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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.109 by root, Sun Jan 7 21:54:59 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.14 2006/09/04 11:07:59 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
46 44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 47};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 50};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
56int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
59 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
60 135
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
63 key_value * wants_field; 140 key_value *wants_field;
64 141
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
68 */ 145 */
69 146
70 /* For each field in wants, */ 147 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
72 key_value * has_field; 150 key_value *has_field;
73 151
74 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
76 156 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 157 /* No field with that name. */
79 return FALSE; 158 return FALSE;
80 }
81 159 }
160
82 /* Found the matching field. */ 161 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
84 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 165 return FALSE;
86 } 166 }
87 167
88 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 169 }
170
91 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 172 return TRUE;
93} 173}
94 174
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
97 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
99 */ 181 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 183}
102 184
103/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 186 * they can be merged together.
105 * 187 *
106 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
109 * 191 *
110 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
111 * 193 *
112 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
113 * check weight 195 * check weight
114 */ 196 */
115 197bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 198{
117
118 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
205 return 0;
120 206
121 if (ob1->speed != ob2->speed) return 0; 207 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 209 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 210 * used to store nrof).
125 */ 211 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0;
214
215 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning.
220 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name
230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id
241 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0;
253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 261 return 0;
128 262
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 263 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 264 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 265 return 0;
135 266
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 268 * if it is valid.
148 */ 269 */
149 } 270 }
150 271
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 272 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 273 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 274 * some items equipped, and we don't want those to merge.
202 */ 275 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277 return 0;
278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
286 switch (ob1->type)
287 {
288 case SCROLL:
289 if (ob1->level != ob2->level)
290 return 0;
291 break;
292 }
293
294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
296 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 /* One has fields, but the other one doesn't. */
204 return 0; 299 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 301 return 0;
219 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
220 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
221 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
222 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
223 return 1; 315 return 1;
224} 316}
225 317
226/* 318/*
227 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
230 */ 322 */
231signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
232 signed long sum; 326 long sum;
233 object *inv; 327 object *inv;
328
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
235 if (inv->inv) 331 if (inv->inv)
236 sum_weight(inv); 332 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 334 }
335
239 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
241 if(op->carrying != sum) 339 if (op->carrying != sum)
242 op->carrying = sum; 340 op->carrying = sum;
341
243 return sum; 342 return sum;
244} 343}
245 344
246/** 345/**
247 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
248 */ 347 */
249 348
349object *
250object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
251 while (op->env != NULL) 352 while (op->env != NULL)
252 op = op->env; 353 op = op->env;
253 return op; 354 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 355}
268 356
269/* 357/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 359 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
273 */ 361 */
274 362
275void dump_object2(object *op) { 363char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 364dump_object (object *op)
322 if(op==NULL) { 365{
323 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
324 return; 367 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 368
330void dump_all_objects(void) { 369 object_freezer freezer;
331 object *op; 370 save_object (freezer, op, 1);
332 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 372}
337 373
338/* 374/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
342 */ 378 */
343 379
380object *
344object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
345 object *tmp,*closest; 383 object *tmp, *closest;
346 int last_dist,i; 384 int last_dist, i;
385
347 if(op->more==NULL) 386 if (op->more == NULL)
348 return op; 387 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
352 return closest; 391 return closest;
353} 392}
354 393
355/* 394/*
356 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
357 */ 396 */
358 397object *
359object *find_object(tag_t i) { 398find_object (tag_t i)
360 object *op; 399{
361 for(op=objects;op!=NULL;op=op->next) 400 return ((unsigned int)i) < objects.size ()
362 if(op->count==i) 401 ? objects [i]
363 break; 402 : 0;
364 return op;
365} 403}
366 404
367/* 405/*
368 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
371 */ 409 */
372 410object *
373object *find_object_name(const char *str) { 411find_object_name (const char *str)
374 const char *name = shstr::find (str); 412{
413 shstr_cmp str_ (str);
375 object *op; 414 object *op;
376 for(op=objects;op!=NULL;op=op->next) 415
416 for_all_objects (op)
377 if(&op->name == name) 417 if (op->name == str_)
378 break; 418 break;
379 419
380 return op; 420 return op;
381} 421}
382 422
423void
383void free_all_object_data () 424free_all_object_data ()
384{ 425{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 427}
422 428
423/* 429/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 431 * skill and experience objects.
426 */ 432 */
427void set_owner (object *op, object *owner) 433void
434object::set_owner (object *owner)
428{ 435{
429 if(owner==NULL||op==NULL) 436 if (!owner)
430 return; 437 return;
431 438
432 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 441 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 443 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 444 * didn't match, this check is valid and I believe that cause is valid.
438 */ 445 */
439 while (owner->owner && owner!=owner->owner && 446 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 447 owner = owner->owner;
441 448
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 449 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 450}
477 451
478/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 453 * refcounts and freeing the links.
480 */ 454 */
455static void
481static void free_key_values(object * op) 456free_key_values (object *op)
482{ 457{
483 for (key_value *i = op->key_values; i != 0; ) 458 for (key_value *i = op->key_values; i != 0;)
484 { 459 {
485 key_value *next = i->next; 460 key_value *next = i->next;
486 delete i; 461 delete i;
462
487 i = next; 463 i = next;
488 } 464 }
489 465
490 op->key_values = 0; 466 op->key_values = 0;
491} 467}
492 468
493void object::clear ()
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 469/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 475 * will point at garbage.
562 */ 476 */
563 477void
564void copy_object (object *op2, object *op) 478object::copy_to (object *dst)
565{ 479{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 482
569 op2->clone (op); 483 *(object_copy *)dst = *this;
570 484
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 485 if (is_freed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 486 SET_FLAG (dst, FLAG_FREED);
573 487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
574 if (op2->speed < 0) 491 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 493
577 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 495 if (key_values)
579 { 496 {
580 key_value *tail = NULL; 497 key_value *tail = 0;
581 key_value *i; 498 key_value *i;
582 499
583 op->key_values = NULL; 500 dst->key_values = 0;
584 501
585 for (i = op2->key_values; i != NULL; i = i->next) 502 for (i = key_values; i; i = i->next)
586 { 503 {
587 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
588 505
589 new_link->next = NULL; 506 new_link->next = 0;
590 new_link->key = i->key; 507 new_link->key = i->key;
591 new_link->value = i->value; 508 new_link->value = i->value;
592 509
593 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 511 if (!dst->key_values)
595 { 512 {
596 op->key_values = new_link; 513 dst->key_values = new_link;
597 tail = new_link; 514 tail = new_link;
598 } 515 }
599 else 516 else
600 { 517 {
601 tail->next = new_link; 518 tail->next = new_link;
602 tail = new_link; 519 tail = new_link;
603 } 520 }
604 } 521 }
605 } 522 }
606 523
607 update_ob_speed (op); 524 dst->set_speed (dst->speed);
608} 525}
609 526
610/* 527object *
611 * get_object() grabs an object from the list of unused objects, makes 528object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 529{
618 object *op = new object; 530 object *neu = create ();
619 531 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op; 532 return neu;
636} 533}
637 534
638/* 535/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
642 */ 539 */
643 540void
644void update_turn_face(object *op) { 541update_turn_face (object *op)
542{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
646 return; 544 return;
545
647 SET_ANIMATION(op, op->direction); 546 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
649} 548}
650 549
651/* 550/*
652 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
655 */ 554 */
656 555void
657void update_ob_speed(object *op) { 556object::set_speed (float speed)
658 extern int arch_init; 557{
659 558 if (flag [FLAG_FREED] && speed)
660 /* No reason putting the archetypes objects on the speed list, 559 {
661 * since they never really need to be updated.
662 */
663
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
666#ifdef MANY_CORES
667 abort();
668#else
669 op->speed = 0; 561 speed = 0;
670#endif
671 } 562 }
672 if (arch_init) {
673 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 563
680 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
681 * of the list. */ 565
682 op->active_next = active_objects; 566 if (has_active_speed ())
683 if (op->active_next!=NULL) 567 activate ();
684 op->active_next->active_prev = op;
685 active_objects = op;
686 }
687 else { 568 else
688 /* If not on the active list, nothing needs to be done */ 569 deactivate ();
689 if (!op->active_next && !op->active_prev && op!=active_objects)
690 return;
691
692 if (op->active_prev==NULL) {
693 active_objects = op->active_next;
694 if (op->active_next!=NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else {
698 op->active_prev->active_next = op->active_next;
699 if (op->active_next)
700 op->active_next->active_prev = op->active_prev;
701 }
702 op->active_next = NULL;
703 op->active_prev = NULL;
704 }
705} 570}
706 571
707/* This function removes object 'op' from the list of active
708 * objects.
