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Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.20 2006/09/08 18:26:22 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 }
81 157 }
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
116bool
117object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
118{ 196{
119 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
121 return 0; 203 return 0;
122 204
123 if (ob1->speed != ob2->speed) 205 //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 206 /* 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 207 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 208 * used to store nrof).
129 */ 209 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 221
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 224
145 225 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 226 || 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) || 227 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 247 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 248 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 250 return 0;
179 251
180 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 253 * check all objects in the inventory.
182 */ 254 */
183 if (ob1->inv || ob2->inv) 255 if (ob1->inv || ob2->inv)
184 { 256 {
185 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 259 return 0;
188 260
189 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 263 return 0;
192 264
193 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 266 * if it is valid.
195 */ 267 */
196 } 268 }
204 276
205 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
207 * check? 279 * check?
208 */ 280 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 282 return 0;
212 283
213 switch (ob1->type) 284 switch (ob1->type)
214 { 285 {
215 case SCROLL: 286 case SCROLL:
216 if (ob1->level != ob2->level) 287 if (ob1->level != ob2->level)
217 return 0; 288 return 0;
218 break; 289 break;
219 } 290 }
220 291
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 293 {
223 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 296 /* One has fields, but the other one doesn't. */
226 return 0; 297 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 298 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 299 return 0;
229 } 300 }
230 301
231 //TODO: generate an event or call into perl for additional checks 302 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 303 if (ob1->self || ob2->self)
233 { 304 {
234 ob1->optimise (); 305 ob1->optimise ();
235 ob2->optimise (); 306 ob2->optimise ();
236 307
237 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
238 return 0; 309 return 0;
239 } 310 }
240 311
241 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
242 return 1; 313 return 1;
243} 314}
315
244/* 316/*
245 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
248 */ 320 */
249signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
250 signed long sum; 324 long sum;
251 object *inv; 325 object *inv;
326
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
253 if (inv->inv) 329 if (inv->inv)
254 sum_weight(inv); 330 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 332 }
333
257 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
259 if(op->carrying != sum) 337 if (op->carrying != sum)
260 op->carrying = sum; 338 op->carrying = sum;
339
261 return sum; 340 return sum;
262} 341}
263 342
264/** 343/**
265 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
266 */ 345 */
267 346
347object *
268object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
269 while (op->env != NULL) 350 while (op->env != NULL)
270 op = op->env; 351 op = op->env;
271 return op; 352 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} 353}
286 354
287/* 355/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 357 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
291 */ 359 */
292 360
293void dump_object2(object *op) { 361char *
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) { 362dump_object (object *op)
340 if(op==NULL) { 363{
341 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
342 return; 365 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 366
348void dump_all_objects(void) { 367 object_freezer freezer;
349 object *op; 368 save_object (freezer, op, 1);
350 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 370}
355 371
356/* 372/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
360 */ 376 */
361 377
378object *
362object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
363 object *tmp,*closest; 381 object *tmp, *closest;
364 int last_dist,i; 382 int last_dist, i;
383
365 if(op->more==NULL) 384 if (op->more == NULL)
366 return op; 385 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
370 return closest; 389 return closest;
371} 390}
372 391
373/* 392/*
374 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
375 */ 394 */
376 395
396object *
377object *find_object(tag_t i) { 397find_object (tag_t i)
378 object *op; 398{
379 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 400 if (op->count == i)
381 break; 401 return op;
402
382 return op; 403 return 0;
383} 404}
384 405
385/* 406/*
386 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
389 */ 410 */
390 411
412object *
391object *find_object_name(const char *str) { 413find_object_name (const char *str)
392 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
393 object *op; 416 object *op;
417
394 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 419 if (op->name == str_)
396 break; 420 break;
397 421
398 return op; 422 return op;
399} 423}
400 424
425void
401void free_all_object_data () 426free_all_object_data ()
402{ 427{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 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} 429}
440 430
441/* 431/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 433 * skill and experience objects.
444 */ 434 */
445void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
446{ 437{
447 if(owner==NULL||op==NULL) 438 if (!owner)
448 return; 439 return;
449 440
450 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 445 * 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. 446 * didn't match, this check is valid and I believe that cause is valid.
456 */ 447 */
457 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
459 450
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; 451 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} 452}
495 453
496/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 455 * refcounts and freeing the links.
498 */ 456 */
457static void
499static void free_key_values(object * op) 458free_key_values (object *op)
500{ 459{
501 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
502 { 461 {
503 key_value *next = i->next; 462 key_value *next = i->next;
504 delete i; 463 delete i;
464
505 i = next; 465 i = next;
506 } 466 }
507 467
508 op->key_values = 0; 468 op->key_values = 0;
509} 469}
510 470
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/* 471/*
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, 472 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 477 * will point at garbage.
580 */ 478 */
581 479void
582void copy_object (object *op2, object *op) 480object::copy_to (object *dst)
583{ 481{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 484
587 op2->clone (op); 485 *(object_copy *)dst = *this;
588 486
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 487 if (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 488 SET_FLAG (dst, FLAG_FREED);
591 489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
592 if (op2->speed < 0) 493 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 495
595 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 497 if (key_values)
597 { 498 {
598 key_value *tail = NULL; 499 key_value *tail = 0;
599 key_value *i; 500 key_value *i;
600 501
601 op->key_values = NULL; 502 dst->key_values = 0;
602 503
603 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
604 { 505 {
605 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
606 507
607 new_link->next = NULL; 508 new_link->next = 0;
608 new_link->key = i->key; 509 new_link->key = i->key;
609 new_link->value = i->value; 510 new_link->value = i->value;
610 511
611 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 513 if (!dst->key_values)
613 { 514 {
614 op->key_values = new_link; 515 dst->key_values = new_link;
615 tail = new_link; 516 tail = new_link;
616 } 517 }
617 else 518 else
618 { 519 {
619 tail->next = new_link; 520 tail->next = new_link;
620 tail = new_link; 521 tail = new_link;
621 } 522 }
622 } 523 }
623 } 524 }
624 525
625 update_ob_speed (op); 526 dst->set_speed (dst->speed);
626} 527}
627 528
529object *
628object::object () 530object::clone ()
629{ 531{
630 count = ++ob_count; 532 object *neu = create ();
631 533 copy_to (neu);
632 next = objects; 534 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} 535}
649 536
650/* 537/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
654 */ 541 */
655 542void
656void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
658 return; 546 return;
547
659 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
661} 550}
662 551
663/* 552/*
664 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
667 */ 556 */
668 557void
669void update_ob_speed(object *op) { 558object::set_speed (float speed)
670 extern int arch_init; 559{
671 560 if (flag [FLAG_FREED] && speed)
672 /* No reason putting the archetypes objects on the speed list, 561 {
673 * since they never really need to be updated.
674 */
675
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
678#ifdef MANY_CORES
679 abort();
680#else
681 op->speed = 0; 563 speed = 0;
682#endif
683 } 564 }
684 if (arch_init) {
685 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 565
692 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
693 * of the list. */ 567
694 op->active_next = active_objects; 568 if (has_active_speed ())
695 if (op->active_next!=NULL) 569 activate ();
696 op->active_next->active_prev = op;
697 active_objects = op;
698 }
699 else { 570 else
700 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
701 if (!op->active_next && !op->active_prev && op!=active_objects)
702 return;
703
704 if (op->active_prev==NULL) {
705 active_objects = op->active_next;
706 if (op->active_next!=NULL)
707 op->active_next->active_prev = NULL;
708 }
709 else {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716 }
717} 572}
718 573
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void remove_from_active_list(object *op)
728{
729 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects)
731 return;
732
733 if (op->active_prev==NULL) {
734 active_objects = op->active_next;
735 if (op->active_next!=NULL)
736 op->active_next->active_prev = NULL;
737 }
738 else {
739 op->active_prev->active_next = op->active_next;
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743 op->active_next = NULL;
744 op->active_prev = NULL;
745}
746
747/* 574/*
748 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 578 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
755 * 582 *
756 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
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: 584 * current action are:
762 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
767 */ 590 */
768 591void
769void update_object(object *op, int action) { 592update_object (object *op, int action)
770 int update_now=0, flags; 593{
771 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
772 595
773 if (op == NULL) { 596 if (op == NULL)
597 {
774 /* this should never happen */ 598 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 600 return;
777 }
778 601 }
779 if(op->env!=NULL) { 602
603 if (op->env)
604 {
780 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
781 * to do in this case. 606 * to do in this case.
