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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.100 by root, Mon Jan 1 12:28:45 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.19 2006/09/08 17:14:07 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
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 ((move_on | op->move_on) != move_on) update_now=1;
822 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
823 /* 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
824 * to have move_allow right now. 644 * to have move_allow right now.
825 */ 645 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
827 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
829 } 649 }
830 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 652 * that is being removed.
833 */ 653 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 655 m.flags_ = 0;
836 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
838 }
839 else { 658 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 660
843 if (update_now) {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y);
846 }
847
848 if(op->more!=NULL) 661 if (op->more)
849 update_object(op->more, action); 662 update_object (op->more, action);
850} 663}
851 664
665object *object::first;
852 666
853/* 667object::object ()
854 * free_object() frees everything allocated by an object, removes 668{
855 * it from the list of used objects, and puts it on the list of 669 SET_FLAG (this, FLAG_REMOVED);
856 * free objects. The IS_FREED() flag is set in the object. 670
857 * The object must have been removed by remove_ob() first for 671 expmul = 1.0;
858 * this function to succeed. 672 face = blank_face;
859 * 673}
860 * If free_inventory is set, free inventory as well. Else drop items in 674
861 * inventory to the ground. 675object::~object ()
862 */ 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}
863 712
864void 713void
865free_object (object * ob) 714object::activate ()
866{ 715{
867 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 }
868} 731}
869 732
870void 733void
871free_object2 (object * ob, int free_inventory) 734object::activate_recursive ()
872{ 735{
873 object *tmp, *op; 736 activate ();
874 737
875 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 738 for (object *op = inv; op; op = op->above)
876 { 739 op->activate_recursive ();
877 LOG (llevDebug, "Free object called with non removed object\n"); 740}
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883 741
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 742/* This function removes object 'op' from the list of active
885 { 743 * objects.
886 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 744 * This should only be used for style maps or other such
887 remove_friendly_object (ob); 745 * reference maps where you don't want an object that isn't
888 } 746 * in play chewing up cpu time getting processed.
889 747 * The reverse of this is to call update_ob_speed, which
890 if (QUERY_FLAG (ob, FLAG_FREED)) 748 * will do the right thing based on the speed of the object.
891 { 749 */
892 dump_object (ob); 750void
893 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 ())
894 return; 755 return;
895 }
896 756
897 if (ob->more != NULL) 757 if (active_prev == 0)
898 {
899 free_object2 (ob->more, free_inventory);
900 ob->more = NULL;
901 }
902
903 if (ob->inv)
904 {
905 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects
907 * drop on that space.
908 */
909 if (free_inventory || ob->map == NULL
910 || ob->map->in_memory != MAP_IN_MEMORY
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
912 {
913 op = ob->inv;
914
915 while (op != NULL)
916 { 758 {
917 tmp = op->below; 759 active_objects = active_next;
918 remove_ob (op); 760 if (active_next)
919 free_object2 (op, free_inventory); 761 active_next->active_prev = 0;
920 op = tmp;
921 }
922 }
923 else
924 { /* Put objects in inventory onto this space */
925 op = ob->inv;
926
927 while (op != NULL)
928 {
929 tmp = op->below;
930 remove_ob (op);
931
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
935 free_object (op);
936 else
937 {
938 op->x = ob->x;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
941 }
942
943 op = tmp;
944 }
945 }
946 }
947
948 /* Remove object from the active list */
949 ob->speed = 0;
950 update_ob_speed (ob);
951
952 SET_FLAG (ob, FLAG_FREED);
953 ob->count = 0;
954
955 /* Remove this object from the list of used objects */
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 } 762 }
963 else 763 else
964 { 764 {
965 ob->prev->next = ob->next; 765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
966 769
967 if (ob->next != NULL) 770 active_next = 0;
968 ob->next->prev = ob->prev; 771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
831object *object::create ()
832{
833 object *op = new object;
834 op->link ();
835 return op;
836}
837
838void
839object::do_destroy ()
840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
969 } 875 }
970 876
971 free_key_values (ob); 877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
972 881
973 /* Now link it with the free_objects list: */ 882 head = 0;
974 ob->prev = 0;
975 ob->next = 0;
976 883
977 delete ob; 884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
890 // clear those pointers that likely might have circular references to us
891 owner = 0;
892 enemy = 0;
893 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897}
898
899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
903 return;
904
905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
978} 909}
979 910
980/* 911/*
981 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
982 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
983 */ 914 */
984 915void
985void sub_weight (object *op, signed long weight) { 916sub_weight (object *op, signed long weight)
917{
986 while (op != NULL) { 918 while (op != NULL)
919 {
987 if (op->type == CONTAINER) { 920 if (op->type == CONTAINER)
988 weight=(signed long)(weight*(100-op->stats.Str)/100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
989 } 922
990 op->carrying-=weight; 923 op->carrying -= weight;
991 op = op->env; 924 op = op->env;
992 } 925 }
993} 926}
994 927
995/* remove_ob(op): 928/* op->remove ():
996 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
997 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
998 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
999 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 933 * the previous environment.
