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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 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 1.15 2006/09/04 13:55:54 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 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 532 return neu;
640} 533}
641 534
642/* 535/*
643 * 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
644 * 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
645 * 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.
646 */ 539 */
647 540void
648void update_turn_face(object *op) { 541update_turn_face (object *op)
542{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
650 return; 544 return;
545
651 SET_ANIMATION(op, op->direction); 546 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
653} 548}
654 549
655/* 550/*
656 * 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
657 * 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.
658 * 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.
659 */ 554 */
660 555void
661void update_ob_speed(object *op) { 556object::set_speed (float speed)
662 extern int arch_init; 557{
663 558 if (flag [FLAG_FREED] && speed)
664 /* No reason putting the archetypes objects on the speed list, 559 {
665 * since they never really need to be updated.
666 */
667
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
670#ifdef MANY_CORES
671 abort();
672#else
673 op->speed = 0; 561 speed = 0;
674#endif
675 } 562 }
676 if (arch_init) {
677 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 563
684 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
685 * of the list. */ 565
686 op->active_next = active_objects; 566 if (has_active_speed ())
687 if (op->active_next!=NULL) 567 activate ();
688 op->active_next->active_prev = op;
689 active_objects = op;
690 }
691 else { 568 else
692 /* If not on the active list, nothing needs to be done */ 569 deactivate ();
693 if (!op->active_next && !op->active_prev && op!=active_objects)
694 return;
695
696 if (op->active_prev==NULL) {
697 active_objects = op->active_next;
698 if (op->active_next!=NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else {
702 op->active_prev->active_next = op->active_next;
703 if (op->active_next)
704 op->active_next->active_prev = op->active_prev;
705 }
706 op->active_next = NULL;
707 op->active_prev = NULL;
708 }
709} 570}
710 571
711/* This function removes object 'op' from the list of active
712 * objects.
713 * This should only be used for style maps or other such
714 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object.
718 */
719void remove_from_active_list(object *op)
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects)
723 return;
724
725 if (op->active_prev==NULL) {
726 active_objects = op->active_next;
727 if (op->active_next!=NULL)
728 op->active_next->active_prev = NULL;
729 }
730 else {
731 op->active_prev->active_next = op->active_next;
732 if (op->active_next)
733 op->active_next->active_prev = op->active_prev;
734 }
735 op->active_next = NULL;
736 op->active_prev = NULL;
737}
738
739/* 572/*
740 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
741 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
742 * 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
743 * invisible object, etc...) 576 * invisible object, etc...)
744 * 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
745 * 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
746 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
747 * 580 *
748 * 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.
749 * For example, if the only thing that has changed is the face (due to
750 * an animation), we don't need to call update_position until that actually
751 * comes into view of a player. OTOH, many other things, like addition/removal
752 * of walls or living creatures may need us to update the flags now.
753 * current action are: 582 * current action are:
754 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
755 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
756 * 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
757 * 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.
758 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
759 */ 588 */
760 589void
761void update_object(object *op, int action) { 590update_object (object *op, int action)
762 int update_now=0, flags; 591{
763 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
764 593
765 if (op == NULL) { 594 if (op == NULL)
595 {
766 /* this should never happen */ 596 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 598 return;
769 }
770 599 }
771 if(op->env!=NULL) { 600
601 if (op->env)
602 {
772 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
773 * to do in this case. 604 * to do in this case.
774 */ 605 */
775 return; 606 return;
776 } 607 }
777 608
778 /* 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
779 * going to get freed anyways. 610 * going to get freed anyways.
780 */ 611 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 612 if (!op->map || op->map->in_memory == MAP_SAVING)
782 613 return;
614
783 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
784 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)
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 617 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 619#ifdef MANY_CORES
788 abort(); 620 abort ();
789#endif 621#endif
790 return; 622 return;
791 }
792 623 }
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799 624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
800 if (action == UP_OBJ_INSERT) { 629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
802 update_now=1;
803
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
805 update_now=1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
806 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
808 update_now=1; 638 || (m.move_on | op->move_on ) != m.move_on
809
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1;
812
813 if ((move_on | op->move_on) != move_on) update_now=1;
814 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
815 /* 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
816 * to have move_allow right now. 642 * to have move_allow right now.
817 */ 643 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
819 update_now=1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 646 m.flags_ = 0;
821 } 647 }
822 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 650 * that is being removed.
825 */ 651 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 653 m.flags_ = 0;
828 } else if (action == UP_OBJ_FACE) { 654 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
830 }
831 else { 656 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 658
835 if (update_now) {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y);
838 }
839
840 if(op->more!=NULL) 659 if (op->more)
841 update_object(op->more, action); 660 update_object (op->more, action);
842} 661}
843 662
663object *object::first;
844 664
845/* 665object::object ()
846 * free_object() frees everything allocated by an object, removes 666{
847 * it from the list of used objects, and puts it on the list of 667 SET_FLAG (this, FLAG_REMOVED);
848 * free objects. The IS_FREED() flag is set in the object. 668
849 * The object must have been removed by remove_ob() first for 669 expmul = 1.0;
850 * this function to succeed. 670 face = blank_face;
851 * 671}
852 * If free_inventory is set, free inventory as well. Else drop items in 672
853 * inventory to the ground. 673object::~object ()
854 */ 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}
855 691
856void 692void
857free_object (object * ob) 693object::activate ()
858{ 694{
859 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);
860} 701}
861 702
862void 703void
863free_object2 (object * ob, int free_inventory) 704object::activate_recursive ()
864{ 705{
865 object *tmp, *op; 706 activate ();
866 707
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 708 for (object *op = inv; op; op = op->below)
868 { 709 op->activate_recursive ();
869 LOG (llevDebug, "Free object called with non removed object\n"); 710}
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 711
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 712/* This function removes object 'op' from the list of active
877 { 713 * objects.
878 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 714 * This should only be used for style maps or other such
879 remove_friendly_object (ob); 715 * reference maps where you don't want an object that isn't
880 } 716 * in play chewing up cpu time getting processed.
881 717 * The reverse of this is to call update_ob_speed, which
882 if (QUERY_FLAG (ob, FLAG_FREED)) 718 * will do the right thing based on the speed of the object.