782 */ 607 */
783 return; 608 return;
784 } 609 }
785 610
786 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 612 * going to get freed anyways.
788 */ 613 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
790 615 return;
616
791 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 621#ifdef MANY_CORES
796 abort(); 622 abort ();
797#endif 623#endif
798 return; 624 return;
799 }
800 625 }
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);
807 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
808 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 640 || (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 (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1;
823
824 if ((move_on | op->move_on) != move_on) update_now=1;
825
826 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
827 642 || (m.move_slow | op->move_slow) != m.move_slow
828 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
829 * to have move_allow right now. 644 * to have move_allow right now.
830 */ 645 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
832 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
833 648 m.flags_ = 0;
834 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1;
836 } 649 }
837 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 652 * that is being removed.
840 */ 653 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 655 m.flags_ = 0;
843 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
845 }
846 else { 658 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 660
850 if (update_now) {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y);
853 }
854
855 if(op->more!=NULL) 661 if (op->more)
856 update_object(op->more, action); 662 update_object (op->more, action);
857} 663}
858 664
665object *object::first;
859 666
860/* 667object::object ()
861 * free_object() frees everything allocated by an object, removes 668{
862 * it from the list of used objects, and puts it on the list of 669 SET_FLAG (this, FLAG_REMOVED);
863 * free objects. The IS_FREED() flag is set in the object. 670
864 * The object must have been removed by remove_ob() first for 671 expmul = 1.0;
865 * this function to succeed. 672 face = blank_face;
866 * 673}
867 * If free_inventory is set, free inventory as well. Else drop items in 674
868 * inventory to the ground. 675object::~object ()
869 */ 676{
677 free_key_values (this);
678}
679
680void object::link ()
681{
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692}
693
694void object::unlink ()
695{
696 if (this == object::first)
697 object::first = next;
698
699 /* Remove this object from the list of used objects */
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
870 712
871void 713void
872free_object (object * ob) 714object::activate ()
873{ 715{
874 free_object2 (ob, 0); 716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
875} 731}
876 732
877void 733void
878free_object2 (object * ob, int free_inventory) 734object::activate_recursive ()
879{ 735{
880 object *tmp, *op; 736 activate ();
881 737
882 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 738 for (object *op = inv; op; op = op->below)
883 { 739 op->activate_recursive ();
884 LOG (llevDebug, "Free object called with non removed object\n"); 740}
885 dump_object (ob);
886#ifdef MANY_CORES
887 abort ();
888#endif
889 }
890 741
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 742/* This function removes object 'op' from the list of active
892 { 743 * objects.
893 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 744 * This should only be used for style maps or other such
894 remove_friendly_object (ob); 745 * reference maps where you don't want an object that isn't
895 } 746 * in play chewing up cpu time getting processed.
896 747 * The reverse of this is to call update_ob_speed, which
897 if (QUERY_FLAG (ob, FLAG_FREED)) 748 * will do the right thing based on the speed of the object.
898 { 749 */
899 dump_object (ob); 750void
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
901 return; 755 return;
902 }
903 756
904 if (ob->more != NULL) 757 if (active_prev == 0)
905 {
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909
910 if (ob->inv)
911 {
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (free_inventory || ob->map == NULL
917 || ob->map->in_memory != MAP_IN_MEMORY
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
919 {
920 op = ob->inv;
921
922 while (op != NULL)
923 { 758 {
924 tmp = op->below; 759 active_objects = active_next;
925 remove_ob (op); 760 if (active_next)
926 free_object2 (op, free_inventory); 761 active_next->active_prev = 0;
927 op = tmp;
928 }
929 }
930 else
931 { /* Put objects in inventory onto this space */
932 op = ob->inv;
933
934 while (op != NULL)
935 {
936 tmp = op->below;
937 remove_ob (op);
938
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
942 free_object (op);
943 else
944 {
945 op->x = ob->x;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
948 }
949
950 op = tmp;
951 }
952 }
953 }
954
955 /* Remove object from the active list */
956 ob->speed = 0;
957 update_ob_speed (ob);
958
959 SET_FLAG (ob, FLAG_FREED);
960 ob->count = 0;
961
962 /* Remove this object from the list of used objects */
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 } 762 }
970 else 763 else
971 { 764 {
972 ob->prev->next = ob->next; 765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
973 769
974 if (ob->next != NULL) 770 active_next = 0;
975 ob->next->prev = ob->prev; 771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
793/*
794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
828
829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
838 }
839}
840
841object *object::create ()
842{
843 object *op = new object;
844 op->link ();
845 return op;
846}
847
848void
849object::do_destroy ()
850{
851 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this);
853
854 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this);
856
857 if (!flag [FLAG_REMOVED])
858 remove ();
859
860 if (flag [FLAG_FREED])
861 return;
862
863 set_speed (0);
864
865 flag [FLAG_FREED] = 1;
866
867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
976 } 886 }
977 887
978 free_key_values (ob); 888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
979 892
980 /* Now link it with the free_objects list: */ 893 head = 0;
981 ob->prev = 0;
982 ob->next = 0;
983 894
984 delete ob; 895 if (more)
896 {
897 more->destroy ();
898 more = 0;
899 }
900
901 // clear those pointers that likely might have circular references to us
902 owner = 0;
903 enemy = 0;
904 attacked_by = 0;
905
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
908}
909
910void
911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
915
916 if (destroy_inventory)
917 destroy_inv (false);
918
919 attachable::destroy ();
985} 920}
986 921
987/* 922/*
988 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
990 */ 925 */
991 926void
992void sub_weight (object *op, signed long weight) { 927sub_weight (object *op, signed long weight)
928{
993 while (op != NULL) { 929 while (op != NULL)
930 {
994 if (op->type == CONTAINER) { 931 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 933
997 op->carrying-=weight; 934 op->carrying -= weight;
998 op = op->env; 935 op = op->env;
999 } 936 }
1000} 937}
1001 938
1002/* remove_ob(op): 939/* op->remove ():
1003 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1005 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 944 * the previous environment.
1008 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
1009 */ 946 */
1010 947void
1011void remove_ob(object *op) { 948object::remove ()
949{
1012 object *tmp,*last=NULL; 950 object *tmp, *last = 0;
1013 object *otmp; 951 object *otmp;
1014 tag_t tag;
1015 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 952
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1021 dump_object(op); 954 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 955
1024 /* Changed it to always dump core in this case. As has been learned
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038
1039 SET_FLAG(op, FLAG_REMOVED); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
1040 958
959 if (more)
960 more->remove ();
961
1041 /* 962 /*
1042 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1043 * inventory. 964 * inventory.
1044 */ 965 */
1045 if(op->env!=NULL) { 966 if (env)
967 {
1046 if(op->nrof) 968 if (nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 969 sub_weight (env, weight * nrof);
1048 else 970 else
1049 sub_weight(op->env, op->weight+op->carrying); 971 sub_weight (env, weight + carrying);
1050 972
1051 /* NO_FIX_PLAYER is set when a great many changes are being 973 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 975 * to save cpu time.
