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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.95 by root, Wed Dec 27 05:42:08 2006 UTC

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

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