1001 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1002 */ 935 */
1003 936void
1004void remove_ob(object *op) { 937object::remove ()
938{
1005 object *tmp,*last=NULL; 939 object *tmp, *last = 0;
1006 object *otmp; 940 object *otmp;
1007 tag_t tag;
1008 int check_walk_off;
1009 mapstruct *m;
1010 sint16 x,y;
1011
1012 941
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1014 dump_object(op); 943 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 944
1017 /* Changed it to always dump core in this case. As has been learned
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031
1032 SET_FLAG(op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1033 947
948 if (more)
949 more->remove ();
950
1034 /* 951 /*
1035 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1036 * inventory. 953 * inventory.
1037 */ 954 */
1038 if(op->env!=NULL) { 955 if (env)
956 {
1039 if(op->nrof) 957 if (nrof)
1040 sub_weight(op->env, op->weight*op->nrof); 958 sub_weight (env, weight * nrof);
1041 else 959 else
1042 sub_weight(op->env, op->weight+op->carrying); 960 sub_weight (env, weight + carrying);
1043 961
1044 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1045 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 964 * to save cpu time.
1047 */ 965 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 967 otmp->update_stats ();
1050 fix_player(otmp);
1051 968
1052 if(op->above!=NULL) 969 if (above)
1053 op->above->below=op->below; 970 above->below = below;
1054 else 971 else
1055 op->env->inv=op->below; 972 env->inv = below;
1056 973
1057 if(op->below!=NULL) 974 if (below)
1058 op->below->above=op->above; 975 below->above = above;
1059 976
1060 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
980 */
981 x = env->x, y = env->y;
982 map = env->map;
983 above = 0, below = 0;
984 env = 0;
985 }
986 else if (map)
987 {
988 if (type == PLAYER)
989 {
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
995
996 /* link the object above us */
997 if (above)
998 above->below = below;
999 else
1000 map->at (x, y).top = below; /* we were top, set new top */
1001
1002 /* Relink the object below us, if there is one */
1003 if (below)
1004 below->above = above;
1005 else
1006 {
1007 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is
1009 * evident
1063 */ 1010 */
1064 op->x=op->env->x,op->y=op->env->y; 1011 if (GET_MAP_OB (map, x, y) != this)
1065 op->map=op->env->map; 1012 {
1066 op->above=NULL,op->below=NULL; 1013 char *dump = dump_object (this);
1067 op->env=NULL; 1014 LOG (llevError,
1015 "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);
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021
1022 map->at (x, y).bot = above; /* goes on above it. */
1023 }
1024
1025 above = 0;
1026 below = 0;
1027
1028 if (map->in_memory == MAP_SAVING)
1068 return; 1029 return;
1069 }
1070 1030
1071 /* If we get here, we are removing it from a map */ 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1072 if (op->map == NULL) return;
1073 1032
1074 x = op->x; 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1075 y = op->y;
1076 m = get_map_from_coord(op->map, &x, &y);
1077
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091
1092 /* Re did the following section of code - it looks like it had
1093 * lots of logic for things we no longer care about
1094 */
1095
1096 /* link the object above us */
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if(GET_MAP_OB(m,x,y)!=op) {
1111 dump_object(op);
1112 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1113 dump_object(GET_MAP_OB(m,x,y));
1114 LOG(llevError,"%s\n",errmsg);
1115 } 1034 {
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1127 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1128 * being removed. 1036 * being removed.
1129 */ 1037 */
1130 1038
1131 if(tmp->type==PLAYER && tmp!=op) { 1039 if (tmp->type == PLAYER && tmp != this)
1040 {
1132 /* If a container that the player is currently using somehow gets 1041 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1134 * appropriately. 1043 * appropriately.
1135 */ 1044 */
1136 if (tmp->container==op) { 1045 if (tmp->container == this)
1137 CLEAR_FLAG(op, FLAG_APPLIED); 1046 {
1047 flag [FLAG_APPLIED] = 0;
1138 tmp->container=NULL; 1048 tmp->container = 0;
1049 }
1050
1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1139 } 1053 }
1140 tmp->contr->socket.update_look=1; 1054
1141 }
1142 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1143 if (check_walk_off && ((op->move_type & tmp->move_off) && 1056 if (check_walk_off
1057 && ((move_type & tmp->move_off)
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1145 1059 {
1146 move_apply(tmp, op, NULL); 1060 move_apply (tmp, this, 0);
1061
1147 if (was_destroyed (op, tag)) { 1062 if (destroyed ())
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 } 1064 }
1151 }
1152 1065
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1155 if(tmp->above == tmp) 1068 if (tmp->above == tmp)
1156 tmp->above = NULL; 1069 tmp->above = 0;
1070
1157 last=tmp; 1071 last = tmp;
1158 } 1072 }
1073
1159 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1160 if (last==NULL) { 1075 //TODO: this makes little sense, why only update the topmost object?