1054 */ 976 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 978 otmp->update_stats ();
1057 fix_player(otmp);
1058 979
1059 if(op->above!=NULL) 980 if (above)
1060 op->above->below=op->below; 981 above->below = below;
1061 else 982 else
1062 op->env->inv=op->below; 983 env->inv = below;
1063 984
1064 if(op->below!=NULL) 985 if (below)
1065 op->below->above=op->above; 986 below->above = above;
1066 987
1067 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
991 */
992 x = env->x, y = env->y;
993 map = env->map;
994 above = 0, below = 0;
995 env = 0;
996 }
997 else if (map)
998 {
999 if (type == PLAYER)
1000 {
1001 --map->players;
1002 map->touch ();
1003 }
1004
1005 map->dirty = true;
1006
1007 /* link the object above us */
1008 if (above)
1009 above->below = below;
1010 else
1011 map->at (x, y).top = below; /* we were top, set new top */
1012
1013 /* Relink the object below us, if there is one */
1014 if (below)
1015 below->above = above;
1016 else
1017 {
1018 /* Nothing below, which means we need to relink map object for this space
1019 * use translated coordinates in case some oddness with map tiling is
1020 * evident
1070 */ 1021 */
1071 op->x=op->env->x,op->y=op->env->y; 1022 if (GET_MAP_OB (map, x, y) != this)
1072 op->map=op->env->map; 1023 {
1073 op->above=NULL,op->below=NULL; 1024 char *dump = dump_object (this);
1074 op->env=NULL; 1025 LOG (llevError,
1026 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1027 free (dump);
1028 dump = dump_object (GET_MAP_OB (map, x, y));
1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1031 }
1032
1033 map->at (x, y).bot = above; /* goes on above it. */
1034 }
1035
1036 above = 0;
1037 below = 0;
1038
1039 if (map->in_memory == MAP_SAVING)
1075 return; 1040 return;
1076 }
1077 1041
1078 /* If we get here, we are removing it from a map */ 1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 if (op->map == NULL) return;
1080 1043
1081 x = op->x; 1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1082 y = op->y;
1083 m = get_map_from_coord(op->map, &x, &y);
1084
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098
1099 /* Re did the following section of code - it looks like it had
1100 * lots of logic for things we no longer care about
1101 */
1102
1103 /* link the object above us */
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */
1117 if(GET_MAP_OB(m,x,y)!=op) {
1118 dump_object(op);
1119 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);
1120 dump_object(GET_MAP_OB(m,x,y));
1121 LOG(llevError,"%s\n",errmsg);
1122 } 1045 {
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1134 /* No point updating the players look faces if he is the object 1046 /* No point updating the players look faces if he is the object
1135 * being removed. 1047 * being removed.
1136 */ 1048 */
1137 1049
1138 if(tmp->type==PLAYER && tmp!=op) { 1050 if (tmp->type == PLAYER && tmp != this)
1051 {
1139 /* If a container that the player is currently using somehow gets 1052 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view 1053 * removed (most likely destroyed), update the player view
1141 * appropriately. 1054 * appropriately.
1142 */ 1055 */
1143 if (tmp->container==op) { 1056 if (tmp->container == this)
1144 CLEAR_FLAG(op, FLAG_APPLIED); 1057 {
1058 flag [FLAG_APPLIED] = 0;
1145 tmp->container=NULL; 1059 tmp->container = 0;
1060 }
1061
1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1146 } 1064 }
1147 tmp->contr->socket.update_look=1; 1065
1148 }
1149 /* See if player moving off should effect something */ 1066 /* See if object moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) && 1067 if (check_walk_off
1068 && ((move_type & tmp->move_off)
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 1070 {
1153 move_apply(tmp, op, NULL); 1071 move_apply (tmp, this, 0);
1072
1154 if (was_destroyed (op, tag)) { 1073 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 } 1075 }
1158 }
1159 1076
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1162 if(tmp->above == tmp) 1079 if (tmp->above == tmp)
1163 tmp->above = NULL; 1080 tmp->above = 0;
1081
1164 last=tmp; 1082 last = tmp;
1165 } 1083 }
1084
1166 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1167 if (last==NULL) { 1086 //TODO: this makes little sense, why only update the topmost object?
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1087 if (!last)
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1088 map->at (x, y).flags_ = 0;
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y);
1175 }
1176 else 1089 else
1177 update_object(last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1178 1091
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los(op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1181 1094 }
1182} 1095}
1183 1096
1184/* 1097/*
1185 * merge_ob(op,top): 1098 * merge_ob(op,top):
1186 * 1099 *
1187 * This function goes through all objects below and including top, and 1100 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1101 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1102 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1103 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1104 */
1192 1105object *
1193object *merge_ob(object *op, object *top) { 1106merge_ob (object *op, object *top)
1107{
1194 if(!op->nrof) 1108 if (!op->nrof)
1195 return 0; 1109 return 0;
1196 if(top==NULL) 1110
1111 if (top)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1114
1198 for(;top!=NULL;top=top->below) { 1115 for (; top; top = top->below)
1116 {
1199 if(top==op) 1117 if (top == op)
1200 continue; 1118 continue;
1201 if (CAN_MERGE(op,top)) 1119
1202 { 1120 if (object::can_merge (op, top))
1121 {
1203 top->nrof+=op->nrof; 1122 top->nrof += op->nrof;
1123
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1126 op->destroy ();
1207 free_object(op);
1208 return top; 1127 return top;
1209 } 1128 }
1210 } 1129 }
1130
1211 return NULL; 1131 return 0;
1212} 1132}
1213 1133
1214/* 1134/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1216 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1217 */ 1137 */
1138object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1219 object* tmp; 1140{
1220 if (op->head) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1221 op=op->head; 1142 {
1222 for (tmp=op;tmp;tmp=tmp->more){
1223 tmp->x=x+tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1225 } 1145 }
1146
1226 return insert_ob_in_map (op, m, originator, flag); 1147 return insert_ob_in_map (op, m, originator, flag);
1227} 1148}
1228 1149
1229/* 1150/*
1230 * insert_ob_in_map (op, map, originator, flag): 1151 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1152 * This function inserts the object in the two-way linked list
1244 * Return value: 1165 * Return value:
1245 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1168 * just 'op' otherwise
1248 */ 1169 */
1249 1170object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1172{
1252 object *tmp, *top, *floor=NULL; 1173 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1174 sint16 x, y;
1254 1175
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1176 if (QUERY_FLAG (op, FLAG_FREED))
1177 {
1256 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1257 return NULL; 1179 return NULL;
1180 }
1181
1182 if (!m)
1258 } 1183 {
1259 if(m==NULL) {
1260 dump_object(op); 1184 char *dump = dump_object (op);
1261 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186 free (dump);
1262 return op; 1187 return op;
1263 } 1188 }
1189
1264 if(out_of_map(m,op->x,op->y)) { 1190 if (out_of_map (m, op->x, op->y))
1191 {
1265 dump_object(op); 1192 char *dump = dump_object (op);
1266 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1267#ifdef MANY_CORES 1194#ifdef MANY_CORES
1268 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1269 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1270 * improperly inserted. 1197 * improperly inserted.
1271 */ 1198 */
1272 abort(); 1199 abort ();
1273#endif 1200#endif
1201 free (dump);
1274 return op; 1202 return op;
1275 } 1203 }
1204
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1206 {
1277 dump_object(op); 1207 char *dump = dump_object (op);
1278 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1279 return op; 1210 return op;
1211 }
1212
1213 if (op->more)
1280 } 1214 {
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1283 1216
1284 object *more = op->more; 1217 object *more = op->more;
1285 1218
1286 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1287 * we set the map, that doesn't work if the location is within 1220 * we set the map, that doesn't work if the location is within
1288 * a map and this is straddling an edge. So only if coordinate 1221 * a map and this is straddling an edge. So only if coordinate
1289 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1290 */ 1223 */
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1292 more->map = get_map_from_coord(m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1293 } else if (!more->map) { 1226 else if (!more->map)
1227 {
1294 /* For backwards compatibility - when not dealing with tiled maps, 1228 /* For backwards compatibility - when not dealing with tiled maps,
1295 * more->map should always point to the parent. 1229 * more->map should always point to the parent.