709 * This should only be used for style maps or other such
710 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object.
714 */
715void remove_from_active_list(object *op)
716{
717 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects)
719 return;
720
721 if (op->active_prev==NULL) {
722 active_objects = op->active_next;
723 if (op->active_next!=NULL)
724 op->active_next->active_prev = NULL;
725 }
726 else {
727 op->active_prev->active_next = op->active_next;
728 if (op->active_next)
729 op->active_next->active_prev = op->active_prev;
730 }
731 op->active_next = NULL;
732 op->active_prev = NULL;
733}
734
735/* 572/*
736 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
737 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
738 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
739 * invisible object, etc...) 576 * invisible object, etc...)
740 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
741 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
742 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
743 * 580 *
744 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
745 * For example, if the only thing that has changed is the face (due to
746 * an animation), we don't need to call update_position until that actually
747 * comes into view of a player. OTOH, many other things, like addition/removal
748 * of walls or living creatures may need us to update the flags now.
749 * current action are: 582 * current action are:
750 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
751 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
755 */ 588 */
756 589void
757void update_object(object *op, int action) { 590update_object (object *op, int action)
758 int update_now=0, flags; 591{
759 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
760 593
761 if (op == NULL) { 594 if (op == NULL)
595 {
762 /* this should never happen */ 596 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 598 return;
765 }
766 599 }
767 if(op->env!=NULL) { 600
601 if (op->env)
602 {
768 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
769 * to do in this case. 604 * to do in this case.
770 */ 605 */
771 return; 606 return;
772 } 607 }
773 608
774 /* If the map is saving, don't do anything as everything is 609 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways. 610 * going to get freed anyways.
776 */ 611 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 612 if (!op->map || op->map->in_memory == MAP_SAVING)
778 613 return;
614
779 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 617 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 619#ifdef MANY_CORES
784 abort(); 620 abort ();
785#endif 621#endif
786 return; 622 return;
787 }
788 623 }
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
795 624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
796 if (action == UP_OBJ_INSERT) { 629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
798 update_now=1;
799
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
801 update_now=1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
802 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
804 update_now=1; 638 || (m.move_on | op->move_on ) != m.move_on
805
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1;
808
809 if ((move_on | op->move_on) != move_on) update_now=1;
810 if ((move_off | op->move_off) != move_off) update_now=1; 639 || (m.move_off | op->move_off ) != m.move_off
640 || (m.move_slow | op->move_slow) != m.move_slow
811 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 642 * to have move_allow right now.
813 */ 643 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now=1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 646 m.flags_ = 0;
817 } 647 }
818 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 650 * that is being removed.
821 */ 651 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 653 m.flags_ = 0;
824 } else if (action == UP_OBJ_FACE) { 654 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
826 }
827 else { 656 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 658
831 if (update_now) {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y);
834 }
835
836 if(op->more!=NULL) 659 if (op->more)
837 update_object(op->more, action); 660 update_object (op->more, action);
838} 661}
839 662
663object *object::first;
840 664
841/* 665object::object ()
842 * free_object() frees everything allocated by an object, removes 666{
843 * it from the list of used objects, and puts it on the list of 667 SET_FLAG (this, FLAG_REMOVED);
844 * free objects. The IS_FREED() flag is set in the object. 668
845 * The object must have been removed by remove_ob() first for 669 expmul = 1.0;
846 * this function to succeed. 670 face = blank_face;
847 * 671}
848 * If free_inventory is set, free inventory as well. Else drop items in 672
849 * inventory to the ground. 673object::~object ()
850 */ 674{
675 free_key_values (this);
676}
677
678void object::link ()
679{
680 uuid = gen_uuid ();
681
682 refcnt_inc ();
683 objects.insert (this);
684}
685
686void object::unlink ()
687{
688 objects.erase (this);
689 refcnt_dec ();
690}
851 691
852void 692void
853free_object (object * ob) 693object::activate ()
854{ 694{
855 free_object2 (ob, 0); 695 /* If already on active list, don't do anything */
696 if (active)
697 return;
698
699 if (has_active_speed ())
700 actives.insert (this);
856} 701}
857 702
858void 703void
859free_object2 (object * ob, int free_inventory) 704object::activate_recursive ()
860{ 705{
861 object *tmp, *op; 706 activate ();
862 707
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 708 for (object *op = inv; op; op = op->below)
864 { 709 op->activate_recursive ();
865 LOG (llevDebug, "Free object called with non removed object\n"); 710}
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871 711
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 712/* This function removes object 'op' from the list of active
873 { 713 * objects.
874 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 714 * This should only be used for style maps or other such
875 remove_friendly_object (ob); 715 * reference maps where you don't want an object that isn't
876 } 716 * in play chewing up cpu time getting processed.
877 717 * The reverse of this is to call update_ob_speed, which
878 if (QUERY_FLAG (ob, FLAG_FREED)) 718 * will do the right thing based on the speed of the object.
879 { 719 */
880 dump_object (ob); 720void
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
882 return; 725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
883 } 743 {
884 744 op->flag [flag] = value;
885 if (ob->more != NULL) 745 op->set_flag_inv (flag, value);
886 { 746 }
887 free_object2 (ob->more, free_inventory); 747}
888 ob->more = NULL;
889 }
890 748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
891 if (ob->inv) 761 if (!inv)
892 { 762 return;
763
893 /* Only if the space blocks everything do we not process - 764 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects 765 * if some form of movement is allowed, let objects
895 * drop on that space. 766 * drop on that space.
896 */ 767 */
897 if (free_inventory || ob->map == NULL 768 if (!drop_to_ground
769 || !map
898 || ob->map->in_memory != MAP_IN_MEMORY 770 || map->in_memory != MAP_IN_MEMORY
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 771 || ms ().move_block == MOVE_ALL)
900 {
901 op = ob->inv;
902
903 while (op != NULL)
904 { 772 {
905 tmp = op->below; 773 while (inv)
906 remove_ob (op); 774 {
907 free_object2 (op, free_inventory); 775 inv->destroy_inv (drop_to_ground);
908 op = tmp; 776 inv->destroy ();
909 } 777 }
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 op = ob->inv;
914
915 while (op != NULL)
916 {
917 tmp = op->below;
918 remove_ob (op);
919
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
923 free_object (op);
924 else
925 {
926 op->x = ob->x;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
929 }
930
931 op = tmp;
932 }
933 }
934 }
935
936 /* Remove object from the active list */
937 ob->speed = 0;
938 update_ob_speed (ob);
939
940 SET_FLAG (ob, FLAG_FREED);
941 ob->count = 0;
942
943 /* Remove this object from the list of used objects */
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 } 778 }
951 else 779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE])
790 op->destroy ();
791 else
792 map->insert (op, x, y);
793 }
794 }
795}
796
797object *object::create ()
798{
799 object *op = new object;
800 op->link ();
801 return op;
802}
803
804void
805object::do_destroy ()
806{
807 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this);
809
810 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this);
812
813 if (!flag [FLAG_REMOVED])
814 remove ();
815
816 if (flag [FLAG_FREED])
817 return;
818
819 set_speed (0);
820
821 flag [FLAG_FREED] = 1;
822
823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827
828 // hack to ensure that freed objects still have a valid map
829 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes
831
832 if (!freed_map)
952 { 833 {
953 ob->prev->next = ob->next; 834 freed_map = new maptile;
954 835
955 if (ob->next != NULL) 836 freed_map->name = "/internal/freed_objects_map";
956 ob->next->prev = ob->prev; 837 freed_map->width = 3;
838 freed_map->height = 3;
839
840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
957 } 842 }
958 843
959 free_key_values (ob); 844 map = freed_map;
845 x = 1;
846 y = 1;
847 }
960 848
961 /* Now link it with the free_objects list: */ 849 head = 0;
962 ob->prev = 0;
963 ob->next = 0;
964 850
965 delete ob; 851 if (more)
852 {
853 more->destroy ();
854 more = 0;
855 }
856
857 // clear those pointers that likely might have circular references to us
858 owner = 0;
859 enemy = 0;
860 attacked_by = 0;
861}
862
863void
864object::destroy (bool destroy_inventory)
865{
866 if (destroyed ())
867 return;
868
869 if (destroy_inventory)
870 destroy_inv (false);
871
872 attachable::destroy ();
966} 873}
967 874
968/* 875/*
969 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)). 877 * weight of an object (and what is carried by it's environment(s)).