883 { 719 */
884 dump_object (ob); 720void
885 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)
886 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)
887 } 743 {
888 744 op->flag [flag] = value;
889 if (ob->more != NULL) 745 op->set_flag_inv (flag, value);
890 { 746 }
891 free_object2 (ob->more, free_inventory); 747}
892 ob->more = NULL;
893 }
894 748
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
895 if (ob->inv) 761 if (!inv)
896 { 762 return;
763
897 /* Only if the space blocks everything do we not process - 764 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 765 * if some form of movement is allowed, let objects
899 * drop on that space. 766 * drop on that space.
900 */ 767 */
901 if (free_inventory || ob->map == NULL 768 if (!drop_to_ground
769 || !map
902 || ob->map->in_memory != MAP_IN_MEMORY 770 || map->in_memory != MAP_IN_MEMORY
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 771 || ms ().move_block == MOVE_ALL)
904 {
905 op = ob->inv;
906
907 while (op != NULL)
908 { 772 {
909 tmp = op->below; 773 while (inv)
910 remove_ob (op); 774 {
911 free_object2 (op, free_inventory); 775 inv->destroy_inv (drop_to_ground);
912 op = tmp; 776 inv->destroy ();
913 } 777 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 op = ob->inv;
918
919 while (op != NULL)
920 {
921 tmp = op->below;
922 remove_ob (op);
923
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
927 free_object (op);
928 else
929 {
930 op->x = ob->x;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
933 }
934
935 op = tmp;
936 }
937 }
938 }
939
940 /* Remove object from the active list */
941 ob->speed = 0;
942 update_ob_speed (ob);
943
944 SET_FLAG (ob, FLAG_FREED);
945 ob->count = 0;
946
947 /* Remove this object from the list of used objects */
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 } 778 }
955 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)
956 { 833 {
957 ob->prev->next = ob->next; 834 freed_map = new maptile;
958 835
959 if (ob->next != NULL) 836 freed_map->name = "/internal/freed_objects_map";
960 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;
961 } 842 }
962 843
963 free_key_values (ob); 844 map = freed_map;
845 x = 1;
846 y = 1;
847 }
964 848
965 /* Now link it with the free_objects list: */ 849 head = 0;
966 ob->prev = 0;
967 ob->next = 0;
968 850
969 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 ();
970} 873}
971 874
972/* 875/*
973 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
974 * 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)).
975 */ 878 */
976 879void
977void sub_weight (object *op, signed long weight) { 880sub_weight (object *op, signed long weight)
881{
978 while (op != NULL) { 882 while (op != NULL)
883 {
979 if (op->type == CONTAINER) { 884 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 885 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 886
982 op->carrying-=weight; 887 op->carrying -= weight;
983 op = op->env; 888 op = op->env;
984 } 889 }
985} 890}
986 891
987/* remove_ob(op): 892/* op->remove ():
988 * 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
989 * 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
990 * object will have no environment. If the object previously had an 895 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 896 * environment, the x and y coordinates will be updated to
992 * the previous environment. 897 * the previous environment.
993 * Beware: This function is called from the editor as well! 898 * Beware: This function is called from the editor as well!
994 */ 899 */
995 900void
996void remove_ob(object *op) { 901object::remove ()
902{
997 object *tmp,*last=NULL; 903 object *tmp, *last = 0;
998 object *otmp; 904 object *otmp;
999 tag_t tag;
1000 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 905
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 906 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 907 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 908
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
1025 911
912 if (more)
913 more->remove ();
914
1026 /* 915 /*
1027 * In this case, the object to be removed is in someones 916 * In this case, the object to be removed is in someones
1028 * inventory. 917 * inventory.
1029 */ 918 */
1030 if(op->env!=NULL) { 919 if (env)
920 {
1031 if(op->nrof) 921 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 922 sub_weight (env, weight * nrof);
1033 else 923 else
1034 sub_weight(op->env, op->weight+op->carrying); 924 sub_weight (env, weight + carrying);
1035 925
1036 /* 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
1037 * made to players inventory. If set, avoiding the call 927 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 928 * to save cpu time.
1039 */ 929 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 931 otmp->update_stats ();
1042 fix_player(otmp);
1043 932
1044 if(op->above!=NULL) 933 if (above)
1045 op->above->below=op->below; 934 above->below = below;
1046 else 935 else
1047 op->env->inv=op->below; 936 env->inv = below;
1048 937
1049 if(op->below!=NULL) 938 if (below)
1050 op->below->above=op->above; 939 below->above = above;
1051 940
1052 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
1053 * 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
1054 * 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
1055 */ 974 */
1056 op->x=op->env->x,op->y=op->env->y; 975 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 976 {
1058 op->above=NULL,op->below=NULL; 977 char *dump = dump_object (this);
1059 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)
1060 return; 993 return;
1061 }
1062 994
1063 /* If we get here, we are removing it from a map */ 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1064 if (op->map == NULL) return;
1065 996
1066 x = op->x; 997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 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);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 } 998 {
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1119 /* 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
1120 * being removed. 1000 * being removed.
1121 */ 1001 */
1122 1002
1123 if(tmp->type==PLAYER && tmp!=op) { 1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1124 /* If a container that the player is currently using somehow gets 1005 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1126 * appropriately. 1007 * appropriately.
1127 */ 1008 */
1128 if (tmp->container==op) { 1009 if (tmp->container == this)
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1010 {
1011 flag [FLAG_APPLIED] = 0;
1130 tmp->container=NULL; 1012 tmp->container = 0;
1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1131 } 1017 }
1132 tmp->contr->socket.update_look=1; 1018
1133 }
1134 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1137 1023 {
1138 move_apply(tmp, op, NULL); 1024 move_apply (tmp, this, 0);
1025
1139 if (was_destroyed (op, tag)) { 1026 if (destroyed ())
1140 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 ());
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1028 }
1143 }
1144 1029
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1147 if(tmp->above == tmp) 1032 if (tmp->above == tmp)
1148 tmp->above = NULL; 1033 tmp->above = 0;
1034
1149 last=tmp; 1035 last = tmp;
1150 } 1036 }
1037
1151 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1152 if (last==NULL) { 1039 //TODO: this makes little sense, why only update the topmost object?
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1040 if (!last)
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1041 map->at (x, y).flags_ = 0;
1155 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways.
1157 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y);
1160 }
1161 else 1042 else
1162 update_object(last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1163 1044
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1166 1047 }
1167} 1048}
1168 1049
1169/* 1050/*
1170 * merge_ob(op,top): 1051 * merge_ob(op,top):
1171 * 1052 *
1172 * This function goes through all objects below and including top, and 1053 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1054 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1055 * If top is NULL, it is calculated.