1296 */ 1230 */
1297 more->map = m; 1231 more->map = m;
1298 } 1232 }
1299 1233
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1235 {
1301 if ( ! op->head) 1236 if (!op->head)
1302 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1238
1303 return NULL; 1239 return 0;
1304 } 1240 }
1305 } 1241 }
1242
1306 CLEAR_FLAG(op,FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1307 1244
1308 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1309 * of areas of callers (eg, anything that uses find_free_spot would now 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1310 * need extra work 1247 * need extra work
1311 */ 1248 */
1312 op->map=get_map_from_coord(m, &op->x, &op->y); 1249 op->map = get_map_from_coord (m, &op->x, &op->y);
1313 x = op->x; 1250 x = op->x;
1314 y = op->y; 1251 y = op->y;
1315 1252
1316 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1317 */ 1254 */
1318 if(op->nrof && !(flag & INS_NO_MERGE)) { 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1319 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1320 if (CAN_MERGE(op,tmp)) { 1257 if (object::can_merge (op, tmp))
1258 {
1321 op->nrof+=tmp->nrof; 1259 op->nrof += tmp->nrof;
1322 remove_ob(tmp); 1260 tmp->destroy ();
1323 free_object(tmp); 1261 }
1262
1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1265
1266 if (!QUERY_FLAG (op, FLAG_ALIVE))
1267 CLEAR_FLAG (op, FLAG_NO_STEAL);
1268
1269 if (flag & INS_BELOW_ORIGINATOR)
1270 {
1271 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1272 {
1273 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1274 abort ();
1275 }
1276
1277 op->above = originator;
1278 op->below = originator->below;
1279
1280 if (op->below)
1281 op->below->above = op;
1282 else
1283 op->ms ().bot = op;
1284
1285 /* since *below* originator, no need to update top */
1286 originator->below = op;
1287 }
1288 else
1289 {
1290 /* If there are other objects, then */
1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1292 {
1293 object *last = 0;
1294
1295 /*
1296 * If there are multiple objects on this space, we do some trickier handling.
1297 * We've already dealt with merging if appropriate.
1298 * Generally, we want to put the new object on top. But if
1299 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1300 * floor, we want to insert above that and no further.
1301 * Also, if there are spell objects on this space, we stop processing
1302 * once we get to them. This reduces the need to traverse over all of
1303 * them when adding another one - this saves quite a bit of cpu time
1304 * when lots of spells are cast in one area. Currently, it is presumed
1305 * that flying non pickable objects are spell objects.
1306 */
1307 while (top)
1308 {
1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1310 floor = top;
1311
1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1313 {
1314 /* We insert above top, so we want this object below this */
1315 top = top->below;
1316 break;
1317 }
1318
1319 last = top;
1320 top = top->above;
1324 } 1321 }
1325 }
1326 1322
1327 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 /* Don't want top to be NULL, so set it to the last valid object */
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1324 top = last;
1329 if (!QUERY_FLAG(op, FLAG_ALIVE))
1330 CLEAR_FLAG(op, FLAG_NO_STEAL);
1331 1325
1332 if (flag & INS_BELOW_ORIGINATOR) { 1326 /* We let update_position deal with figuring out what the space
1333 if (originator->map != op->map || originator->x != op->x || 1327 * looks like instead of lots of conditions here.
1334 originator->y != op->y) { 1328 * makes things faster, and effectively the same result.
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336 abort();
1337 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else {
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /* 1329 */
1349 * If there are multiple objects on this space, we do some trickier handling. 1330
1350 * We've already dealt with merging if appropriate. 1331 /* Have object 'fall below' other objects that block view.
1351 * Generally, we want to put the new object on top. But if 1332 * Unless those objects are exits, type 66
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1333 * If INS_ON_TOP is used, don't do this processing
1353 * floor, we want to insert above that and no further. 1334 * Need to find the object that in fact blocks view, otherwise
1354 * Also, if there are spell objects on this space, we stop processing 1335 * stacking is a bit odd.
1355 * once we get to them. This reduces the need to traverse over all of 1336 */
1356 * them when adding another one - this saves quite a bit of cpu time 1337 if (!(flag & INS_ON_TOP) &&
1357 * when lots of spells are cast in one area. Currently, it is presumed 1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1358 * that flying non pickable objects are spell objects. 1339 {
1340 for (last = top; last != floor; last = last->below)
1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1342 break;
1343 /* Check to see if we found the object that blocks view,
1344 * and make sure we have a below pointer for it so that
1345 * we can get inserted below this one, which requires we
1346 * set top to the object below us.
1359 */ 1347 */
1360 1348 if (last && last->below && last != floor)
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above; 1349 top = last->below;
1374 } 1350 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */ 1351 } /* If objects on this space */
1352
1402 if (flag & INS_MAP_LOAD) 1353 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y); 1354 top = GET_MAP_TOP (op->map, op->x, op->y);
1355
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1356 if (flag & INS_ABOVE_FLOOR_ONLY)
1357 top = floor;
1405 1358
1406 /* Top is the object that our object (op) is going to get inserted above. 1359 /* Top is the object that our object (op) is going to get inserted above.
1407 */ 1360 */
1408 1361
1409 /* First object on this space */ 1362 /* First object on this space */
1410 if (!top) { 1363 if (!top)
1364 {
1411 op->above = GET_MAP_OB(op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1366
1367 if (op->above)
1412 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1413 op->below = NULL; 1370 op->below = 0;
1414 SET_MAP_OB(op->map, op->x, op->y, op); 1371 op->ms ().bot = op;
1372 }
1373 else
1415 } else { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1416 op->above = top->above; 1375 op->above = top->above;
1376
1377 if (op->above)
1417 if (op->above) op->above->below = op; 1378 op->above->below = op;
1379
1418 op->below = top; 1380 op->below = top;
1419 top->above = op; 1381 top->above = op;
1420 } 1382 }
1383
1421 if (op->above==NULL) 1384 if (!op->above)
1422 SET_MAP_TOP(op->map,op->x, op->y, op); 1385 op->ms ().top = op;
1423 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1424 1387
1425 if(op->type==PLAYER) 1388 if (op->type == PLAYER)
1389 {
1426 op->contr->do_los=1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1427 1394
1395 op->map->dirty = true;
1396
1428 /* If we have a floor, we know the player, if any, will be above 1397 /* If we have a floor, we know the player, if any, will be above
1429 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1430 */ 1399 */
1431 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1432 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1401 if (object *pl = op->ms ().player ())
1433 if (tmp->type == PLAYER) 1402 if (pl->contr->ns)
1434 tmp->contr->socket.update_look=1; 1403 pl->contr->ns->floorbox_update ();
1435 }
1436 1404
1437 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1412 * of effect may be sufficient.
1445 */ 1413 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1448 1416
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1452 1419
1420 INVOKE_OBJECT (INSERT, op);
1453 1421
1454 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1456 * 1424 *
1457 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1428 * update_object().
1461 */ 1429 */
1462 1430
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1433 {
1466 if (check_move_on(op, originator)) 1434 if (check_move_on (op, originator))
1467 return NULL; 1435 return 0;
1468 1436
1469 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1438 * walk on's.
1471 */ 1439 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1474 return NULL; 1442 return 0;
1475 } 1443 }
1444
1476 return op; 1445 return op;
1477} 1446}
1478 1447
1479/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1480 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1481 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1482 */ 1451 */
1452void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1484 object *tmp; 1454{
1485 object *tmp1; 1455 object *tmp, *tmp1;
1486 1456
1487 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1488 1458
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 remove_ob(tmp); 1461 tmp->destroy ();
1492 free_object(tmp);
1493 }
1494 }
1495 1462
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1464
1498 1465 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1466 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1474}
1502 1475
1503/* 1476/*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1505 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1481 * global static errmsg array.