971 */ 878 */
972 879void
973void sub_weight (object *op, signed long weight) { 880sub_weight (object *op, signed long weight)
881{
974 while (op != NULL) { 882 while (op != NULL)
883 {
975 if (op->type == CONTAINER) { 884 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 885 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 886
978 op->carrying-=weight; 887 op->carrying -= weight;
979 op = op->env; 888 op = op->env;
980 } 889 }
981} 890}
982 891
983/* remove_ob(op): 892/* op->remove ():
984 * This function removes the object op from the linked list of objects 893 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 894 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 895 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 896 * environment, the x and y coordinates will be updated to
988 * the previous environment. 897 * the previous environment.
989 * Beware: This function is called from the editor as well! 898 * Beware: This function is called from the editor as well!
990 */ 899 */
991 900void
992void remove_ob(object *op) { 901object::remove ()
902{
993 object *tmp,*last=NULL; 903 object *tmp, *last = 0;
994 object *otmp; 904 object *otmp;
995 tag_t tag;
996 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 905
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 906 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 907 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 908
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
1021 911
912 if (more)
913 more->remove ();
914
1022 /* 915 /*
1023 * In this case, the object to be removed is in someones 916 * In this case, the object to be removed is in someones
1024 * inventory. 917 * inventory.
1025 */ 918 */
1026 if(op->env!=NULL) { 919 if (env)
920 {
1027 if(op->nrof) 921 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 922 sub_weight (env, weight * nrof);
1029 else 923 else
1030 sub_weight(op->env, op->weight+op->carrying); 924 sub_weight (env, weight + carrying);
1031 925
1032 /* NO_FIX_PLAYER is set when a great many changes are being 926 /* NO_FIX_PLAYER is set when a great many changes are being
1033 * made to players inventory. If set, avoiding the call 927 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 928 * to save cpu time.
1035 */ 929 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 931 otmp->update_stats ();
1038 fix_player(otmp);
1039 932
1040 if(op->above!=NULL) 933 if (above)
1041 op->above->below=op->below; 934 above->below = below;
1042 else 935 else
1043 op->env->inv=op->below; 936 env->inv = below;
1044 937
1045 if(op->below!=NULL) 938 if (below)
1046 op->below->above=op->above; 939 below->above = above;
1047 940
1048 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 943 * to the caller to decide what we want to do.
944 */
945 x = env->x, y = env->y;
946 map = env->map;
947 above = 0, below = 0;
948 env = 0;
949 }
950 else if (map)
951 {
952 if (type == PLAYER)
953 {
954 --map->players;
955 map->touch ();
956 }
957
958 map->dirty = true;
959
960 /* link the object above us */
961 if (above)
962 above->below = below;
963 else
964 map->at (x, y).top = below; /* we were top, set new top */
965
966 /* Relink the object below us, if there is one */
967 if (below)
968 below->above = above;
969 else
970 {
971 /* Nothing below, which means we need to relink map object for this space
972 * use translated coordinates in case some oddness with map tiling is
973 * evident
1051 */ 974 */
1052 op->x=op->env->x,op->y=op->env->y; 975 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 976 {
1054 op->above=NULL,op->below=NULL; 977 char *dump = dump_object (this);
1055 op->env=NULL; 978 LOG (llevError,
979 "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);
980 free (dump);
981 dump = dump_object (GET_MAP_OB (map, x, y));
982 LOG (llevError, "%s\n", dump);
983 free (dump);
984 }
985
986 map->at (x, y).bot = above; /* goes on above it. */
987 }
988
989 above = 0;
990 below = 0;
991
992 if (map->in_memory == MAP_SAVING)
1056 return; 993 return;
1057 }
1058 994
1059 /* If we get here, we are removing it from a map */ 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1060 if (op->map == NULL) return;
1061 996
1062 x = op->x; 997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1063 y = op->y;
1064 m = get_map_from_coord(op->map, &x, &y);
1065
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079
1080 /* Re did the following section of code - it looks like it had
1081 * lots of logic for things we no longer care about
1082 */
1083
1084 /* link the object above us */
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */
1098 if(GET_MAP_OB(m,x,y)!=op) {
1099 dump_object(op);
1100 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1101 dump_object(GET_MAP_OB(m,x,y));
1102 LOG(llevError,"%s\n",errmsg);
1103 } 998 {
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1115 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1116 * being removed. 1000 * being removed.
1117 */ 1001 */
1118 1002
1119 if(tmp->type==PLAYER && tmp!=op) { 1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1120 /* If a container that the player is currently using somehow gets 1005 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1122 * appropriately. 1007 * appropriately.
1123 */ 1008 */
1124 if (tmp->container==op) { 1009 if (tmp->container == this)
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1010 {
1011 flag [FLAG_APPLIED] = 0;
1126 tmp->container=NULL; 1012 tmp->container = 0;
1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1127 } 1017 }
1128 tmp->contr->socket.update_look=1; 1018
1129 }
1130 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 1023 {
1134 move_apply(tmp, op, NULL); 1024 move_apply (tmp, this, 0);
1025
1135 if (was_destroyed (op, tag)) { 1026 if (destroyed ())
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 } 1028 }
1139 }
1140 1029
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1143 if(tmp->above == tmp) 1032 if (tmp->above == tmp)
1144 tmp->above = NULL; 1033 tmp->above = 0;
1034
1145 last=tmp; 1035 last = tmp;
1146 } 1036 }
1037
1147 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1148 if (last==NULL) { 1039 //TODO: this makes little sense, why only update the topmost object?
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1040 if (!last)
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1041 map->at (x, y).flags_ = 0;
1151 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways.
1153 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y);
1156 }
1157 else 1042 else
1158 update_object(last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1159 1044
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1162 1047 }
1163} 1048}
1164 1049
1165/* 1050/*
1166 * merge_ob(op,top): 1051 * merge_ob(op,top):
1167 * 1052 *
1168 * This function goes through all objects below and including top, and 1053 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1054 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1055 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1056 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1057 */
1173 1058object *
1174object *merge_ob(object *op, object *top) { 1059merge_ob (object *op, object *top)
1060{
1175 if(!op->nrof) 1061 if (!op->nrof)
1176 return 0; 1062 return 0;
1177 if(top==NULL) 1063
1064 if (top)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1067
1179 for(;top!=NULL;top=top->below) { 1068 for (; top; top = top->below)
1069 {
1180 if(top==op) 1070 if (top == op)
1181 continue; 1071 continue;
1182 if (CAN_MERGE(op,top)) 1072
1183 { 1073 if (object::can_merge (op, top))
1074 {
1184 top->nrof+=op->nrof; 1075 top->nrof += op->nrof;
1076
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1079 op->destroy ();
1188 free_object(op);
1189 return top; 1080 return top;
1190 } 1081 }
1191 } 1082 }
1083
1192 return NULL; 1084 return 0;
1193} 1085}
1194 1086
1195/* 1087/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1197 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1198 */ 1090 */
1091object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1200 object* tmp; 1093{
1201 if (op->head) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1202 op=op->head; 1095 {
1203 for (tmp=op;tmp;tmp=tmp->more){
1204 tmp->x=x+tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1206 } 1098 }
1099
1207 return insert_ob_in_map (op, m, originator, flag); 1100 return insert_ob_in_map (op, m, originator, flag);
1208} 1101}
1209 1102
1210/* 1103/*
1211 * insert_ob_in_map (op, map, originator, flag): 1104 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1105 * This function inserts the object in the two-way linked list
1225 * Return value: 1118 * Return value:
1226 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1121 * just 'op' otherwise
1229 */ 1122 */
1230 1123object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1125{
1233 object *tmp, *top, *floor=NULL; 1126 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1127 sint16 x, y;
1235 1128
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1129 if (QUERY_FLAG (op, FLAG_FREED))
1130 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1238 return NULL; 1132 return NULL;
1133 }
1134
1135 if (!m)
1239 } 1136 {
1240 if(m==NULL) {
1241 dump_object(op); 1137 char *dump = dump_object (op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1243 return op; 1140 return op;
1244 } 1141 }
1142
1245 if(out_of_map(m,op->x,op->y)) { 1143 if (out_of_map (m, op->x, op->y))
1144 {
1246 dump_object(op); 1145 char *dump = dump_object (op);
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1248#ifdef MANY_CORES 1147#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object 1148 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting 1149 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted. 1150 * improperly inserted.