1175 * 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
1176 */ 1057 */
1177 1058object *
1178object *merge_ob(object *op, object *top) { 1059merge_ob (object *op, object *top)
1060{
1179 if(!op->nrof) 1061 if (!op->nrof)
1180 return 0; 1062 return 0;
1181 if(top==NULL) 1063
1064 if (top)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1067
1183 for(;top!=NULL;top=top->below) { 1068 for (; top; top = top->below)
1069 {
1184 if(top==op) 1070 if (top == op)
1185 continue; 1071 continue;
1186 if (CAN_MERGE(op,top)) 1072
1187 { 1073 if (object::can_merge (op, top))
1074 {
1188 top->nrof+=op->nrof; 1075 top->nrof += op->nrof;
1076
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1079 op->destroy ();
1192 free_object(op);
1193 return top; 1080 return top;
1194 } 1081 }
1195 } 1082 }
1083
1196 return NULL; 1084 return 0;
1197} 1085}
1198 1086
1199/* 1087/*
1200 * 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
1201 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1202 */ 1090 */
1091object *
1203object *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)
1204 object* tmp; 1093{
1205 if (op->head) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 op=op->head; 1095 {
1207 for (tmp=op;tmp;tmp=tmp->more){
1208 tmp->x=x+tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1210 } 1098 }
1099
1211 return insert_ob_in_map (op, m, originator, flag); 1100 return insert_ob_in_map (op, m, originator, flag);
1212} 1101}
1213 1102
1214/* 1103/*
1215 * insert_ob_in_map (op, map, originator, flag): 1104 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1105 * This function inserts the object in the two-way linked list
1229 * Return value: 1118 * Return value:
1230 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1121 * just 'op' otherwise
1233 */ 1122 */
1234 1123object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1125{
1237 object *tmp, *top, *floor=NULL; 1126 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1127 sint16 x, y;
1239 1128
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1129 if (QUERY_FLAG (op, FLAG_FREED))
1130 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1242 return NULL; 1132 return NULL;
1133 }
1134
1135 if (!m)
1243 } 1136 {
1244 if(m==NULL) {
1245 dump_object(op); 1137 char *dump = dump_object (op);
1246 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);
1247 return op; 1140 return op;
1248 } 1141 }
1142
1249 if(out_of_map(m,op->x,op->y)) { 1143 if (out_of_map (m, op->x, op->y))
1144 {
1250 dump_object(op); 1145 char *dump = dump_object (op);
1251 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);
1252#ifdef MANY_CORES 1147#ifdef MANY_CORES
1253 /* 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
1254 * 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
1255 * improperly inserted. 1150 * improperly inserted.
1256 */ 1151 */
1257 abort(); 1152 abort ();
1258#endif 1153#endif
1154 free (dump);
1259 return op; 1155 return op;
1260 } 1156 }
1157
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1159 {
1262 dump_object(op); 1160 char *dump = dump_object (op);
1263 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);
1264 return op; 1163 return op;
1164 }
1165
1166 if (op->more)
1265 } 1167 {
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1268 1169
1269 object *more = op->more; 1170 object *more = op->more;
1270 1171
1271 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1272 * 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
1273 * 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
1274 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1275 */ 1176 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1277 more->map = get_map_from_coord(m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1278 } else if (!more->map) { 1179 else if (!more->map)
1180 {
1279 /* For backwards compatibility - when not dealing with tiled maps, 1181 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent. 1182 * more->map should always point to the parent.
1281 */ 1183 */
1282 more->map = m; 1184 more->map = m;
1283 } 1185 }
1284 1186
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1188 {
1286 if ( ! op->head) 1189 if (!op->head)
1287 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
1288 return NULL; 1192 return 0;
1289 } 1193 }
1290 } 1194 }
1195
1291 CLEAR_FLAG(op,FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1292 1197
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1198 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * 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
1295 * need extra work 1200 * need extra work
1296 */ 1201 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y); 1202 op->map = get_map_from_coord (m, &op->x, &op->y);
1298 x = op->x; 1203 x = op->x;
1299 y = op->y; 1204 y = op->y;
1300 1205
1301 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1302 */ 1207 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) { 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1304 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)
1305 if (CAN_MERGE(op,tmp)) { 1210 if (object::can_merge (op, tmp))
1211 {
1306 op->nrof+=tmp->nrof; 1212 op->nrof += tmp->nrof;
1307 remove_ob(tmp); 1213 tmp->destroy ();
1308 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;
1309 } 1274 }
1310 }
1311 1275
1312 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 */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1277 top = last;
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316 1278
1317 if (flag & INS_BELOW_ORIGINATOR) { 1279 /* We let update_position deal with figuring out what the space
1318 if (originator->map != op->map || originator->x != op->x || 1280 * looks like instead of lots of conditions here.
1319 originator->y != op->y) { 1281 * makes things faster, and effectively the same result.
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /* 1282 */
1334 * If there are multiple objects on this space, we do some trickier handling. 1283
1335 * We've already dealt with merging if appropriate. 1284 /* Have object 'fall below' other objects that block view.
1336 * Generally, we want to put the new object on top. But if 1285 * Unless those objects are exits, type 66
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1286 * If INS_ON_TOP is used, don't do this processing
1338 * floor, we want to insert above that and no further. 1287 * Need to find the object that in fact blocks view, otherwise
1339 * Also, if there are spell objects on this space, we stop processing 1288 * stacking is a bit odd.
1340 * once we get to them. This reduces the need to traverse over all of 1289 */
1341 * them when adding another one - this saves quite a bit of cpu time 1290 if (!(flag & INS_ON_TOP) &&
1342 * 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))
1343 * 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.
1344 */ 1300 */
1345 1301 if (last && last->below && last != floor)
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above; 1302 top = last->below;
1359 } 1303 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */ 1304 } /* If objects on this space */
1305
1387 if (flag & INS_MAP_LOAD) 1306 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y); 1307 top = GET_MAP_TOP (op->map, op->x, op->y);
1308
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1309 if (flag & INS_ABOVE_FLOOR_ONLY)
1310 top = floor;
1390 1311
1391 /* 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.