1509 */ 1482 */
1510 1483object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1484get_split_ob (object *orig_ob, uint32 nr)
1485{
1512 object *newob; 1486 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1488
1515 if(orig_ob->nrof<nr) { 1489 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1490 {
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL; 1492 return NULL;
1519 } 1493 }
1494
1520 newob = object_create_clone(orig_ob); 1495 newob = object_create_clone (orig_ob);
1496
1521 if((orig_ob->nrof-=nr)<1) { 1497 if ((orig_ob->nrof -= nr) < 1)
1522 if ( ! is_removed) 1498 orig_ob->destroy (1);
1523 remove_ob(orig_ob);
1524 free_object2(orig_ob, 1);
1525 }
1526 else if ( ! is_removed) { 1499 else if (!is_removed)
1500 {
1527 if(orig_ob->env!=NULL) 1501 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504 {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1505 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531 LOG(llevDebug,
1532 "Error, Tried to split object whose map is not in memory.\n"); 1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL; 1507 return NULL;
1534 } 1508 }
1535 } 1509 }
1510
1536 newob->nrof=nr; 1511 newob->nrof = nr;
1537 1512
1538 return newob; 1513 return newob;
1539} 1514}
1540 1515
1541/* 1516/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1517 * decrease_ob_nr(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1545 * 1520 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1522 */
1548 1523
1524object *
1549object *decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1550{ 1526{
1551 object *tmp; 1527 object *tmp;
1552 player *pl;
1553 1528
1554 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1530 return op;
1556 1531
1557 if (i > op->nrof) 1532 if (i > op->nrof)
1558 i = op->nrof; 1533 i = op->nrof;
1559 1534
1560 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1536 op->nrof -= i;
1537 else if (op->env)
1538 {
1539 /* is this object in the players inventory, or sub container
1540 * therein?
1541 */
1542 tmp = op->in_player ();
1543 /* nope. Is this a container the player has opened?
1544 * If so, set tmp to that player.
1545 * IMO, searching through all the players will mostly
1546 * likely be quicker than following op->env to the map,
1547 * and then searching the map for a player.
1548 */
1549 if (!tmp)
1550 for_all_players (pl)
1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1554 break;
1555 }
1556
1557 if (i < op->nrof)
1558 {
1559 sub_weight (op->env, op->weight * i);
1560 op->nrof -= i;
1561 if (tmp)
1562 esrv_send_item (tmp, op);
1563 }
1564 else
1565 {
1566 op->remove ();
1567 op->nrof = 0;
1568 if (tmp)
1569 esrv_del_item (tmp->contr, op->count);
1570 }
1561 { 1571 }
1572 else
1573 {
1574 object *above = op->above;
1575
1576 if (i < op->nrof)
1562 op->nrof -= i; 1577 op->nrof -= i;
1563 } 1578 else
1564 else if (op->env != NULL)
1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */
1569 tmp = is_player_inv (op->env);
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 } 1579 {
1582
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op); 1580 op->remove ();
1591 op->nrof = 0; 1581 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 } 1582 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600 1583
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */ 1584 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1585 for (tmp = above; tmp; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1586 if (tmp->type == PLAYER)
1587 {
1610 if (op->nrof) 1588 if (op->nrof)
1611 esrv_send_item(tmp, op); 1589 esrv_send_item (tmp, op);
1612 else 1590 else
1613 esrv_del_item(tmp->contr, op->count); 1591 esrv_del_item (tmp->contr, op->count);
1614 } 1592 }
1615 } 1593 }
1616 1594
1617 if (op->nrof) { 1595 if (op->nrof)
1618 return op; 1596 return op;
1619 } else { 1597 else
1620 free_object (op); 1598 {
1599 op->destroy ();
1621 return NULL; 1600 return 0;
1622 } 1601 }
1623} 1602}
1624 1603
1625/* 1604/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1606 * and also updates how much the environment(s) is/are carrying.
1628 */ 1607 */
1629 1608
1609void
1630void add_weight (object *op, signed long weight) { 1610add_weight (object *op, signed long weight)
1611{
1631 while (op!=NULL) { 1612 while (op != NULL)
1613 {
1632 if (op->type == CONTAINER) { 1614 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1615 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1616
1635 op->carrying+=weight; 1617 op->carrying += weight;
1636 op=op->env; 1618 op = op->env;
1637 } 1619 }
1638} 1620}
1639 1621
1622object *
1623insert_ob_in_ob (object *op, object *where)
1624{
1625 if (!where)
1626 {
1627 char *dump = dump_object (op);
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump);
1630 return op;
1631 }
1632
1633 if (where->head)
1634 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head;
1637 }
1638
1639 return where->insert (op);
1640}
1641
1640/* 1642/*
1641 * insert_ob_in_ob(op,environment): 1643 * env->insert (op)
1642 * This function inserts the object op in the linked list 1644 * This function inserts the object op in the linked list
1643 * inside the object environment. 1645 * inside the object environment.
1644 * 1646 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * The function returns now pointer to inserted item, and return value can 1647 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1648 * be != op, if items are merged. -Tero
1652 */ 1649 */
1653 1650
1654object *insert_ob_in_ob(object *op,object *where) { 1651object *
1652object::insert (object *op)
1653{
1655 object *tmp, *otmp; 1654 object *tmp, *otmp;
1656 1655
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 dump_object(op); 1657 op->remove ();
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1658
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1659 if (op->more)
1660 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1662 return op;
1676 } 1663 }
1664
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1667 if (op->nrof)
1668 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1670 if (object::can_merge (tmp, op))
1671 {
1682 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1673 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1687 */ 1677 */
1688 add_weight (where, op->weight*op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1691 op = tmp; 1681 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1684 break;
1695 } 1685 }
1696 1686
1697 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1689 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do 1690 * the weight, so we need to add it in again, since we actually do
1701 * the linking below 1691 * the linking below
1702 */ 1692 */
1703 add_weight (where, op->weight*op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1694 }
1704 } else 1695 else
1705 add_weight (where, (op->weight+op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1706 1697
1707 otmp=is_player_inv(where); 1698 otmp = this->in_player ();
1708 if (otmp&&otmp->contr!=NULL) { 1699 if (otmp && otmp->contr)
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1701 otmp->update_stats ();
1711 }
1712 1702
1713 op->map=NULL; 1703 op->map = 0;
1714 op->env=where; 1704 op->env = this;
1715 op->above=NULL; 1705 op->above = 0;
1716 op->below=NULL; 1706 op->below = 0;
1717 op->x=0,op->y=0; 1707 op->x = 0, op->y = 0;
1718 1708
1719 /* reset the light list and los of the players on the map */ 1709 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1710 if ((op->glow_radius != 0) && map)
1721 { 1711 {
1722#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1715 if (map->darkness)
1716 update_all_los (map, x, y);
1727 } 1717 }
1728 1718
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function... 1720 * It sure simplifies this function...
1731 */ 1721 */
1732 if (where->inv==NULL) 1722 if (!inv)
1733 where->inv=op; 1723 inv = op;
1734 else { 1724 else
1725 {
1735 op->below = where->inv; 1726 op->below = inv;
1736 op->below->above = op; 1727 op->below->above = op;
1737 where->inv = op; 1728 inv = op;
1738 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1739 return op; 1733 return op;
1740} 1734}
1741 1735
1742/* 1736/*
1743 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1757 * 1751 *
1758 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1754 * on top.
1761 */ 1755 */
1762 1756int
1763int check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1764{ 1758{
1765 object *tmp; 1759 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1760 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1761 int x = op->x, y = op->y;
1762
1769 MoveType move_on, move_slow, move_block; 1763 MoveType move_on, move_slow, move_block;
1770 1764
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1765 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1766 return 0;
1773 1767
1774 tag = op->count;
1775
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1768 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1777 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1769 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1778 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1771
1780 /* if nothing on this space will slow op down or be applied, 1772 /* if nothing on this space will slow op down or be applied,
1781 * no need to do checking below. have to make sure move_type 1773 * no need to do checking below. have to make sure move_type
1782 * is set, as lots of objects don't have it set - we treat that 1774 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1775 * as walking.