1252 */ 1151 */
1253 abort(); 1152 abort ();
1254#endif 1153#endif
1154 free (dump);
1255 return op; 1155 return op;
1256 } 1156 }
1157
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1159 {
1258 dump_object(op); 1160 char *dump = dump_object (op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1260 return op; 1163 return op;
1164 }
1165
1166 if (op->more)
1261 } 1167 {
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1264 1169
1265 object *more = op->more; 1170 object *more = op->more;
1266 1171
1267 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1268 * we set the map, that doesn't work if the location is within 1173 * we set the map, that doesn't work if the location is within
1269 * a map and this is straddling an edge. So only if coordinate 1174 * a map and this is straddling an edge. So only if coordinate
1270 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1271 */ 1176 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1273 more->map = get_map_from_coord(m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1274 } else if (!more->map) { 1179 else if (!more->map)
1180 {
1275 /* For backwards compatibility - when not dealing with tiled maps, 1181 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent. 1182 * more->map should always point to the parent.
1277 */ 1183 */
1278 more->map = m; 1184 more->map = m;
1279 } 1185 }
1280 1186
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1188 {
1282 if ( ! op->head) 1189 if (!op->head)
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1191
1284 return NULL; 1192 return 0;
1285 } 1193 }
1286 } 1194 }
1195
1287 CLEAR_FLAG(op,FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1288 1197
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1198 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1199 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1200 * need extra work
1292 */ 1201 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y); 1202 op->map = get_map_from_coord (m, &op->x, &op->y);
1294 x = op->x; 1203 x = op->x;
1295 y = op->y; 1204 y = op->y;
1296 1205
1297 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1298 */ 1207 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) { 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1301 if (CAN_MERGE(op,tmp)) { 1210 if (object::can_merge (op, tmp))
1211 {
1302 op->nrof+=tmp->nrof; 1212 op->nrof += tmp->nrof;
1303 remove_ob(tmp); 1213 tmp->destroy ();
1304 free_object(tmp); 1214 }
1215
1216 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1217 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1218
1219 if (!QUERY_FLAG (op, FLAG_ALIVE))
1220 CLEAR_FLAG (op, FLAG_NO_STEAL);
1221
1222 if (flag & INS_BELOW_ORIGINATOR)
1223 {
1224 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1225 {
1226 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1227 abort ();
1228 }
1229
1230 op->above = originator;
1231 op->below = originator->below;
1232
1233 if (op->below)
1234 op->below->above = op;
1235 else
1236 op->ms ().bot = op;
1237
1238 /* since *below* originator, no need to update top */
1239 originator->below = op;
1240 }
1241 else
1242 {
1243 /* If there are other objects, then */
1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1245 {
1246 object *last = 0;
1247
1248 /*
1249 * If there are multiple objects on this space, we do some trickier handling.
1250 * We've already dealt with merging if appropriate.
1251 * Generally, we want to put the new object on top. But if
1252 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1253 * floor, we want to insert above that and no further.
1254 * Also, if there are spell objects on this space, we stop processing
1255 * once we get to them. This reduces the need to traverse over all of
1256 * them when adding another one - this saves quite a bit of cpu time
1257 * when lots of spells are cast in one area. Currently, it is presumed
1258 * that flying non pickable objects are spell objects.
1259 */
1260 while (top)
1261 {
1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1263 floor = top;
1264
1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1266 {
1267 /* We insert above top, so we want this object below this */
1268 top = top->below;
1269 break;
1270 }
1271
1272 last = top;
1273 top = top->above;
1305 } 1274 }
1306 }
1307 1275
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1276 /* Don't want top to be NULL, so set it to the last valid object */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1277 top = last;
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312 1278
1313 if (flag & INS_BELOW_ORIGINATOR) { 1279 /* We let update_position deal with figuring out what the space
1314 if (originator->map != op->map || originator->x != op->x || 1280 * looks like instead of lots of conditions here.
1315 originator->y != op->y) { 1281 * makes things faster, and effectively the same result.
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort();
1318 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else {
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /* 1282 */
1330 * If there are multiple objects on this space, we do some trickier handling. 1283
1331 * We've already dealt with merging if appropriate. 1284 /* Have object 'fall below' other objects that block view.
1332 * Generally, we want to put the new object on top. But if 1285 * Unless those objects are exits, type 66
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1286 * If INS_ON_TOP is used, don't do this processing
1334 * floor, we want to insert above that and no further. 1287 * Need to find the object that in fact blocks view, otherwise
1335 * Also, if there are spell objects on this space, we stop processing 1288 * stacking is a bit odd.
1336 * once we get to them. This reduces the need to traverse over all of 1289 */
1337 * them when adding another one - this saves quite a bit of cpu time 1290 if (!(flag & INS_ON_TOP) &&
1338 * when lots of spells are cast in one area. Currently, it is presumed 1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1339 * that flying non pickable objects are spell objects. 1292 {
1293 for (last = top; last != floor; last = last->below)
1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1295 break;
1296 /* Check to see if we found the object that blocks view,
1297 * and make sure we have a below pointer for it so that
1298 * we can get inserted below this one, which requires we
1299 * set top to the object below us.
1340 */ 1300 */
1341 1301 if (last && last->below && last != floor)
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above; 1302 top = last->below;
1355 } 1303 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */ 1304 } /* If objects on this space */
1305
1383 if (flag & INS_MAP_LOAD) 1306 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y); 1307 top = GET_MAP_TOP (op->map, op->x, op->y);
1308
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1309 if (flag & INS_ABOVE_FLOOR_ONLY)
1310 top = floor;
1386 1311
1387 /* Top is the object that our object (op) is going to get inserted above. 1312 /* Top is the object that our object (op) is going to get inserted above.
1388 */ 1313 */
1389 1314
1390 /* First object on this space */ 1315 /* First object on this space */
1391 if (!top) { 1316 if (!top)
1317 {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1319
1320 if (op->above)
1393 if (op->above) op->above->below = op; 1321 op->above->below = op;
1322
1394 op->below = NULL; 1323 op->below = 0;
1395 SET_MAP_OB(op->map, op->x, op->y, op); 1324 op->ms ().bot = op;
1325 }
1326 else
1396 } else { /* get inserted into the stack above top */ 1327 { /* get inserted into the stack above top */
1397 op->above = top->above; 1328 op->above = top->above;
1329
1330 if (op->above)
1398 if (op->above) op->above->below = op; 1331 op->above->below = op;
1332
1399 op->below = top; 1333 op->below = top;
1400 top->above = op; 1334 top->above = op;
1401 } 1335 }
1336
1402 if (op->above==NULL) 1337 if (!op->above)
1403 SET_MAP_TOP(op->map,op->x, op->y, op); 1338 op->ms ().top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1405 1340
1406 if(op->type==PLAYER) 1341 if (op->type == PLAYER)
1342 {
1407 op->contr->do_los=1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1408 1347
1348 op->map->dirty = true;
1349
1409 /* If we have a floor, we know the player, if any, will be above 1350 /* If we have a floor, we know the player, if any, will be above
1410 * it, so save a few ticks and start from there. 1351 * it, so save a few ticks and start from there.
1411 */ 1352 */
1412 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1354 if (object *pl = op->ms ().player ())
1414 if (tmp->type == PLAYER) 1355 if (pl->contr->ns)
1415 tmp->contr->socket.update_look=1; 1356 pl->contr->ns->floorbox_update ();
1416 }
1417 1357
1418 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really 1359 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players 1360 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well 1361 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1425 * of effect may be sufficient. 1365 * of effect may be sufficient.
1426 */ 1366 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1429 1369
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1433 1372
1373 INVOKE_OBJECT (INSERT, op);
1434 1374
1435 /* Don't know if moving this to the end will break anything. However, 1375 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this. 1376 * we want to have floorbox_update called before calling this.
