;
2171 } 2197 }
2172 2198
2173 if (q < -242) 2199 if (q < -242)
2174 return 7 ; 2200 return 7;
2175 if (q < -41) 2201 if (q < -41)
2176 return 6 ; 2202 return 6;
2177 if (q < 41) 2203 if (q < 41)
2178 return 5 ; 2204 return 5;
2179 if (q < 242) 2205 if (q < 242)
2180 return 4 ; 2206 return 4;
2181 2207
2182 return 3 ; 2208 return 3;
2183} 2209}
2184 2210
2185/* 2211/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2212 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2213 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2214 * "overflow" in previous calculations of a direction).
2189 */ 2215 */
2190 2216
2217int
2191int absdir(int d) { 2218absdir (int d)
2192 while(d<1) d+=8; 2219{
2193 while(d>8) d-=8; 2220 while (d < 1)
2221 d += 8;
2222
2223 while (d > 8)
2224 d -= 8;
2225
2194 return d; 2226 return d;
2195} 2227}
2196 2228
2197/* 2229/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2231 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2232 */
2201 2233
2234int
2202int dirdiff(int dir1, int dir2) { 2235dirdiff (int dir1, int dir2)
2236{
2203 int d; 2237 int d;
2238
2204 d = abs(dir1 - dir2); 2239 d = abs (dir1 - dir2);
2205 if(d>4) 2240 if (d > 4)
2206 d = 8 - d; 2241 d = 8 - d;
2242
2207 return d; 2243 return d;
2208} 2244}
2209 2245
2210/* peterm: 2246/* peterm:
2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2214 * This basically means that if direction is 15, then it could either go 2250 * This basically means that if direction is 15, then it could either go
2215 * direction 4, 14, or 16 to get back to where we are. 2251 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2252 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2253 * functions.
2218 */ 2254 */
2219
2220int reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2261 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2262 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2263 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2264 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2265 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2266 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2267 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2268 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2269 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2270 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2271 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2272 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2273 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2274 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2275 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2276 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2277 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2278 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2279 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2280 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2281 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2282 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2283 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2284 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2285 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2286 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2287 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2288 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2289 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2290 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2291 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2292 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2293 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2294 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2295 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2296 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2297 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2298 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2299 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2300 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2301 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2302 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2303 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2304 {24, 9, -1}
2305}; /* 48 */
2270 2306
2271/* Recursive routine to step back and see if we can 2307/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2310 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2276 */ 2312 */
2277 2313int
2278
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2315{
2280 sint16 dx, dy; 2316 sint16 dx, dy;
2281 int mflags; 2317 int mflags;
2282 2318
2319 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2284 2321
2285 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2323 dy = y + freearr_y[dir];
2287 2324
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2325 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2326
2290 /* This functional arguably was incorrect before - it was 2327 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2328 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2329 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2330 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or 2331 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2332 * at least its move type.
2296 */ 2333 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2334 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2335 return 0;
2298 2336
2299 /* yes, can see. */ 2337 /* yes, can see. */
2300 if(dir < 9) return 1; 2338 if (dir < 9)
2339 return 1;
2340
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2304} 2344}
2305 2345
2306
2307
2308/* 2346/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2347 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be 2348 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2312 * 2350 *
2314 * core dumps if they do. 2352 * core dumps if they do.