1784 */ 1776 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1777 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1778 return 0;
1787 1779
1788 /* This is basically inverse logic of that below - basically, 1780 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1781 * if the object can avoid the move on or slow move, they do so,
1790 * but can't do it if the alternate movement they are using is 1782 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1783 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1784 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1785 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1786 return 0;
1795 1787
1796 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
1798 */ 1790 */
1799 1791
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1801 tmp->above!=NULL; tmp=tmp->above) { 1793 {
1802 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1796 * we don't need to check all of them.
1805 */ 1797 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1798 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1799 break;
1800 }
1801
1802 for (; tmp; tmp = tmp->below)
1807 } 1803 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1804 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1805 continue; /* Can't apply yourself */
1810 1806
1811 /* Check to see if one of the movement types should be slowed down. 1807 /* Check to see if one of the movement types should be slowed down.
1812 * Second check makes sure that the movement types not being slowed 1808 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1809 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1810 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1811 * swim on that space, can't use it to avoid the penalty.
1816 */ 1812 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1813 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1814 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1816 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1817 {
1821 1818
1822 float diff; 1819 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1820 diff = tmp->move_slow_penalty * FABS (op->speed);
1821
1825 if (op->type == PLAYER) { 1822 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1823 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1824 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1825 diff /= 4.0;
1829 } 1826
1830 }
1831 op->speed_left -= diff; 1827 op->speed_left -= diff;
1832 } 1828 }
1833 } 1829 }
1834 1830
1835 /* Basically same logic as above, except now for actual apply. */ 1831 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1832 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1833 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 1834 {
1840 move_apply(tmp, op, originator); 1835 move_apply (tmp, op, originator);
1836
1841 if (was_destroyed (op, tag)) 1837 if (op->destroyed ())
1842 return 1; 1838 return 1;
1843 1839
1844 /* what the person/creature stepped onto has moved the object 1840 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1841 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1842 * have a feeling strange problems would result.
1847 */ 1843 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 1844 if (op->map != m || op->x != x || op->y != y)
1845 return 0;
1849 } 1846 }
1850 } 1847 }
1848
1851 return 0; 1849 return 0;
1852} 1850}
1853 1851
1854/* 1852/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1858 */ 1856 */
1859 1857object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1858present_arch (const archetype *at, maptile *m, int x, int y)
1861 object *tmp; 1859{
1862 if(m==NULL || out_of_map(m,x,y)) { 1860 if (!m || out_of_map (m, x, y))
1861 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1863 return NULL;
1865 } 1864 }
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1867 if(tmp->arch == at) 1867 if (tmp->arch == at)
1868 return tmp; 1868 return tmp;
1869
1869 return NULL; 1870 return NULL;
1870} 1871}
1871 1872
1872/* 1873/*
1873 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
1876 */ 1877 */
1877 1878object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1879present (unsigned char type, maptile *m, int x, int y)
1879 object *tmp; 1880{
1880 if(out_of_map(m,x,y)) { 1881 if (out_of_map (m, x, y))
1882 {
1881 LOG(llevError,"Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1884 return NULL;
1883 } 1885 }
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1885 if(tmp->type==type) 1888 if (tmp->type == type)
1886 return tmp; 1889 return tmp;
1890
1887 return NULL; 1891 return NULL;
1888} 1892}
1889 1893
1890/* 1894/*
1891 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
1894 */ 1898 */
1895 1899object *
1896object *present_in_ob(unsigned char type, const object *op) { 1900present_in_ob (unsigned char type, const object *op)
1897 object *tmp; 1901{
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 1903 if (tmp->type == type)
1900 return tmp; 1904 return tmp;
1905
1901 return NULL; 1906 return NULL;
1902} 1907}
1903 1908
1904/* 1909/*
1905 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
1913 * str is the string to match against. Note that we match against 1918 * str is the string to match against. Note that we match against
1914 * the object name, not the archetype name. this is so that the 1919 * the object name, not the archetype name. this is so that the
1915 * spell code can use one object type (force), but change it's name 1920 * spell code can use one object type (force), but change it's name
1916 * to be unique. 1921 * to be unique.
1917 */ 1922 */
1918 1923object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 1924present_in_ob_by_name (int type, const char *str, const object *op)
1920 object *tmp; 1925{
1921
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1928 return tmp;
1925 } 1929
1926 return NULL; 1930 return 0;
1927} 1931}
1928 1932
1929/* 1933/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
1933 */ 1937 */
1934 1938object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 1939present_arch_in_ob (const archetype *at, const object *op)
1936 object *tmp; 1940{
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 1942 if (tmp->arch == at)
1939 return tmp; 1943 return tmp;
1944
1940 return NULL; 1945 return NULL;
1941} 1946}
1942 1947
1943/* 1948/*
1944 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
1945 */ 1950 */
1951void
1946void flag_inv(object*op, int flag){ 1952flag_inv (object *op, int flag)
1947 object *tmp; 1953{
1948 if(op->inv) 1954 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1956 {
1950 SET_FLAG(tmp, flag); 1957 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 1958 flag_inv (tmp, flag);
1952 } 1959 }
1960}
1961
1953}/* 1962/*
1954 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
1955 */ 1964 */
1965void
1956void unflag_inv(object*op, int flag){ 1966unflag_inv (object *op, int flag)
1957 object *tmp; 1967{
1958 if(op->inv) 1968 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 {
1960 CLEAR_FLAG(tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 1972 unflag_inv (tmp, flag);
1962 } 1973 }
1963} 1974}
1964 1975
1965/* 1976/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
1970 */ 1981 */
1971 1982void
1972void set_cheat(object *op) { 1983set_cheat (object *op)
1984{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
1975} 1987}
1976 1988
1977/* 1989/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 1990 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain 1991 * a spot at the given map and coordinates which will be able to contain
1993 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
1994 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
1995 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 2008 * customized, changed states, etc.
1997 */ 2009 */
1998 2010int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012{
2000 int i,index=0, flag; 2013 int index = 0, flag;
2001 static int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2002 2015
2003 for(i=start;i<stop;i++) { 2016 for (int i = start; i < stop; i++)
2017 {
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2005 if(!flag) 2019 if (!flag)
2006 altern[index++]=i; 2020 altern [index++] = i;
2007 2021
2008 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2009 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2010 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2011 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2012 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2015 */ 2029 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2031 stop = maxfree[i];
2018 } 2032 }
2019 if(!index) return -1; 2033
2034 if (!index)
2035 return -1;
2036
2020 return altern[RANDOM()%index]; 2037 return altern[RANDOM () % index];
2021} 2038}
2022 2039
2023/* 2040/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2027 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2045 */
2029 2046int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2031 int i; 2048{
2032 for(i=0;i<SIZEOFFREE;i++) { 2049 for (int i = 0; i < SIZEOFFREE; i++)
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2051 return i;
2035 } 2052
2036 return -1; 2053 return -1;
2037} 2054}
2038 2055
2039/* 2056/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2042 */ 2060 */
2061static void
2043static void permute(int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2044{ 2063{
2045 int i, j, tmp, len; 2064 arr += begin;
2065 end -= begin;
2046 2066
2047 len = end-begin; 2067 while (--end)
2048 for(i = begin; i < end; i++) 2068 swap (arr [end], arr [RANDOM () % (end + 1)]);
2049 {
2050 j = begin+RANDOM()%len;
2051
2052 tmp = arr[i];
2053 arr[i] = arr[j];
2054 arr[j] = tmp;
2055 }
2056} 2069}
2057 2070
2058/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2060 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2061 * monsters to the north first. However, the size of the array passed 2074 * monsters to the north first. However, the size of the array passed
2062 * covers all the spaces, so within that size, all the spaces within 2075 * covers all the spaces, so within that size, all the spaces within
2063 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2077 */
2078void
2065void get_search_arr(int *search_arr) 2079get_search_arr (int *search_arr)
2066{ 2080{
2067 int i; 2081 int i;
2068 2082
2069 for(i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2070 {
2071 search_arr[i] = i; 2084 search_arr[i] = i;
2072 }
2073 2085
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2089}
2078 2090
2079/* 2091/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2092 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2093 * given map at the given coordinates for live objects.