1392 */ 1313 */
1393 1314
1394 /* First object on this space */ 1315 /* First object on this space */
1395 if (!top) { 1316 if (!top)
1317 {
1396 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)
1397 if (op->above) op->above->below = op; 1321 op->above->below = op;
1322
1398 op->below = NULL; 1323 op->below = 0;
1399 SET_MAP_OB(op->map, op->x, op->y, op); 1324 op->ms ().bot = op;
1325 }
1326 else
1400 } else { /* get inserted into the stack above top */ 1327 { /* get inserted into the stack above top */
1401 op->above = top->above; 1328 op->above = top->above;
1329
1330 if (op->above)
1402 if (op->above) op->above->below = op; 1331 op->above->below = op;
1332
1403 op->below = top; 1333 op->below = top;
1404 top->above = op; 1334 top->above = op;
1405 } 1335 }
1336
1406 if (op->above==NULL) 1337 if (!op->above)
1407 SET_MAP_TOP(op->map,op->x, op->y, op); 1338 op->ms ().top = op;
1408 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1409 1340
1410 if(op->type==PLAYER) 1341 if (op->type == PLAYER)
1342 {
1411 op->contr->do_los=1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1412 1347
1348 op->map->dirty = true;
1349
1413 /* 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
1414 * it, so save a few ticks and start from there. 1351 * it, so save a few ticks and start from there.
1415 */ 1352 */
1416 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1417 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 ())
1418 if (tmp->type == PLAYER) 1355 if (pl->contr->ns)
1419 tmp->contr->socket.update_look=1; 1356 pl->contr->ns->floorbox_update ();
1420 }
1421 1357
1422 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1423 * 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
1424 * 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
1425 * on the map will get recalculated. The players could very well 1361 * on the map will get recalculated. The players could very well
1426 * 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 -
1427 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1429 * of effect may be sufficient. 1365 * of effect may be sufficient.
1430 */ 1366 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1433 1369
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1437 1372
1373 INVOKE_OBJECT (INSERT, op);
1438 1374
1439 /* 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,
1440 * we want to have update_look set above before calling this. 1376 * we want to have floorbox_update called before calling this.
1441 * 1377 *
1442 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like 1379 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by 1380 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1381 * update_object().
1446 */ 1382 */
1447 1383
1448 /* 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 */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1386 {
1451 if (check_move_on(op, originator)) 1387 if (check_move_on (op, originator))
1452 return NULL; 1388 return 0;
1453 1389
1454 /* 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
1455 * walk on's. 1391 * walk on's.
1456 */ 1392 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1459 return NULL; 1395 return 0;
1460 } 1396 }
1397
1461 return op; 1398 return op;
1462} 1399}
1463 1400
1464/* this function inserts an object in the map, but if it 1401/* this function inserts an object in the map, but if it
1465 * 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.
1466 * 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.
1467 */ 1404 */
1405void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1406replace_insert_ob_in_map (const char *arch_string, object *op)
1469 object *tmp; 1407{
1470 object *tmp1; 1408 object *tmp, *tmp1;
1471 1409
1472 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1473 1411
1474 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)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1414 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1415
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1417
1483 1418 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1419 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 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}
1487 1428
1488/* 1429/*
1489 * 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
1490 * is returned contains nr objects, and the remaining parts contains 1431 * is returned contains nr objects, and the remaining parts contains
1491 * 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).
1492 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1434 * global static errmsg array.
1494 */ 1435 */
1495 1436object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1437get_split_ob (object *orig_ob, uint32 nr)
1438{
1497 object *newob; 1439 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1441
1500 if(orig_ob->nrof<nr) { 1442 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1443 {
1502 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);
1503 return NULL; 1445 return NULL;
1504 } 1446 }
1447
1505 newob = object_create_clone(orig_ob); 1448 newob = object_create_clone (orig_ob);
1449
1506 if((orig_ob->nrof-=nr)<1) { 1450 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1451 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1452 else if (!is_removed)
1453 {
1512 if(orig_ob->env!=NULL) 1454 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 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 {
1515 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.");
1516 LOG(llevDebug,
1517 "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");
1518 return NULL; 1460 return NULL;
1519 } 1461 }
1520 } 1462 }
1463
1521 newob->nrof=nr; 1464 newob->nrof = nr;
1522 1465
1523 return newob; 1466 return newob;
1524} 1467}
1525 1468
1526/* 1469/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1470 * decrease_ob_nr(object, number) decreases a specified number from
1528 * 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
1529 * is subsequently removed and freed. 1472 * is subsequently removed and freed.
1530 * 1473 *
1531 * 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
1532 */ 1475 */
1533 1476
1477object *
1534object *decrease_ob_nr (object *op, uint32 i) 1478decrease_ob_nr (object *op, uint32 i)
1535{ 1479{
1536 object *tmp; 1480 object *tmp;
1537 player *pl;
1538 1481
1539 if (i == 0) /* objects with op->nrof require this check */ 1482 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1483 return op;
1541 1484
1542 if (i > op->nrof) 1485 if (i > op->nrof)
1543 i = op->nrof; 1486 i = op->nrof;
1544 1487
1545 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 }
1546 { 1524 }
1525 else
1526 {
1527 object *above = op->above;
1528
1529 if (i < op->nrof)
1547 op->nrof -= i; 1530 op->nrof -= i;
1548 } 1531 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1532 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1533 op->remove ();
1576 op->nrof = 0; 1534 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1535 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1536
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1537 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1538 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1539 if (tmp->type == PLAYER)
1540 {
1595 if (op->nrof) 1541 if (op->nrof)
1596 esrv_send_item(tmp, op); 1542 esrv_send_item (tmp, op);
1597 else 1543 else
1598 esrv_del_item(tmp->contr, op->count); 1544 esrv_del_item (tmp->contr, op->count);
1599 } 1545 }
1600 } 1546 }
1601 1547
1602 if (op->nrof) { 1548 if (op->nrof)
1603 return op; 1549 return op;
1604 } else { 1550 else
1605 free_object (op); 1551 {
1552 op->destroy ();
1606 return NULL; 1553 return 0;
1607 } 1554 }
1608} 1555}
1609 1556
1610/* 1557/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1558 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1559 * and also updates how much the environment(s) is/are carrying.
1613 */ 1560 */
1614 1561
1562void
1615void add_weight (object *op, signed long weight) { 1563add_weight (object *op, signed long weight)
1564{
1616 while (op!=NULL) { 1565 while (op != NULL)
1566 {
1617 if (op->type == CONTAINER) { 1567 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1568 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1569
1620 op->carrying+=weight; 1570 op->carrying += weight;
1621 op=op->env; 1571 op = op->env;
1622 } 1572 }
1623} 1573}
1624 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
1625/* 1595/*
1626 * insert_ob_in_ob(op,environment): 1596 * env->insert (op)
1627 * This function inserts the object op in the linked list 1597 * This function inserts the object op in the linked list
1628 * inside the object environment. 1598 * inside the object environment.