2315 * 2353 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2354 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2355 */
2318 2356
2357int
2319int can_pick(const object *who, const object *item) { 2358can_pick (const object *who, const object *item)
2359{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2362 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2363}
2325
2326 2364
2327/* 2365/*
2328 * create clone from object to another 2366 * create clone from object to another
2329 */ 2367 */
2368object *
2330object *object_create_clone (object *asrc) { 2369object_create_clone (object *asrc)
2370{
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2332 2372
2333 if(!asrc) return NULL; 2373 if (!asrc)
2374 return 0;
2375
2334 src = asrc; 2376 src = asrc;
2335 if(src->head) 2377 if (src->head)
2336 src = src->head; 2378 src = src->head;
2337 2379
2338 prev = NULL; 2380 prev = 0;
2339 for(part = src; part; part = part->more) { 2381 for (part = src; part; part = part->more)
2340 tmp = get_object(); 2382 {
2341 copy_object(part,tmp); 2383 tmp = part->clone ();
2342 tmp->x -= src->x; 2384 tmp->x -= src->x;
2343 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2344 if(!part->head) { 2387 if (!part->head)
2388 {
2345 dst = tmp; 2389 dst = tmp;
2346 tmp->head = NULL; 2390 tmp->head = 0;
2391 }
2347 } else { 2392 else
2348 tmp->head = dst; 2393 tmp->head = dst;
2349 } 2394
2350 tmp->more = NULL; 2395 tmp->more = 0;
2396
2351 if(prev) 2397 if (prev)
2352 prev->more = tmp; 2398 prev->more = tmp;
2399
2353 prev = tmp; 2400 prev = tmp;
2354 } 2401 }
2355 /*** copy inventory ***/ 2402
2356 for(item = src->inv; item; item = item->below) { 2403 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2405
2360 return dst; 2406 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2407}
2370 2408
2371/* GROS - Creates an object using a string representing its content. */ 2409/* GROS - Creates an object using a string representing its content. */
2372/* Basically, we save the content of the string to a temp file, then call */ 2410/* Basically, we save the content of the string to a temp file, then call */
2373/* load_object on it. I admit it is a highly inefficient way to make things, */ 2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2374/* but it was simple to make and allows reusing the load_object function. */ 2412/* but it was simple to make and allows reusing the load_object function. */
2375/* Remember not to use load_object_str in a time-critical situation. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2376/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2377 2415object *
2378object* load_object_str(const char *obstr) 2416load_object_str (const char *obstr)
2379{ 2417{
2380 object *op; 2418 object *op;
2381 char filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2420
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2422
2384 FILE *tempfile=fopen(filename,"w"); 2423 FILE *tempfile = fopen (filename, "w");
2424
2385 if (tempfile == NULL) 2425 if (tempfile == NULL)
2386 { 2426 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2428 return NULL;
2389 }; 2429 }
2430
2390 fprintf(tempfile,obstr); 2431 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2432 fclose (tempfile);
2392 2433
2393 op=get_object(); 2434 op = object::create ();
2394 2435
2395 object_thawer thawer (filename); 2436 object_thawer thawer (filename);
2396 2437
2397 if (thawer) 2438 if (thawer)
2398 load_object(thawer,op,0); 2439 load_object (thawer, op, 0);
2399 2440
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2441 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2442 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2443
2403 return op; 2444 return op;
2404} 2445}
2405 2446
2406/* This returns the first object in who's inventory that 2447/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2448 * has the same type and subtype match.
2408 * returns NULL if no match. 2449 * returns NULL if no match.
2409 */ 2450 */
2451object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2453{
2412 object *tmp;
2413
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2455 if (tmp->type == type && tmp->subtype == subtype)
2456 return tmp;
2416 2457
2417 return NULL; 2458 return 0;
2418} 2459}
2419 2460
2420/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL. 2462 * otherwise return NULL.
2422 * 2463 *
2423 * key must be a passed in shared string - otherwise, this won't 2464 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing. 2465 * do the desired thing.
2425 */ 2466 */
2467key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2468get_ob_key_link (const object *ob, const char *key)
2427 key_value * link; 2469{
2428
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2470 for (key_value *link = ob->key_values; link; link = link->next)
2430 if (link->key == key) { 2471 if (link->key == key)
2431 return link; 2472 return link;
2432 } 2473
2433 } 2474 return 0;
2434 2475}
2435 return NULL;
2436}
2437 2476
2438/* 2477/*
2439 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2440 * 2479 *
2441 * The argument doesn't need to be a shared string. 2480 * The argument doesn't need to be a shared string.
2442 * 2481 *
2443 * The returned string is shared. 2482 * The returned string is shared.
2444 */ 2483 */
2484const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2485get_ob_key_value (const object *op, const char *const key)
2486{
2446 key_value * link; 2487 key_value *link;
2447 const char * canonical_key; 2488 shstr_cmp canonical_key (key);
2489
2490 if (!canonical_key)
2448 2491 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2492 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2493 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2494 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2495 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2496 */
2457 return NULL; 2497 return 0;
2458 } 2498 }
2459 2499
2460 /* This is copied from get_ob_key_link() above - 2500 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2501 * only 4 lines, and saves the function call overhead.