1437 * 1377 *
1438 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like 1379 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by 1380 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object(). 1381 * update_object().
1442 */ 1382 */
1443 1383
1444 /* if this is not the head or flag has been passed, don't check walk on status */ 1384 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1386 {
1447 if (check_move_on(op, originator)) 1387 if (check_move_on (op, originator))
1448 return NULL; 1388 return 0;
1449 1389
1450 /* If we are a multi part object, lets work our way through the check 1390 /* If we are a multi part object, lets work our way through the check
1451 * walk on's. 1391 * walk on's.
1452 */ 1392 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1455 return NULL; 1395 return 0;
1456 } 1396 }
1397
1457 return op; 1398 return op;
1458} 1399}
1459 1400
1460/* this function inserts an object in the map, but if it 1401/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1402 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1403 * op is the object to insert it under: supplies x and the map.
1463 */ 1404 */
1405void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1406replace_insert_ob_in_map (const char *arch_string, object *op)
1465 object *tmp; 1407{
1466 object *tmp1; 1408 object *tmp, *tmp1;
1467 1409
1468 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1469 1411
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1414 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1415
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1417
1479 1418 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1419 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1427}
1483 1428
1484/* 1429/*
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1486 * is returned contains nr objects, and the remaining parts contains 1431 * is returned contains nr objects, and the remaining parts contains
1487 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1488 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1434 * global static errmsg array.
1490 */ 1435 */
1491 1436object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1437get_split_ob (object *orig_ob, uint32 nr)
1438{
1493 object *newob; 1439 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1441
1496 if(orig_ob->nrof<nr) { 1442 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1443 {
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1444 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL; 1445 return NULL;
1500 } 1446 }
1447
1501 newob = object_create_clone(orig_ob); 1448 newob = object_create_clone (orig_ob);
1449
1502 if((orig_ob->nrof-=nr)<1) { 1450 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1451 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1452 else if (!is_removed)
1453 {
1508 if(orig_ob->env!=NULL) 1454 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1456 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1457 {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1458 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n"); 1459 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL; 1460 return NULL;
1515 } 1461 }
1516 } 1462 }
1463
1517 newob->nrof=nr; 1464 newob->nrof = nr;
1518 1465
1519 return newob; 1466 return newob;
1520} 1467}
1521 1468
1522/* 1469/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1470 * decrease_ob_nr(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1471 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1472 * is subsequently removed and freed.
1526 * 1473 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1474 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1475 */
1529 1476
1477object *
1530object *decrease_ob_nr (object *op, uint32 i) 1478decrease_ob_nr (object *op, uint32 i)
1531{ 1479{
1532 object *tmp; 1480 object *tmp;
1533 player *pl;
1534 1481
1535 if (i == 0) /* objects with op->nrof require this check */ 1482 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1483 return op;
1537 1484
1538 if (i > op->nrof) 1485 if (i > op->nrof)
1539 i = op->nrof; 1486 i = op->nrof;
1540 1487
1541 if (QUERY_FLAG (op, FLAG_REMOVED)) 1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1489 op->nrof -= i;
1490 else if (op->env)
1491 {
1492 /* is this object in the players inventory, or sub container
1493 * therein?
1494 */
1495 tmp = op->in_player ();
1496 /* nope. Is this a container the player has opened?
1497 * If so, set tmp to that player.
1498 * IMO, searching through all the players will mostly
1499 * likely be quicker than following op->env to the map,
1500 * and then searching the map for a player.
1501 */
1502 if (!tmp)
1503 for_all_players (pl)
1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1507 break;
1508 }
1509
1510 if (i < op->nrof)
1511 {
1512 sub_weight (op->env, op->weight * i);
1513 op->nrof -= i;
1514 if (tmp)
1515 esrv_send_item (tmp, op);
1516 }
1517 else
1518 {
1519 op->remove ();
1520 op->nrof = 0;
1521 if (tmp)
1522 esrv_del_item (tmp->contr, op->count);
1523 }
1542 { 1524 }
1525 else
1526 {
1527 object *above = op->above;
1528
1529 if (i < op->nrof)
1543 op->nrof -= i; 1530 op->nrof -= i;
1544 } 1531 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = is_player_inv (op->env);
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1532 {
1563
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op); 1533 op->remove ();
1572 op->nrof = 0; 1534 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 } 1535 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581 1536
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1537 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1538 for (tmp = above; tmp; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1539 if (tmp->type == PLAYER)
1540 {
1591 if (op->nrof) 1541 if (op->nrof)
1592 esrv_send_item(tmp, op); 1542 esrv_send_item (tmp, op);
1593 else 1543 else
1594 esrv_del_item(tmp->contr, op->count); 1544 esrv_del_item (tmp->contr, op->count);
1595 } 1545 }
1596 } 1546 }
1597 1547
1598 if (op->nrof) { 1548 if (op->nrof)
1599 return op; 1549 return op;
1600 } else { 1550 else
1601 free_object (op); 1551 {
1552 op->destroy ();
1602 return NULL; 1553 return 0;
1603 } 1554 }
1604} 1555}
1605 1556
1606/* 1557/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1558 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1559 * and also updates how much the environment(s) is/are carrying.
1609 */ 1560 */
1610 1561
1562void
1611void add_weight (object *op, signed long weight) { 1563add_weight (object *op, signed long weight)
1564{
1612 while (op!=NULL) { 1565 while (op != NULL)
1566 {
1613 if (op->type == CONTAINER) { 1567 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1568 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1569
1616 op->carrying+=weight; 1570 op->carrying += weight;
1617 op=op->env; 1571 op = op->env;
1618 } 1572 }
1619} 1573}
1620 1574
1575object *
1576insert_ob_in_ob (object *op, object *where)
1577{
1578 if (!where)
1579 {
1580 char *dump = dump_object (op);
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump);
1583 return op;
1584 }
1585
1586 if (where->head)
1587 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head;
1590 }
1591
1592 return where->insert (op);
1593}
1594
1621/* 1595/*
1622 * insert_ob_in_ob(op,environment): 1596 * env->insert (op)
1623 * This function inserts the object op in the linked list 1597 * This function inserts the object op in the linked list
1624 * inside the object environment. 1598 * inside the object environment.
1625 * 1599 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * The function returns now pointer to inserted item, and return value can 1600 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1601 * be != op, if items are merged. -Tero
1633 */ 1602 */
1634 1603
1635object *insert_ob_in_ob(object *op,object *where) { 1604object *
1605object::insert (object *op)
1606{
1636 object *tmp, *otmp; 1607 object *tmp, *otmp;
1637 1608
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1610 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1611
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) { 1612 if (op->more)
1613 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1614 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1615 return op;
1657 } 1616 }
1617
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1619 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1620 if (op->nrof)
1621 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1623 if (object::can_merge (tmp, op))
1624 {
1663 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1626 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1628 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1629 * tmp->nrof, we need to increase the weight.
1668 */ 1630 */
1669 add_weight (where, op->weight*op->nrof); 1631 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1632 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1633 op->destroy (); /* free the inserted object */
1672 op = tmp; 1634 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1635 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1637 break;
1676 } 1638 }
1677 1639
1678 /* I assume combined objects have no inventory 1640 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1641 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1642 * (if it was possible to merge). calling remove_ob will subtract
1681 * the weight, so we need to add it in again, since we actually do 1643 * the weight, so we need to add it in again, since we actually do
1682 * the linking below 1644 * the linking below
1683 */ 1645 */
1684 add_weight (where, op->weight*op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1647 }
1685 } else 1648 else
1686 add_weight (where, (op->weight+op->carrying)); 1649 add_weight (this, (op->weight + op->carrying));
1687 1650
1688 otmp=is_player_inv(where); 1651 otmp = this->in_player ();
1689 if (otmp&&otmp->contr!=NULL) { 1652 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1654 otmp->update_stats ();
1692 }
1693 1655
1694 op->map=NULL; 1656 op->map = 0;
1695 op->env=where; 1657 op->env = this;
1696 op->above=NULL; 1658 op->above = 0;
1697 op->below=NULL; 1659 op->below = 0;
1698 op->x=0,op->y=0; 1660 op->x = 0, op->y = 0;
1699 1661
1700 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1663 if ((op->glow_radius != 0) && map)
1702 { 1664 {
1703#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1668 if (map->darkness)
1669 update_all_los (map, x, y);
1708 } 1670 }
1709 1671
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1672 /* Client has no idea of ordering so lets not bother ordering it here.