1629 * 1599 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * 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
1636 * be != op, if items are merged. -Tero 1601 * be != op, if items are merged. -Tero
1637 */ 1602 */
1638 1603
1639object *insert_ob_in_ob(object *op,object *where) { 1604object *
1605object::insert (object *op)
1606{
1640 object *tmp, *otmp; 1607 object *tmp, *otmp;
1641 1608
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1610 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1611
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1612 if (op->more)
1613 {
1658 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);
1659 &op->name, op->count);
1660 return op; 1615 return op;
1661 } 1616 }
1617
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1619 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1620 if (op->nrof)
1621 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1623 if (object::can_merge (tmp, op))
1624 {
1667 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1626 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1628 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1629 * tmp->nrof, we need to increase the weight.
1672 */ 1630 */
1673 add_weight (where, op->weight*op->nrof); 1631 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1632 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1633 op->destroy (); /* free the inserted object */
1676 op = tmp; 1634 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1635 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1637 break;
1680 } 1638 }
1681 1639
1682 /* I assume combined objects have no inventory 1640 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1641 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1642 * (if it was possible to merge). calling remove_ob will subtract
1685 * 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
1686 * the linking below 1644 * the linking below
1687 */ 1645 */
1688 add_weight (where, op->weight*op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1647 }
1689 } else 1648 else
1690 add_weight (where, (op->weight+op->carrying)); 1649 add_weight (this, (op->weight + op->carrying));
1691 1650
1692 otmp=is_player_inv(where); 1651 otmp = this->in_player ();
1693 if (otmp&&otmp->contr!=NULL) { 1652 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1654 otmp->update_stats ();
1696 }
1697 1655
1698 op->map=NULL; 1656 op->map = 0;
1699 op->env=where; 1657 op->env = this;
1700 op->above=NULL; 1658 op->above = 0;
1701 op->below=NULL; 1659 op->below = 0;
1702 op->x=0,op->y=0; 1660 op->x = 0, op->y = 0;
1703 1661
1704 /* 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 */
1705 if((op->glow_radius!=0)&&where->map) 1663 if ((op->glow_radius != 0) && map)
1706 { 1664 {
1707#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1708 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);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1711 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);
1712 } 1670 }
1713 1671
1714 /* 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.
1715 * It sure simplifies this function... 1673 * It sure simplifies this function...
1716 */ 1674 */
1717 if (where->inv==NULL) 1675 if (!inv)
1718 where->inv=op; 1676 inv = op;
1719 else { 1677 else
1678 {
1720 op->below = where->inv; 1679 op->below = inv;
1721 op->below->above = op; 1680 op->below->above = op;
1722 where->inv = op; 1681 inv = op;
1723 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1724 return op; 1686 return op;
1725} 1687}
1726 1688
1727/* 1689/*
1728 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1742 * 1704 *
1743 * 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
1744 * 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
1745 * on top. 1707 * on top.
1746 */ 1708 */
1747 1709int
1748int check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1749{ 1711{
1750 object *tmp; 1712 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1713 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1714 int x = op->x, y = op->y;
1715
1754 MoveType move_on, move_slow, move_block; 1716 MoveType move_on, move_slow, move_block;
1755 1717
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1718 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1719 return 0;
1758 1720
1759 tag = op->count;
1760
1761 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);
1762 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);
1763 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);
1764 1724
1765 /* 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,
1766 * 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
1767 * 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
1768 * as walking. 1728 * as walking.
1769 */ 1729 */
1770 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))
1771 return 0; 1731 return 0;
1772 1732
1773 /* This is basically inverse logic of that below - basically, 1733 /* This is basically inverse logic of that below - basically,
1774 * 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,
1775 * 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
1776 * blocked. Logic on this seems confusing, but does seem correct. 1736 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1737 */
1778 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)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1739 return 0;
1780 1740
1781 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1783 */ 1743 */
1784 1744
1785 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)
1786 tmp->above!=NULL; tmp=tmp->above) { 1746 {
1787 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1788 * 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,
1789 * we don't need to check all of them. 1749 * we don't need to check all of them.
1790 */ 1750 */
1791 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)
1792 } 1756 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1757 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1758 continue; /* Can't apply yourself */
1795 1759
1796 /* 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.
1797 * Second check makes sure that the movement types not being slowed 1761 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1762 * (~slow_move) is not blocked on this space - just because the
1799 * 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
1800 * 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.
1801 */ 1765 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1766 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1767 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (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 {
1806 1771
1807 float diff; 1772 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1773 diff = tmp->move_slow_penalty * FABS (op->speed);
1774
1810 if (op->type == PLAYER) { 1775 if (op->type == PLAYER)
1811 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)) ||
1812 (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)))
1813 diff /= 4.0; 1778 diff /= 4.0;
1814 } 1779
1815 }
1816 op->speed_left -= diff; 1780 op->speed_left -= diff;
1817 } 1781 }
1818 } 1782 }
1819 1783
1820 /* Basically same logic as above, except now for actual apply. */ 1784 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1785 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (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))
1824 1787 {
1825 move_apply(tmp, op, originator); 1788 move_apply (tmp, op, originator);
1789
1826 if (was_destroyed (op, tag)) 1790 if (op->destroyed ())
1827 return 1; 1791 return 1;
1828 1792
1829 /* what the person/creature stepped onto has moved the object 1793 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1794 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1795 * have a feeling strange problems would result.
1832 */ 1796 */
1833 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;
1834 } 1799 }
1835 } 1800 }
1801
1836 return 0; 1802 return 0;
1837} 1803}
1838 1804
1839/* 1805/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
1843 */ 1809 */
1844 1810object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1811present_arch (const archetype *at, maptile *m, int x, int y)
1846 object *tmp; 1812{
1847 if(m==NULL || out_of_map(m,x,y)) { 1813 if (!m || out_of_map (m, x, y))
1814 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1816 return NULL;
1850 } 1817 }
1851 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)
1852 if(tmp->arch == at) 1820 if (tmp->arch == at)
1853 return tmp; 1821 return tmp;
1822
1854 return NULL; 1823 return NULL;
1855} 1824}
1856 1825
1857/* 1826/*
1858 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1861 */ 1830 */
1862 1831object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1832present (unsigned char type, maptile *m, int x, int y)
1864 object *tmp; 1833{
1865 if(out_of_map(m,x,y)) { 1834 if (out_of_map (m, x, y))
1835 {
1866 LOG(llevError,"Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1837 return NULL;
1868 } 1838 }
1869 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)
1870 if(tmp->type==type) 1841 if (tmp->type == type)
1871 return tmp; 1842 return tmp;
1843
1872 return NULL; 1844 return NULL;
1873} 1845}
1874 1846
1875/* 1847/*
1876 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
1879 */ 1851 */
1880 1852object *
1881object *present_in_ob(unsigned char type, const object *op) { 1853present_in_ob (unsigned char type, const object *op)
1882 object *tmp; 1854{
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1856 if (tmp->type == type)
1885 return tmp; 1857 return tmp;
1858
1886 return NULL; 1859 return NULL;
1887} 1860}
1888 1861
1889/* 1862/*
1890 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
1898 * 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
1899 * 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
1900 * 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
1901 * to be unique. 1874 * to be unique.