2462 */ 2502 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2503 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2504 if (link->key == canonical_key)
2465 return link->value; 2505 return link->value;
2466 } 2506
2467 } 2507 return 0;
2468 return NULL;
2469} 2508}
2470 2509
2471 2510
2472/* 2511/*
2473 * Updates the canonical_key in op to value. 2512 * Updates the canonical_key in op to value.
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2516 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys. 2517 * keys.
2479 * 2518 *
2480 * Returns TRUE on success. 2519 * Returns TRUE on success.
2481 */ 2520 */
2521int
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2523{
2483 key_value * field = NULL, *last=NULL; 2524 key_value *field = NULL, *last = NULL;
2484 2525
2485 for (field=op->key_values; field != NULL; field=field->next) { 2526 for (field = op->key_values; field != NULL; field = field->next)
2527 {
2486 if (field->key != canonical_key) { 2528 if (field->key != canonical_key)
2529 {
2487 last = field; 2530 last = field;
2488 continue; 2531 continue;
2489 } 2532 }
2490 2533
2491 if (value) 2534 if (value)
2492 field->value = value; 2535 field->value = value;
2493 else { 2536 else
2537 {
2494 /* Basically, if the archetype has this key set, 2538 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2539 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2540 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2541 * we get this value back again.
2498 */ 2542 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2543 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2544 field->value = 0;
2545 else
2546 {
2547 if (last)
2548 last->next = field->next;
2501 else 2549 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2550 op->key_values = field->next;
2505 2551
2506 delete field; 2552 delete field;
2507 } 2553 }
2508 } 2554 }
2509 return TRUE; 2555 return TRUE;
2510 } 2556 }
2511 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2512 2558
2513 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2514 2560
2515 if (!add_key) { 2561 if (!add_key)
2516 return FALSE; 2562 return FALSE;
2517 } 2563
2518 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2522 * should pass in "" 2568 * should pass in ""
2523 */ 2569 */
2524 if (value == NULL) return TRUE; 2570 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE; 2571 return TRUE;
2572
2573 field = new key_value;
2574
2575 field->key = canonical_key;
2576 field->value = value;
2577 /* Usual prepend-addition. */
2578 field->next = op->key_values;
2579 op->key_values = field;
2580
2581 return TRUE;
2535} 2582}
2536 2583
2537/* 2584/*
2538 * Updates the key in op to value. 2585 * Updates the key in op to value.
2539 * 2586 *
2541 * and not add new ones. 2588 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key 2589 * In general, should be little reason FALSE is ever passed in for add_key
2543 * 2590 *
2544 * Returns TRUE on success. 2591 * Returns TRUE on success.
2545 */ 2592 */
2593int
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2594set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{ 2595{
2548 shstr key_ (key); 2596 shstr key_ (key);
2597
2549 return set_ob_key_value_s (op, key_, value, add_key); 2598 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2599}
2600
2601object::depth_iterator::depth_iterator (object *container)
2602: iterator_base (container)
2603{
2604 while (item->inv)
2605 item = item->inv;
2606}
2607
2608void
2609object::depth_iterator::next ()
2610{
2611 if (item->below)
2612 {
2613 item = item->below;
2614
2615 while (item->inv)
2616 item = item->inv;
2617 }
2618 else
2619 item = item->env;
2620}
2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2651// return a suitable string describing an object in enough detail to find it
2652const char *
2653object::debug_desc (char *info) const
2654{
2655 char flagdesc[512];
2656 char info2[256 * 4];
2657 char *p = info;
2658
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2660 count, uuid.seq,
2661 &name,
2662 title ? "\",title:" : "",
2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2665
2666 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2668
2669 if (map)
2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2671
2672 return info;
2673}
2674
2675const char *
2676object::debug_desc () const
2677{
2678 static char info[256 * 4];
2679 return debug_desc (info);
2680}
2681

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