1711 * It sure simplifies this function... 1673 * It sure simplifies this function...
1712 */ 1674 */
1713 if (where->inv==NULL) 1675 if (!inv)
1714 where->inv=op; 1676 inv = op;
1715 else { 1677 else
1678 {
1716 op->below = where->inv; 1679 op->below = inv;
1717 op->below->above = op; 1680 op->below->above = op;
1718 where->inv = op; 1681 inv = op;
1719 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1720 return op; 1686 return op;
1721} 1687}
1722 1688
1723/* 1689/*
1724 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1738 * 1704 *
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1707 * on top.
1742 */ 1708 */
1743 1709int
1744int check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1745{ 1711{
1746 object *tmp; 1712 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1713 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1714 int x = op->x, y = op->y;
1715
1750 MoveType move_on, move_slow, move_block; 1716 MoveType move_on, move_slow, move_block;
1751 1717
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1718 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1719 return 0;
1754 1720
1755 tag = op->count;
1756
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1760 1724
1761 /* if nothing on this space will slow op down or be applied, 1725 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1726 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1727 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1728 * as walking.
1765 */ 1729 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1730 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1731 return 0;
1768 1732
1769 /* This is basically inverse logic of that below - basically, 1733 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1734 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1735 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1736 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1737 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1738 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1739 return 0;
1776 1740
1777 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1779 */ 1743 */
1780 1744
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 tmp->above!=NULL; tmp=tmp->above) { 1746 {
1783 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1749 * we don't need to check all of them.
1786 */ 1750 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1751 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1752 break;
1753 }
1754
1755 for (; tmp; tmp = tmp->below)
1788 } 1756 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1757 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1758 continue; /* Can't apply yourself */
1791 1759
1792 /* Check to see if one of the movement types should be slowed down. 1760 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1761 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1762 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1763 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1764 * swim on that space, can't use it to avoid the penalty.
1797 */ 1765 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1766 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1767 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 {
1802 1771
1803 float diff; 1772 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1773 diff = tmp->move_slow_penalty * FABS (op->speed);
1774
1806 if (op->type == PLAYER) { 1775 if (op->type == PLAYER)
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1778 diff /= 4.0;
1810 } 1779
1811 }
1812 op->speed_left -= diff; 1780 op->speed_left -= diff;
1813 } 1781 }
1814 } 1782 }
1815 1783
1816 /* Basically same logic as above, except now for actual apply. */ 1784 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1785 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1820 1787 {
1821 move_apply(tmp, op, originator); 1788 move_apply (tmp, op, originator);
1789
1822 if (was_destroyed (op, tag)) 1790 if (op->destroyed ())
1823 return 1; 1791 return 1;
1824 1792
1825 /* what the person/creature stepped onto has moved the object 1793 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1794 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1795 * have a feeling strange problems would result.
1828 */ 1796 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1797 if (op->map != m || op->x != x || op->y != y)
1798 return 0;
1830 } 1799 }
1831 } 1800 }
1801
1832 return 0; 1802 return 0;
1833} 1803}
1834 1804
1835/* 1805/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
1839 */ 1809 */
1840 1810object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1811present_arch (const archetype *at, maptile *m, int x, int y)
1842 object *tmp; 1812{
1843 if(m==NULL || out_of_map(m,x,y)) { 1813 if (!m || out_of_map (m, x, y))
1814 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1816 return NULL;
1846 } 1817 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1848 if(tmp->arch == at) 1820 if (tmp->arch == at)
1849 return tmp; 1821 return tmp;
1822
1850 return NULL; 1823 return NULL;
1851} 1824}
1852 1825
1853/* 1826/*
1854 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1857 */ 1830 */
1858 1831object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1832present (unsigned char type, maptile *m, int x, int y)
1860 object *tmp; 1833{
1861 if(out_of_map(m,x,y)) { 1834 if (out_of_map (m, x, y))
1835 {
1862 LOG(llevError,"Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1837 return NULL;
1864 } 1838 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1866 if(tmp->type==type) 1841 if (tmp->type == type)
1867 return tmp; 1842 return tmp;
1843
1868 return NULL; 1844 return NULL;
1869} 1845}
1870 1846
1871/* 1847/*
1872 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
1875 */ 1851 */
1876 1852object *
1877object *present_in_ob(unsigned char type, const object *op) { 1853present_in_ob (unsigned char type, const object *op)
1878 object *tmp; 1854{
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1856 if (tmp->type == type)
1881 return tmp; 1857 return tmp;
1858
1882 return NULL; 1859 return NULL;
1883} 1860}
1884 1861
1885/* 1862/*
1886 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
1894 * str is the string to match against. Note that we match against 1871 * str is the string to match against. Note that we match against
1895 * the object name, not the archetype name. this is so that the 1872 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 1873 * spell code can use one object type (force), but change it's name
1897 * to be unique. 1874 * to be unique.
1898 */ 1875 */
1899 1876object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 1877present_in_ob_by_name (int type, const char *str, const object *op)
1901 object *tmp; 1878{
1902
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 1881 return tmp;
1906 } 1882
1907 return NULL; 1883 return 0;
1908} 1884}
1909 1885
1910/* 1886/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
1914 */ 1890 */
1915 1891object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 1892present_arch_in_ob (const archetype *at, const object *op)
1917 object *tmp; 1893{
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 1895 if (tmp->arch == at)
1920 return tmp; 1896 return tmp;
1897
1921 return NULL; 1898 return NULL;
1922} 1899}
1923 1900
1924/* 1901/*
1925 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
1926 */ 1903 */
1904void
1927void flag_inv(object*op, int flag){ 1905flag_inv (object *op, int flag)
1928 object *tmp; 1906{
1929 if(op->inv) 1907 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1909 {
1931 SET_FLAG(tmp, flag); 1910 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 1911 flag_inv (tmp, flag);
1933 } 1912 }
1913}
1914
1934}/* 1915/*
1935 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
1936 */ 1917 */
1918void
1937void unflag_inv(object*op, int flag){ 1919unflag_inv (object *op, int flag)
1938 object *tmp; 1920{
1939 if(op->inv) 1921 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 {
1941 CLEAR_FLAG(tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 1925 unflag_inv (tmp, flag);
1943 } 1926 }
1944} 1927}
1945 1928
1946/* 1929/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for 1932 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function. 1933 * him/her-self and all object carried by a call to this function.
1951 */ 1934 */
1952 1935void
1953void set_cheat(object *op) { 1936set_cheat (object *op)
1937{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
1956} 1940}
1957 1941
1958/* 1942/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 1943 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 1944 * a spot at the given map and coordinates which will be able to contain
1974 * because arch_blocked (now ob_blocked) needs to know the movement type 1958 * because arch_blocked (now ob_blocked) needs to know the movement type
1975 * to know if the space in question will block the object. We can't use 1959 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 1960 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 1961 * customized, changed states, etc.
1978 */ 1962 */
1979 1963int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1965{
1981 int i,index=0, flag; 1966 int index = 0, flag;
1982 static int altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
1983 1968
1984 for(i=start;i<stop;i++) { 1969 for (int i = start; i < stop; i++)
1970 {
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1986 if(!flag) 1972 if (!flag)
1987 altern[index++]=i; 1973 altern [index++] = i;
1988 1974
1989 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 1976 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 1977 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 1978 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 1979 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
1996 */ 1982 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 1984 stop = maxfree[i];
1999 } 1985 }
2000 if(!index) return -1; 1986
1987 if (!index)
1988 return -1;
1989
2001 return altern[RANDOM()%index]; 1990 return altern[RANDOM () % index];
2002} 1991}
2003 1992
2004/* 1993/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 1996 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 1998 */
2010 1999int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2012 int i; 2001{
2013 for(i=0;i<SIZEOFFREE;i++) { 2002 for (int i = 0; i < SIZEOFFREE; i++)
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2004 return i;
2016 } 2005
2017 return -1; 2006 return -1;
2018} 2007}
2019 2008
2020/* 2009/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2023 */ 2013 */
2014static void
2024static void permute(int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2025{ 2016{
2026 int i, j, tmp, len; 2017 arr += begin;
2018 end -= begin;
2027 2019
2028 len = end-begin; 2020 while (--end)
2029 for(i = begin; i < end; i++) 2021 swap (arr [end], arr [RANDOM () % (end + 1)]);
2030 {
2031 j = begin+RANDOM()%len;
2032
2033 tmp = arr[i];
2034 arr[i] = arr[j];
2035 arr[j] = tmp;
2036 }
2037} 2022}
2038 2023
2039/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2025 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2026 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2027 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2028 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2029 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2030 */
2031void
2046void get_search_arr(int *search_arr) 2032get_search_arr (int *search_arr)
2047{ 2033{
2048 int i; 2034 int i;
2049 2035
2050 for(i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2051 {
2052 search_arr[i] = i; 2037 search_arr[i] = i;
2053 }
2054 2038
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2042}
2059 2043
2060/* 2044/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2045 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2046 * given map at the given coordinates for live objects.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * Perhaps incorrectly, but I'm making the assumption that exclude
2068 * is actually want is going to try and move there. We need this info 2052 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2053 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2054 * there is capable of.