1902 */ 1875 */
1903 1876object *
1904object *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)
1905 object *tmp; 1878{
1906
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 1881 return tmp;
1910 } 1882
1911 return NULL; 1883 return 0;
1912} 1884}
1913 1885
1914/* 1886/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
1918 */ 1890 */
1919 1891object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 1892present_arch_in_ob (const archetype *at, const object *op)
1921 object *tmp; 1893{
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 1895 if (tmp->arch == at)
1924 return tmp; 1896 return tmp;
1897
1925 return NULL; 1898 return NULL;
1926} 1899}
1927 1900
1928/* 1901/*
1929 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
1930 */ 1903 */
1904void
1931void flag_inv(object*op, int flag){ 1905flag_inv (object *op, int flag)
1932 object *tmp; 1906{
1933 if(op->inv) 1907 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1909 {
1935 SET_FLAG(tmp, flag); 1910 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 1911 flag_inv (tmp, flag);
1937 } 1912 }
1913}
1914
1938}/* 1915/*
1939 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
1940 */ 1917 */
1918void
1941void unflag_inv(object*op, int flag){ 1919unflag_inv (object *op, int flag)
1942 object *tmp; 1920{
1943 if(op->inv) 1921 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 {
1945 CLEAR_FLAG(tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 1925 unflag_inv (tmp, flag);
1947 } 1926 }
1948} 1927}
1949 1928
1950/* 1929/*
1951 * 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
1952 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
1953 * 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
1954 * 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.
1955 */ 1934 */
1956 1935void
1957void set_cheat(object *op) { 1936set_cheat (object *op)
1937{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
1960} 1940}
1961 1941
1962/* 1942/*
1963 * 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
1964 * 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
1978 * 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
1979 * 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
1980 * 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
1981 * customized, changed states, etc. 1961 * customized, changed states, etc.
1982 */ 1962 */
1983 1963int
1984int 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{
1985 int i,index=0, flag; 1966 int index = 0, flag;
1986 static int altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
1987 1968
1988 for(i=start;i<stop;i++) { 1969 for (int i = start; i < stop; i++)
1970 {
1989 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]);
1990 if(!flag) 1972 if (!flag)
1991 altern[index++]=i; 1973 altern [index++] = i;
1992 1974
1993 /* 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.
1994 * 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.
1995 * 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 -
1996 * 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
1997 * 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
1998 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2000 */ 1982 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 1984 stop = maxfree[i];
2003 } 1985 }
2004 if(!index) return -1; 1986
1987 if (!index)
1988 return -1;
1989
2005 return altern[RANDOM()%index]; 1990 return altern[RANDOM () % index];
2006} 1991}
2007 1992
2008/* 1993/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2011 * 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.
2012 * 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.
2013 */ 1998 */
2014 1999int
2015int 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)
2016 int i; 2001{
2017 for(i=0;i<SIZEOFFREE;i++) { 2002 for (int i = 0; i < SIZEOFFREE; i++)
2018 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]))
2019 return i; 2004 return i;
2020 } 2005
2021 return -1; 2006 return -1;
2022} 2007}
2023 2008
2024/* 2009/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2027 */ 2013 */
2014static void
2028static void permute(int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2029{ 2016{
2030 int i, j, tmp, len; 2017 arr += begin;
2018 end -= begin;
2031 2019
2032 len = end-begin; 2020 while (--end)
2033 for(i = begin; i < end; i++) 2021 swap (arr [end], arr [RANDOM () % (end + 1)]);
2034 {
2035 j = begin+RANDOM()%len;
2036
2037 tmp = arr[i];
2038 arr[i] = arr[j];
2039 arr[j] = tmp;
2040 }
2041} 2022}
2042 2023
2043/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2025 * This basically returns a randomized array (in the passed pointer) of
2045 * 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
2046 * 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
2047 * 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
2048 * 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.
2049 */ 2030 */
2031void
2050void get_search_arr(int *search_arr) 2032get_search_arr (int *search_arr)
2051{ 2033{
2052 int i; 2034 int i;
2053 2035
2054 for(i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2055 {
2056 search_arr[i] = i; 2037 search_arr[i] = i;
2057 }
2058 2038
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2042}
2063 2043
2064/* 2044/*
2065 * 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
2066 * given map at the given coordinates for live objects. 2046 * given map at the given coordinates for live objects.
2071 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * Perhaps incorrectly, but I'm making the assumption that exclude
2072 * 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
2073 * 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
2074 * there is capable of. 2054 * there is capable of.
2075 */ 2055 */
2076 2056int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2057find_dir (maptile *m, int x, int y, object *exclude)
2058{
2078 int i,max=SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2060
2079 sint16 nx, ny; 2061 sint16 nx, ny;
2080 object *tmp; 2062 object *tmp;
2081 mapstruct *mp; 2063 maptile *mp;
2064
2082 MoveType blocked, move_type; 2065 MoveType blocked, move_type;
2083 2066
2084 if (exclude && exclude->head) { 2067 if (exclude && exclude->head)
2068 {
2085 exclude = exclude->head; 2069 exclude = exclude->head;
2086 move_type = exclude->move_type; 2070 move_type = exclude->move_type;
2087 } else { 2071 }
2072 else
2073 {
2088 /* 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. */
2089 move_type=MOVE_ALL; 2075 move_type = MOVE_ALL;
2076 }
2077
2078 for (i = 1; i < max; i++)
2090 } 2079 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2080 mp = m;
2094 nx = x + freearr_x[i]; 2081 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2082 ny = y + freearr_y[i];
2096 2083
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2098 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)
2099 max = maxfree[i]; 2095 max = maxfree[i];
2100 } else {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102
2103 if ((move_type & blocked) == move_type) {
2104 max=maxfree[i];
2105 } else if (mflags & P_IS_ALIVE) { 2096 else if (mflags & P_IS_ALIVE)
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2097 {
2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2109 break; 2101 break;
2110 } 2102
2111 }
2112 if(tmp) { 2103 if (tmp)
2113 return freedir[i]; 2104 return freedir[i];
2114 }
2115 } 2105 }
2116 } 2106 }
2117 } 2107 }
2108
2118 return 0; 2109 return 0;
2119} 2110}
2120 2111
2121/* 2112/*
2122 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2114 * distance between the two given objects.