2086 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2087 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2101 * there is capable of.
2090 */ 2102 */
2091 2103int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2104find_dir (maptile *m, int x, int y, object *exclude)
2105{
2093 int i,max=SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2107
2094 sint16 nx, ny; 2108 sint16 nx, ny;
2095 object *tmp; 2109 object *tmp;
2096 mapstruct *mp; 2110 maptile *mp;
2111
2097 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2098 2113
2099 if (exclude && exclude->head) { 2114 if (exclude && exclude->head)
2115 {
2100 exclude = exclude->head; 2116 exclude = exclude->head;
2101 move_type = exclude->move_type; 2117 move_type = exclude->move_type;
2102 } else { 2118 }
2119 else
2120 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2121 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2122 move_type = MOVE_ALL;
2123 }
2124
2125 for (i = 1; i < max; i++)
2105 } 2126 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2127 mp = m;
2109 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2111 2130
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2113 if (mflags & P_OUT_OF_MAP) { 2133 if (mflags & P_OUT_OF_MAP)
2134 max = maxfree[i];
2135 else
2136 {
2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2140
2141 if ((move_type & blocked) == move_type)
2114 max = maxfree[i]; 2142 max = maxfree[i];
2115 } else {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2117
2118 if ((move_type & blocked) == move_type) {
2119 max=maxfree[i];
2120 } else if (mflags & P_IS_ALIVE) { 2143 else if (mflags & P_IS_ALIVE)
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2144 {
2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2124 break; 2148 break;
2125 } 2149
2126 }
2127 if(tmp) { 2150 if (tmp)
2128 return freedir[i]; 2151 return freedir[i];
2129 }
2130 } 2152 }
2131 } 2153 }
2132 } 2154 }
2155
2133 return 0; 2156 return 0;
2134} 2157}
2135 2158
2136/* 2159/*
2137 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2161 * distance between the two given objects.
2139 */ 2162 */
2140 2163int
2141int distance(const object *ob1, const object *ob2) { 2164distance (const object *ob1, const object *ob2)
2142 int i; 2165{
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2145 return i;
2146} 2167}
2147 2168
2148/* 2169/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2150 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2152 */ 2173 */
2153 2174int
2154int find_dir_2(int x, int y) { 2175find_dir_2 (int x, int y)
2176{
2155 int q; 2177 int q;
2156 2178
2157 if(y) 2179 if (y)
2158 q=x*100/y; 2180 q = x * 100 / y;
2159 else if (x) 2181 else if (x)
2160 q= -300*x; 2182 q = -300 * x;
2161 else 2183 else
2162 return 0; 2184 return 0;
2163 2185
2164 if(y>0) { 2186 if (y > 0)
2187 {
2165 if(q < -242) 2188 if (q < -242)
2166 return 3 ; 2189 return 3;
2167 if (q < -41) 2190 if (q < -41)
2168 return 2 ; 2191 return 2;
2169 if (q < 41) 2192 if (q < 41)
2170 return 1 ; 2193 return 1;
2171 if (q < 242) 2194 if (q < 242)
2172 return 8 ; 2195 return 8;
2173 return 7 ; 2196 return 7;
2174 } 2197 }
2175 2198
2176 if (q < -242) 2199 if (q < -242)
2177 return 7 ; 2200 return 7;
2178 if (q < -41) 2201 if (q < -41)
2179 return 6 ; 2202 return 6;
2180 if (q < 41) 2203 if (q < 41)
2181 return 5 ; 2204 return 5;
2182 if (q < 242) 2205 if (q < 242)
2183 return 4 ; 2206 return 4;
2184 2207
2185 return 3 ; 2208 return 3;
2186} 2209}
2187 2210
2188/* 2211/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2212 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2213 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2214 * "overflow" in previous calculations of a direction).
2192 */ 2215 */
2193 2216
2217int
2194int absdir(int d) { 2218absdir (int d)
2195 while(d<1) d+=8; 2219{
2196 while(d>8) d-=8; 2220 while (d < 1)
2221 d += 8;
2222
2223 while (d > 8)
2224 d -= 8;
2225
2197 return d; 2226 return d;
2198} 2227}
2199 2228
2200/* 2229/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2231 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2232 */
2204 2233
2234int
2205int dirdiff(int dir1, int dir2) { 2235dirdiff (int dir1, int dir2)
2236{
2206 int d; 2237 int d;
2238
2207 d = abs(dir1 - dir2); 2239 d = abs (dir1 - dir2);
2208 if(d>4) 2240 if (d > 4)
2209 d = 8 - d; 2241 d = 8 - d;
2242
2210 return d; 2243 return d;
2211} 2244}
2212 2245
2213/* peterm: 2246/* peterm:
2214 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2217 * This basically means that if direction is 15, then it could either go 2250 * This basically means that if direction is 15, then it could either go
2218 * direction 4, 14, or 16 to get back to where we are. 2251 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2252 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2253 * functions.
2221 */ 2254 */
2222
2223int reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2261 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2262 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2263 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2264 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2265 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2266 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2267 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2268 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2269 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2270 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2271 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2272 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2273 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2274 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2275 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2276 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2277 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2278 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2279 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2280 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2281 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2282 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2283 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2284 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2285 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2286 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2287 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2288 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2289 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2290 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2291 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2292 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2293 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2294 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2295 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2296 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2297 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2298 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2299 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2300 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2301 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2302 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2303 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2304 {24, 9, -1}
2305}; /* 48 */
2273 2306
2274/* Recursive routine to step back and see if we can 2307/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2310 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2279 */ 2312 */
2280 2313int
2281
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2315{
2283 sint16 dx, dy; 2316 sint16 dx, dy;
2284 int mflags; 2317 int mflags;
2285 2318
2319 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2287 2321
2288 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2323 dy = y + freearr_y[dir];
2290 2324
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2325 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2326
2293 /* This functional arguably was incorrect before - it was 2327 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2328 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2329 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2330 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or 2331 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2332 * at least its move type.
2299 */ 2333 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2334 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2335 return 0;
2301 2336
2302 /* yes, can see. */ 2337 /* yes, can see. */
2303 if(dir < 9) return 1; 2338 if (dir < 9)
2339 return 1;
2340
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2307} 2344}
2308 2345
2309
2310
2311/* 2346/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2347 * can_pick(picker, item): finds out if an object is possible to be
2313 * picked up by the picker. Returnes 1 if it can be 2348 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2315 * 2350 *
2317 * core dumps if they do. 2352 * core dumps if they do.