2071 */ 2055 */
2072 2056int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2057find_dir (maptile *m, int x, int y, object *exclude)
2058{
2074 int i,max=SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2060
2075 sint16 nx, ny; 2061 sint16 nx, ny;
2076 object *tmp; 2062 object *tmp;
2077 mapstruct *mp; 2063 maptile *mp;
2064
2078 MoveType blocked, move_type; 2065 MoveType blocked, move_type;
2079 2066
2080 if (exclude && exclude->head) { 2067 if (exclude && exclude->head)
2068 {
2081 exclude = exclude->head; 2069 exclude = exclude->head;
2082 move_type = exclude->move_type; 2070 move_type = exclude->move_type;
2083 } else { 2071 }
2072 else
2073 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2074 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2075 move_type = MOVE_ALL;
2076 }
2077
2078 for (i = 1; i < max; i++)
2086 } 2079 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2080 mp = m;
2090 nx = x + freearr_x[i]; 2081 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2082 ny = y + freearr_y[i];
2092 2083
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2094 if (mflags & P_OUT_OF_MAP) { 2086 if (mflags & P_OUT_OF_MAP)
2087 max = maxfree[i];
2088 else
2089 {
2090 mapspace &ms = mp->at (nx, ny);
2091
2092 blocked = ms.move_block;
2093
2094 if ((move_type & blocked) == move_type)
2095 max = maxfree[i]; 2095 max = maxfree[i];
2096 } else {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2098
2099 if ((move_type & blocked) == move_type) {
2100 max=maxfree[i];
2101 } else if (mflags & P_IS_ALIVE) { 2096 else if (mflags & P_IS_ALIVE)
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2097 {
2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2105 break; 2101 break;
2106 } 2102
2107 }
2108 if(tmp) { 2103 if (tmp)
2109 return freedir[i]; 2104 return freedir[i];
2110 }
2111 } 2105 }
2112 } 2106 }
2113 } 2107 }
2108
2114 return 0; 2109 return 0;
2115} 2110}
2116 2111
2117/* 2112/*
2118 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2114 * distance between the two given objects.
2120 */ 2115 */
2121 2116int
2122int distance(const object *ob1, const object *ob2) { 2117distance (const object *ob1, const object *ob2)
2123 int i; 2118{
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2119 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2126 return i;
2127} 2120}
2128 2121
2129/* 2122/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2123 * find_dir_2(delta-x,delta-y) will return a direction in which
2131 * an object which has subtracted the x and y coordinates of another 2124 * an object which has subtracted the x and y coordinates of another
2132 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2133 */ 2126 */
2134 2127int
2135int find_dir_2(int x, int y) { 2128find_dir_2 (int x, int y)
2129{
2136 int q; 2130 int q;
2137 2131
2138 if(y) 2132 if (y)
2139 q=x*100/y; 2133 q = x * 100 / y;
2140 else if (x) 2134 else if (x)
2141 q= -300*x; 2135 q = -300 * x;
2142 else 2136 else
2143 return 0; 2137 return 0;
2144 2138
2145 if(y>0) { 2139 if (y > 0)
2140 {
2146 if(q < -242) 2141 if (q < -242)
2147 return 3 ; 2142 return 3;
2148 if (q < -41) 2143 if (q < -41)
2149 return 2 ; 2144 return 2;
2150 if (q < 41) 2145 if (q < 41)
2151 return 1 ; 2146 return 1;
2152 if (q < 242) 2147 if (q < 242)
2153 return 8 ; 2148 return 8;
2154 return 7 ; 2149 return 7;
2155 } 2150 }
2156 2151
2157 if (q < -242) 2152 if (q < -242)
2158 return 7 ; 2153 return 7;
2159 if (q < -41) 2154 if (q < -41)
2160 return 6 ; 2155 return 6;
2161 if (q < 41) 2156 if (q < 41)
2162 return 5 ; 2157 return 5;
2163 if (q < 242) 2158 if (q < 242)
2164 return 4 ; 2159 return 4;
2165 2160
2166 return 3 ; 2161 return 3;
2167} 2162}
2168 2163
2169/* 2164/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2165 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2166 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2167 * "overflow" in previous calculations of a direction).
2173 */ 2168 */
2174 2169
2170int
2175int absdir(int d) { 2171absdir (int d)
2176 while(d<1) d+=8; 2172{
2177 while(d>8) d-=8; 2173 while (d < 1)
2174 d += 8;
2175
2176 while (d > 8)
2177 d -= 8;
2178
2178 return d; 2179 return d;
2179} 2180}
2180 2181
2181/* 2182/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2184 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2185 */
2185 2186
2187int
2186int dirdiff(int dir1, int dir2) { 2188dirdiff (int dir1, int dir2)
2189{
2187 int d; 2190 int d;
2191
2188 d = abs(dir1 - dir2); 2192 d = abs (dir1 - dir2);
2189 if(d>4) 2193 if (d > 4)
2190 d = 8 - d; 2194 d = 8 - d;
2195
2191 return d; 2196 return d;
2192} 2197}
2193 2198
2194/* peterm: 2199/* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2200 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2198 * This basically means that if direction is 15, then it could either go 2203 * This basically means that if direction is 15, then it could either go
2199 * direction 4, 14, or 16 to get back to where we are. 2204 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2205 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2206 * functions.
2202 */ 2207 */
2203
2204int reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2214 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2215 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2216 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2217 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2218 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2219 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2220 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2221 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2222 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2223 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2224 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2225 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2226 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2227 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2228 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2229 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2230 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2231 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2232 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2233 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2234 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2235 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2236 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2237 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2238 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2239 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2240 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2241 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2242 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2243 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2244 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2245 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2246 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2247 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2248 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2249 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2250 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2251 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2252 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2253 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2254 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2255 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2256 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2257 {24, 9, -1}
2258}; /* 48 */
2254 2259
2255/* Recursive routine to step back and see if we can 2260/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2261 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2262 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2263 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2264 * Modified to be map tile aware -.MSW
2260 */ 2265 */
2261 2266int
2262
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2267can_see_monsterP (maptile *m, int x, int y, int dir)
2268{
2264 sint16 dx, dy; 2269 sint16 dx, dy;
2265 int mflags; 2270 int mflags;
2266 2271
2272 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2273 return 0; /* exit condition: invalid direction */
2268 2274
2269 dx = x + freearr_x[dir]; 2275 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2276 dy = y + freearr_y[dir];
2271 2277
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2278 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2279
2274 /* This functional arguably was incorrect before - it was 2280 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2281 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2282 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2283 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2284 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2285 * at least its move type.
2280 */ 2286 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2287 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2288 return 0;
2282 2289
2283 /* yes, can see. */ 2290 /* yes, can see. */
2284 if(dir < 9) return 1; 2291 if (dir < 9)
2292 return 1;
2293
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2294 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288} 2297}
2289 2298
2290
2291
2292/* 2299/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2300 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2301 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2302 * picked up, otherwise 0.
2296 * 2303 *
2298 * core dumps if they do. 2305 * core dumps if they do.