2124 */ 2115 */
2125 2116int
2126int distance(const object *ob1, const object *ob2) { 2117distance (const object *ob1, const object *ob2)
2127 int i; 2118{
2128 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);
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2130 return i;
2131} 2120}
2132 2121
2133/* 2122/*
2134 * 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
2135 * 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
2136 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2137 */ 2126 */
2138 2127int
2139int find_dir_2(int x, int y) { 2128find_dir_2 (int x, int y)
2129{
2140 int q; 2130 int q;
2141 2131
2142 if(y) 2132 if (y)
2143 q=x*100/y; 2133 q = x * 100 / y;
2144 else if (x) 2134 else if (x)
2145 q= -300*x; 2135 q = -300 * x;
2146 else 2136 else
2147 return 0; 2137 return 0;
2148 2138
2149 if(y>0) { 2139 if (y > 0)
2140 {
2150 if(q < -242) 2141 if (q < -242)
2151 return 3 ; 2142 return 3;
2152 if (q < -41) 2143 if (q < -41)
2153 return 2 ; 2144 return 2;
2154 if (q < 41) 2145 if (q < 41)
2155 return 1 ; 2146 return 1;
2156 if (q < 242) 2147 if (q < 242)
2157 return 8 ; 2148 return 8;
2158 return 7 ; 2149 return 7;
2159 } 2150 }
2160 2151
2161 if (q < -242) 2152 if (q < -242)
2162 return 7 ; 2153 return 7;
2163 if (q < -41) 2154 if (q < -41)
2164 return 6 ; 2155 return 6;
2165 if (q < 41) 2156 if (q < 41)
2166 return 5 ; 2157 return 5;
2167 if (q < 242) 2158 if (q < 242)
2168 return 4 ; 2159 return 4;
2169 2160
2170 return 3 ; 2161 return 3;
2171} 2162}
2172 2163
2173/* 2164/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2165 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2166 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2167 * "overflow" in previous calculations of a direction).
2177 */ 2168 */
2178 2169
2170int
2179int absdir(int d) { 2171absdir (int d)
2180 while(d<1) d+=8; 2172{
2181 while(d>8) d-=8; 2173 while (d < 1)
2174 d += 8;
2175
2176 while (d > 8)
2177 d -= 8;
2178
2182 return d; 2179 return d;
2183} 2180}
2184 2181
2185/* 2182/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2184 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2185 */
2189 2186
2187int
2190int dirdiff(int dir1, int dir2) { 2188dirdiff (int dir1, int dir2)
2189{
2191 int d; 2190 int d;
2191
2192 d = abs(dir1 - dir2); 2192 d = abs (dir1 - dir2);
2193 if(d>4) 2193 if (d > 4)
2194 d = 8 - d; 2194 d = 8 - d;
2195
2195 return d; 2196 return d;
2196} 2197}
2197 2198
2198/* peterm: 2199/* peterm:
2199 * 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.
2202 * 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
2203 * 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.
2204 * 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
2205 * functions. 2206 * functions.
2206 */ 2207 */
2207
2208int reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2214 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2215 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2216 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2217 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2218 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2219 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2220 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2221 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2222 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2223 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2224 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2225 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2226 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2227 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2228 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2229 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2230 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2231 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2232 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2233 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2234 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2235 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2236 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2237 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2238 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2239 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2240 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2241 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2242 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2243 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2244 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2245 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2246 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2247 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2248 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2249 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2250 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2251 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2252 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2253 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2254 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2255 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2256 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2257 {24, 9, -1}
2258}; /* 48 */
2258 2259
2259/* Recursive routine to step back and see if we can 2260/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2261 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2262 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2263 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2264 * Modified to be map tile aware -.MSW
2264 */ 2265 */
2265 2266int
2266
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2267can_see_monsterP (maptile *m, int x, int y, int dir)
2268{
2268 sint16 dx, dy; 2269 sint16 dx, dy;
2269 int mflags; 2270 int mflags;
2270 2271
2272 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2273 return 0; /* exit condition: invalid direction */
2272 2274
2273 dx = x + freearr_x[dir]; 2275 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2276 dy = y + freearr_y[dir];
2275 2277
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2278 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2279
2278 /* This functional arguably was incorrect before - it was 2280 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2281 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2282 * we could move to the monster - this is being more
2281 * 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
2282 * 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
2283 * at least its move type. 2285 * at least its move type.
2284 */ 2286 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2287 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2288 return 0;
2286 2289
2287 /* yes, can see. */ 2290 /* yes, can see. */
2288 if(dir < 9) return 1; 2291 if (dir < 9)
2292 return 1;
2293
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2294 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292} 2297}
2293 2298
2294
2295
2296/* 2299/*
2297 * 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
2298 * picked up by the picker. Returnes 1 if it can be 2301 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2302 * picked up, otherwise 0.
2300 * 2303 *
2302 * core dumps if they do. 2305 * core dumps if they do.