2318 * 2353 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2354 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2355 */
2321 2356
2357int
2322int can_pick(const object *who, const object *item) { 2358can_pick (const object *who, const object *item)
2359{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2362 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2363}
2328
2329 2364
2330/* 2365/*
2331 * create clone from object to another 2366 * create clone from object to another
2332 */ 2367 */
2368object *
2333object *object_create_clone (object *asrc) { 2369object_create_clone (object *asrc)
2370{
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2335 2372
2336 if(!asrc) return NULL; 2373 if (!asrc)
2374 return 0;
2375
2337 src = asrc; 2376 src = asrc;
2338 if(src->head) 2377 if (src->head)
2339 src = src->head; 2378 src = src->head;
2340 2379
2341 prev = NULL; 2380 prev = 0;
2342 for(part = src; part; part = part->more) { 2381 for (part = src; part; part = part->more)
2343 tmp = get_object(); 2382 {
2344 copy_object(part,tmp); 2383 tmp = part->clone ();
2345 tmp->x -= src->x; 2384 tmp->x -= src->x;
2346 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2347 if(!part->head) { 2387 if (!part->head)
2388 {
2348 dst = tmp; 2389 dst = tmp;
2349 tmp->head = NULL; 2390 tmp->head = 0;
2391 }
2350 } else { 2392 else
2351 tmp->head = dst; 2393 tmp->head = dst;
2352 } 2394
2353 tmp->more = NULL; 2395 tmp->more = 0;
2396
2354 if(prev) 2397 if (prev)
2355 prev->more = tmp; 2398 prev->more = tmp;
2399
2356 prev = tmp; 2400 prev = tmp;
2357 } 2401 }
2358 /*** copy inventory ***/ 2402
2359 for(item = src->inv; item; item = item->below) { 2403 for (item = src->inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2361 }
2362 2405
2363 return dst; 2406 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372} 2407}
2373 2408
2374/* GROS - Creates an object using a string representing its content. */ 2409/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */ 2410/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */ 2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */ 2412/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2380 2415object *
2381object* load_object_str(const char *obstr) 2416load_object_str (const char *obstr)
2382{ 2417{
2383 object *op; 2418 object *op;
2384 char filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2420
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2422
2387 FILE *tempfile=fopen(filename,"w"); 2423 FILE *tempfile = fopen (filename, "w");
2424
2388 if (tempfile == NULL) 2425 if (tempfile == NULL)
2389 { 2426 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2428 return NULL;
2392 }; 2429 }
2430
2393 fprintf(tempfile,obstr); 2431 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2432 fclose (tempfile);
2395 2433
2396 op=get_object(); 2434 op = object::create ();
2397 2435
2398 object_thawer thawer (filename); 2436 object_thawer thawer (filename);
2399 2437
2400 if (thawer) 2438 if (thawer)
2401 load_object(thawer,op,0); 2439 load_object (thawer, op, 0);
2402 2440
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2441 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2442 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2443
2406 return op; 2444 return op;
2407} 2445}
2408 2446
2409/* This returns the first object in who's inventory that 2447/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2448 * has the same type and subtype match.
2411 * returns NULL if no match. 2449 * returns NULL if no match.
2412 */ 2450 */
2451object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2453{
2415 object *tmp;
2416
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2455 if (tmp->type == type && tmp->subtype == subtype)
2456 return tmp;
2419 2457
2420 return NULL; 2458 return 0;
2421} 2459}
2422 2460
2423/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL. 2462 * otherwise return NULL.
2425 * 2463 *
2426 * key must be a passed in shared string - otherwise, this won't 2464 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing. 2465 * do the desired thing.
2428 */ 2466 */
2467key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2468get_ob_key_link (const object *ob, const char *key)
2430 key_value * link; 2469{
2431
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2470 for (key_value *link = ob->key_values; link; link = link->next)
2433 if (link->key == key) { 2471 if (link->key == key)
2434 return link; 2472 return link;
2435 } 2473
2436 } 2474 return 0;
2437 2475}
2438 return NULL;
2439}
2440 2476
2441/* 2477/*
2442 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2443 * 2479 *
2444 * The argument doesn't need to be a shared string. 2480 * The argument doesn't need to be a shared string.
2445 * 2481 *
2446 * The returned string is shared. 2482 * The returned string is shared.
2447 */ 2483 */
2484const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2485get_ob_key_value (const object *op, const char *const key)
2486{
2449 key_value * link; 2487 key_value *link;
2450 const char * canonical_key; 2488 shstr_cmp canonical_key (key);
2489
2490 if (!canonical_key)
2451 2491 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2492 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2493 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2494 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2495 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2496 */
2460 return NULL; 2497 return 0;
2461 } 2498 }
2462 2499
2463 /* This is copied from get_ob_key_link() above - 2500 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2501 * only 4 lines, and saves the function call overhead.
2465 */ 2502 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2503 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2504 if (link->key == canonical_key)
2468 return link->value; 2505 return link->value;
2469 } 2506
2470 } 2507 return 0;
2471 return NULL;
2472} 2508}
2473 2509
2474 2510
2475/* 2511/*
2476 * Updates the canonical_key in op to value. 2512 * Updates the canonical_key in op to value.
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2516 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2517 * keys.
2482 * 2518 *
2483 * Returns TRUE on success. 2519 * Returns TRUE on success.
2484 */ 2520 */
2521int
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2523{
2486 key_value * field = NULL, *last=NULL; 2524 key_value *field = NULL, *last = NULL;
2487 2525
2488 for (field=op->key_values; field != NULL; field=field->next) { 2526 for (field = op->key_values; field != NULL; field = field->next)
2527 {
2489 if (field->key != canonical_key) { 2528 if (field->key != canonical_key)
2529 {
2490 last = field; 2530 last = field;
2491 continue; 2531 continue;
2492 } 2532 }
2493 2533
2494 if (value) 2534 if (value)
2495 field->value = value; 2535 field->value = value;
2496 else { 2536 else
2537 {
2497 /* Basically, if the archetype has this key set, 2538 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2539 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2540 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2541 * we get this value back again.
2501 */ 2542 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2543 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2544 field->value = 0;
2545 else
2546 {
2547 if (last)
2548 last->next = field->next;
2504 else 2549 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2550 op->key_values = field->next;
2508 2551
2509 delete field; 2552 delete field;
2510 } 2553 }
2511 } 2554 }
2512 return TRUE; 2555 return TRUE;
2513 } 2556 }
2514 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2515 2558
2516 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2517 2560
2518 if (!add_key) { 2561 if (!add_key)
2519 return FALSE; 2562 return FALSE;
2520 } 2563
2521 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2525 * should pass in "" 2568 * should pass in ""
2526 */ 2569 */
2527 if (value == NULL) return TRUE; 2570 if (value == NULL)
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE; 2571 return TRUE;
2572
2573 field = new key_value;
2574
2575 field->key = canonical_key;
2576 field->value = value;
2577 /* Usual prepend-addition. */
2578 field->next = op->key_values;
2579 op->key_values = field;
2580
2581 return TRUE;
2538} 2582}
2539 2583
2540/* 2584/*
2541 * Updates the key in op to value. 2585 * Updates the key in op to value.
2542 * 2586 *
2544 * and not add new ones. 2588 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key 2589 * In general, should be little reason FALSE is ever passed in for add_key
2546 * 2590 *
2547 * Returns TRUE on success. 2591 * Returns TRUE on success.
2548 */ 2592 */
2593int
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2594set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{ 2595{
2551 shstr key_ (key); 2596 shstr key_ (key);
2597
2552 return set_ob_key_value_s (op, key_, value, add_key); 2598 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2599}
2600
2601object::depth_iterator::depth_iterator (object *container)
2602: iterator_base (container)
2603{
2604 while (item->inv)
2605 item = item->inv;
2606}
2607
2608void
2609object::depth_iterator::next ()
2610{
2611 if (item->below)
2612 {
2613 item = item->below;
2614
2615 while (item->inv)
2616 item = item->inv;
2617 }
2618 else
2619 item = item->env;
2620}
2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2651// return a suitable string describing an object in enough detail to find it
2652const char *
2653object::debug_desc (char *info) const
2654{
2655 char flagdesc[512];
2656 char info2[256 * 4];
2657 char *p = info;
2658
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2660 count, uuid.seq,
2661 &name,
2662 title ? "\",title:" : "",
2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2665
2666 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2668
2669 if (map)
2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2671
2672 return info;
2673}
2674
2675const char *
2676object::debug_desc () const
2677{
2678 static char info[256 * 4];
2679 return debug_desc (info);
2680}
2681

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