2299 * 2306 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2307 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2308 */
2302 2309
2310int
2303int can_pick(const object *who, const object *item) { 2311can_pick (const object *who, const object *item)
2312{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2315 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2316}
2309
2310 2317
2311/* 2318/*
2312 * create clone from object to another 2319 * create clone from object to another
2313 */ 2320 */
2321object *
2314object *object_create_clone (object *asrc) { 2322object_create_clone (object *asrc)
2323{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2324 object *dst = 0, *tmp, *src, *part, *prev, *item;
2316 2325
2317 if(!asrc) return NULL; 2326 if (!asrc)
2327 return 0;
2328
2318 src = asrc; 2329 src = asrc;
2319 if(src->head) 2330 if (src->head)
2320 src = src->head; 2331 src = src->head;
2321 2332
2322 prev = NULL; 2333 prev = 0;
2323 for(part = src; part; part = part->more) { 2334 for (part = src; part; part = part->more)
2324 tmp = get_object(); 2335 {
2325 copy_object(part,tmp); 2336 tmp = part->clone ();
2326 tmp->x -= src->x; 2337 tmp->x -= src->x;
2327 tmp->y -= src->y; 2338 tmp->y -= src->y;
2339
2328 if(!part->head) { 2340 if (!part->head)
2341 {
2329 dst = tmp; 2342 dst = tmp;
2330 tmp->head = NULL; 2343 tmp->head = 0;
2344 }
2331 } else { 2345 else
2332 tmp->head = dst; 2346 tmp->head = dst;
2333 } 2347
2334 tmp->more = NULL; 2348 tmp->more = 0;
2349
2335 if(prev) 2350 if (prev)
2336 prev->more = tmp; 2351 prev->more = tmp;
2352
2337 prev = tmp; 2353 prev = tmp;
2338 } 2354 }
2339 /*** copy inventory ***/ 2355
2340 for(item = src->inv; item; item = item->below) { 2356 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2358
2344 return dst; 2359 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353} 2360}
2354 2361
2355/* GROS - Creates an object using a string representing its content. */ 2362/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */ 2363/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */ 2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */ 2365/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */ 2366/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2361 2368object *
2362object* load_object_str(const char *obstr) 2369load_object_str (const char *obstr)
2363{ 2370{
2364 object *op; 2371 object *op;
2365 char filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2373
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2375
2368 FILE *tempfile=fopen(filename,"w"); 2376 FILE *tempfile = fopen (filename, "w");
2377
2369 if (tempfile == NULL) 2378 if (tempfile == NULL)
2370 { 2379 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2381 return NULL;
2373 }; 2382 }
2383
2374 fprintf(tempfile,obstr); 2384 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2385 fclose (tempfile);
2376 2386
2377 op=get_object(); 2387 op = object::create ();
2378 2388
2379 object_thawer thawer (filename); 2389 object_thawer thawer (filename);
2380 2390
2381 if (thawer) 2391 if (thawer)
2382 load_object(thawer,op,0); 2392 load_object (thawer, op, 0);
2383 2393
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2395 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2396
2387 return op; 2397 return op;
2388} 2398}
2389 2399
2390/* This returns the first object in who's inventory that 2400/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2401 * has the same type and subtype match.
2392 * returns NULL if no match. 2402 * returns NULL if no match.
2393 */ 2403 */
2404object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2406{
2396 object *tmp;
2397
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2408 if (tmp->type == type && tmp->subtype == subtype)
2409 return tmp;
2400 2410
2401 return NULL; 2411 return 0;
2402} 2412}
2403 2413
2404/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2405 * otherwise return NULL. 2415 * otherwise return NULL.
2406 * 2416 *
2407 * key must be a passed in shared string - otherwise, this won't 2417 * key must be a passed in shared string - otherwise, this won't
2408 * do the desired thing. 2418 * do the desired thing.
2409 */ 2419 */
2420key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2421get_ob_key_link (const object *ob, const char *key)
2411 key_value * link; 2422{
2412
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2423 for (key_value *link = ob->key_values; link; link = link->next)
2414 if (link->key == key) { 2424 if (link->key == key)
2415 return link; 2425 return link;
2416 } 2426
2417 } 2427 return 0;
2418 2428}
2419 return NULL;
2420}
2421 2429
2422/* 2430/*
2423 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2424 * 2432 *
2425 * The argument doesn't need to be a shared string. 2433 * The argument doesn't need to be a shared string.
2426 * 2434 *
2427 * The returned string is shared. 2435 * The returned string is shared.
2428 */ 2436 */
2437const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2438get_ob_key_value (const object *op, const char *const key)
2439{
2430 key_value * link; 2440 key_value *link;
2431 const char * canonical_key; 2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2432 2444 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2445 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2446 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2447 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2448 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2449 */
2441 return NULL; 2450 return 0;
2442 } 2451 }
2443 2452
2444 /* This is copied from get_ob_key_link() above - 2453 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2454 * only 4 lines, and saves the function call overhead.
2446 */ 2455 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2456 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2457 if (link->key == canonical_key)
2449 return link->value; 2458 return link->value;
2450 } 2459
2451 } 2460 return 0;
2452 return NULL;
2453} 2461}
2454 2462
2455 2463
2456/* 2464/*
2457 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2469 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys. 2470 * keys.
2463 * 2471 *
2464 * Returns TRUE on success. 2472 * Returns TRUE on success.
2465 */ 2473 */
2474int
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2476{
2467 key_value * field = NULL, *last=NULL; 2477 key_value *field = NULL, *last = NULL;
2468 2478
2469 for (field=op->key_values; field != NULL; field=field->next) { 2479 for (field = op->key_values; field != NULL; field = field->next)
2480 {
2470 if (field->key != canonical_key) { 2481 if (field->key != canonical_key)
2482 {
2471 last = field; 2483 last = field;
2472 continue; 2484 continue;
2473 } 2485 }
2474 2486
2475 if (value) 2487 if (value)
2476 field->value = value; 2488 field->value = value;
2477 else { 2489 else
2490 {
2478 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2494 * we get this value back again.
2482 */ 2495 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2497 field->value = 0;
2498 else
2499 {
2500 if (last)
2501 last->next = field->next;
2485 else 2502 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2503 op->key_values = field->next;
2489 2504
2490 delete field; 2505 delete field;
2491 } 2506 }
2492 } 2507 }
2493 return TRUE; 2508 return TRUE;
2494 } 2509 }
2495 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2496 2511
2497 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2498 2513
2499 if (!add_key) { 2514 if (!add_key)
2500 return FALSE; 2515 return FALSE;
2501 } 2516
2502 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2506 * should pass in "" 2521 * should pass in ""
2507 */ 2522 */
2508 if (value == NULL) return TRUE; 2523 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 return TRUE; 2524 return TRUE;
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;
2519} 2535}
2520 2536
2521/* 2537/*
2522 * Updates the key in op to value. 2538 * Updates the key in op to value.
2523 * 2539 *
2525 * and not add new ones. 2541 * and not add new ones.
2526 * In general, should be little reason FALSE is ever passed in for add_key 2542 * In general, should be little reason FALSE is ever passed in for add_key
2527 * 2543 *
2528 * Returns TRUE on success. 2544 * Returns TRUE on success.
2529 */ 2545 */
2546int
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2547set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2531{ 2548{
2532 shstr key_ (key); 2549 shstr key_ (key);
2550
2533 return set_ob_key_value_s (op, key_, value, add_key); 2551 return set_ob_key_value_s (op, key_, value, add_key);
2534} 2552}
2553
2554object::depth_iterator::depth_iterator (object *container)
2555: iterator_base (container)
2556{
2557 while (item->inv)
2558 item = item->inv;
2559}
2560
2561void
2562object::depth_iterator::next ()
2563{
2564 if (item->below)
2565 {
2566 item = item->below;
2567
2568 while (item->inv)
2569 item = item->inv;
2570 }
2571 else
2572 item = item->env;
2573}
2574
2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2604// return a suitable string describing an object in enough detail to find it
2605const char *
2606object::debug_desc (char *info) const
2607{
2608 char flagdesc[512];
2609 char info2[256 * 4];
2610 char *p = info;
2611
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2613 count, uuid.seq,
2614 &name,
2615 title ? "\",title:" : "",
2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2618
2619 if (env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621
2622 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624
2625 return info;
2626}
2627
2628const char *
2629object::debug_desc () const
2630{
2631 static char info[256 * 4];
2632 return debug_desc (info);
2633}
2634

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