2303 * 2306 *
2304 * 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)
2305 */ 2308 */
2306 2309
2310int
2307int can_pick(const object *who, const object *item) { 2311can_pick (const object *who, const object *item)
2312{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2315 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2316}
2313
2314 2317
2315/* 2318/*
2316 * create clone from object to another 2319 * create clone from object to another
2317 */ 2320 */
2321object *
2318object *object_create_clone (object *asrc) { 2322object_create_clone (object *asrc)
2323{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2324 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2325
2321 if(!asrc) return NULL; 2326 if (!asrc)
2327 return 0;
2328
2322 src = asrc; 2329 src = asrc;
2323 if(src->head) 2330 if (src->head)
2324 src = src->head; 2331 src = src->head;
2325 2332
2326 prev = NULL; 2333 prev = 0;
2327 for(part = src; part; part = part->more) { 2334 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2335 {
2329 copy_object(part,tmp); 2336 tmp = part->clone ();
2330 tmp->x -= src->x; 2337 tmp->x -= src->x;
2331 tmp->y -= src->y; 2338 tmp->y -= src->y;
2339
2332 if(!part->head) { 2340 if (!part->head)
2341 {
2333 dst = tmp; 2342 dst = tmp;
2334 tmp->head = NULL; 2343 tmp->head = 0;
2344 }
2335 } else { 2345 else
2336 tmp->head = dst; 2346 tmp->head = dst;
2337 } 2347
2338 tmp->more = NULL; 2348 tmp->more = 0;
2349
2339 if(prev) 2350 if (prev)
2340 prev->more = tmp; 2351 prev->more = tmp;
2352
2341 prev = tmp; 2353 prev = tmp;
2342 } 2354 }
2343 /*** copy inventory ***/ 2355
2344 for(item = src->inv; item; item = item->below) { 2356 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2358
2348 return dst; 2359 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2360}
2358 2361
2359/* GROS - Creates an object using a string representing its content. */ 2362/* GROS - Creates an object using a string representing its content. */
2360/* 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 */
2361/* 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, */
2362/* 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. */
2363/* 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. */
2364/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2365 2368object *
2366object* load_object_str(const char *obstr) 2369load_object_str (const char *obstr)
2367{ 2370{
2368 object *op; 2371 object *op;
2369 char filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2373
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2375
2372 FILE *tempfile=fopen(filename,"w"); 2376 FILE *tempfile = fopen (filename, "w");
2377
2373 if (tempfile == NULL) 2378 if (tempfile == NULL)
2374 { 2379 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2381 return NULL;
2377 }; 2382 }
2383
2378 fprintf(tempfile,obstr); 2384 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2385 fclose (tempfile);
2380 2386
2381 op=get_object(); 2387 op = object::create ();
2382 2388
2383 object_thawer thawer (filename); 2389 object_thawer thawer (filename);
2384 2390
2385 if (thawer) 2391 if (thawer)
2386 load_object(thawer,op,0); 2392 load_object (thawer, op, 0);
2387 2393
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2395 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2396
2391 return op; 2397 return op;
2392} 2398}
2393 2399
2394/* This returns the first object in who's inventory that 2400/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2401 * has the same type and subtype match.
2396 * returns NULL if no match. 2402 * returns NULL if no match.
2397 */ 2403 */
2404object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2406{
2400 object *tmp;
2401
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2408 if (tmp->type == type && tmp->subtype == subtype)
2409 return tmp;
2404 2410
2405 return NULL; 2411 return 0;
2406} 2412}
2407 2413
2408/* 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,
2409 * otherwise return NULL. 2415 * otherwise return NULL.
2410 * 2416 *
2411 * 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
2412 * do the desired thing. 2418 * do the desired thing.
2413 */ 2419 */
2420key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2421get_ob_key_link (const object *ob, const char *key)
2415 key_value * link; 2422{
2416
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2423 for (key_value *link = ob->key_values; link; link = link->next)
2418 if (link->key == key) { 2424 if (link->key == key)
2419 return link; 2425 return link;
2420 } 2426
2421 } 2427 return 0;
2422 2428}
2423 return NULL;
2424}
2425 2429
2426/* 2430/*
2427 * 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.
2428 * 2432 *
2429 * The argument doesn't need to be a shared string. 2433 * The argument doesn't need to be a shared string.
2430 * 2434 *
2431 * The returned string is shared. 2435 * The returned string is shared.
2432 */ 2436 */
2437const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2438get_ob_key_value (const object *op, const char *const key)
2439{
2434 key_value * link; 2440 key_value *link;
2435 const char * canonical_key; 2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2436 2444 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2445 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2446 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2447 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2448 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2449 */
2445 return NULL; 2450 return 0;
2446 } 2451 }
2447 2452
2448 /* This is copied from get_ob_key_link() above - 2453 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2454 * only 4 lines, and saves the function call overhead.
2450 */ 2455 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2456 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2457 if (link->key == canonical_key)
2453 return link->value; 2458 return link->value;
2454 } 2459
2455 } 2460 return 0;
2456 return NULL;
2457} 2461}
2458 2462
2459 2463
2460/* 2464/*
2461 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2465 * 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
2466 * keys. 2470 * keys.
2467 * 2471 *
2468 * Returns TRUE on success. 2472 * Returns TRUE on success.
2469 */ 2473 */
2474int
2470int 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{
2471 key_value * field = NULL, *last=NULL; 2477 key_value *field = NULL, *last = NULL;
2472 2478
2473 for (field=op->key_values; field != NULL; field=field->next) { 2479 for (field = op->key_values; field != NULL; field = field->next)
2480 {
2474 if (field->key != canonical_key) { 2481 if (field->key != canonical_key)
2482 {
2475 last = field; 2483 last = field;
2476 continue; 2484 continue;
2477 } 2485 }
2478 2486
2479 if (value) 2487 if (value)
2480 field->value = value; 2488 field->value = value;
2481 else { 2489 else
2490 {
2482 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2494 * we get this value back again.
2486 */ 2495 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2497 field->value = 0;
2498 else
2499 {
2500 if (last)
2501 last->next = field->next;
2489 else 2502 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2503 op->key_values = field->next;
2493 2504
2494 delete field; 2505 delete field;
2495 } 2506 }
2496 } 2507 }
2497 return TRUE; 2508 return TRUE;
2498 } 2509 }
2499 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2500 2511
2501 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2502 2513
2503 if (!add_key) { 2514 if (!add_key)
2504 return FALSE; 2515 return FALSE;
2505 } 2516
2506 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2510 * should pass in "" 2521 * should pass in ""
2511 */ 2522 */
2512 if (value == NULL) return TRUE; 2523 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 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;
2523} 2535}
2524 2536
2525/* 2537/*
2526 * Updates the key in op to value. 2538 * Updates the key in op to value.
2527 * 2539 *
2529 * and not add new ones. 2541 * and not add new ones.
2530 * 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
2531 * 2543 *
2532 * Returns TRUE on success. 2544 * Returns TRUE on success.
2533 */ 2545 */
2546int
2534int 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)
2535{ 2548{
2536 shstr key_ (key); 2549 shstr key_ (key);
2550
2537 return set_ob_key_value_s (op, key_, value, add_key); 2551 return set_ob_key_value_s (op, key_, value, add_key);
2538} 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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