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1076 if (!last)
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1077 map->at (x, y).flags_ = 0;
1163 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways.
1165 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y);
1168 }
1169 else 1078 else
1170 update_object(last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1171 1080
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1173 update_all_los(op->map, op->x, op->y); 1082 update_all_los (map, x, y);
1174 1083 }
1175} 1084}
1176 1085
1177/* 1086/*
1178 * merge_ob(op,top): 1087 * merge_ob(op,top):
1179 * 1088 *
1180 * This function goes through all objects below and including top, and 1089 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1090 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1091 * If top is NULL, it is calculated.
1183 * Returns pointer to object if it succeded in the merge, otherwise NULL 1092 * Returns pointer to object if it succeded in the merge, otherwise NULL
1184 */ 1093 */
1185 1094object *
1186object *merge_ob(object *op, object *top) { 1095merge_ob (object *op, object *top)
1096{
1187 if(!op->nrof) 1097 if (!op->nrof)
1188 return 0; 1098 return 0;
1189 if(top==NULL) 1099
1100 if (top)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1103
1191 for(;top!=NULL;top=top->below) { 1104 for (; top; top = top->below)
1105 {
1192 if(top==op) 1106 if (top == op)
1193 continue; 1107 continue;
1194 if (CAN_MERGE(op,top)) 1108
1195 { 1109 if (object::can_merge (op, top))
1110 {
1196 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1115 op->destroy ();
1200 free_object(op);
1201 return top; 1116 return top;
1202 } 1117 }
1203 } 1118 }
1119
1204 return NULL; 1120 return 0;
1205} 1121}
1206 1122
1207/* 1123/*
1208 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1209 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1210 */ 1126 */
1127object *
1211object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1212 object* tmp; 1129{
1213 if (op->head) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1214 op=op->head; 1131 {
1215 for (tmp=op;tmp;tmp=tmp->more){
1216 tmp->x=x+tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1217 tmp->y=y+tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1218 } 1134 }
1135
1219 return insert_ob_in_map (op, m, originator, flag); 1136 return insert_ob_in_map (op, m, originator, flag);
1220} 1137}
1221 1138
1222/* 1139/*
1223 * insert_ob_in_map (op, map, originator, flag): 1140 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1141 * This function inserts the object in the two-way linked list
1237 * Return value: 1154 * Return value:
1238 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1157 * just 'op' otherwise
1241 */ 1158 */
1242 1159object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1161{
1245 object *tmp, *top, *floor=NULL; 1162 object *tmp, *top, *floor = NULL;
1246 sint16 x,y; 1163 sint16 x, y;
1247 1164
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1165 if (QUERY_FLAG (op, FLAG_FREED))
1166 {
1249 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1250 return NULL; 1168 return NULL;
1169 }
1170
1171 if (!m)
1251 } 1172 {
1252 if(m==NULL) {
1253 dump_object(op); 1173 char *dump = dump_object (op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1255 return op; 1176 return op;
1256 } 1177 }
1178
1257 if(out_of_map(m,op->x,op->y)) { 1179 if (out_of_map (m, op->x, op->y))
1180 {
1258 dump_object(op); 1181 char *dump = dump_object (op);
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1260#ifdef MANY_CORES 1183#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted. 1186 * improperly inserted.
1264 */ 1187 */
1265 abort(); 1188 abort ();
1266#endif 1189#endif
1190 free (dump);
1267 return op; 1191 return op;
1268 } 1192 }
1193
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1270 dump_object(op); 1196 char *dump = dump_object (op);
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1272 return op; 1199 return op;
1200 }
1201
1202 if (op->more)
1273 } 1203 {
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1276 1205
1277 object *more = op->more; 1206 object *more = op->more;
1278 1207
1279 /* We really need the caller to normalize coordinates - if 1208 /* We really need the caller to normalize coordinates - if
1280 * we set the map, that doesn't work if the location is within 1209 * we set the map, that doesn't work if the location is within
1281 * a map and this is straddling an edge. So only if coordinate 1210 * a map and this is straddling an edge. So only if coordinate
1282 * is clear wrong do we normalize it. 1211 * is clear wrong do we normalize it.
1283 */ 1212 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1285 more->map = get_map_from_coord(m, &more->x, &more->y); 1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1286 } else if (!more->map) { 1215 else if (!more->map)
1216 {
1287 /* For backwards compatibility - when not dealing with tiled maps, 1217 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent. 1218 * more->map should always point to the parent.
1289 */ 1219 */
1290 more->map = m; 1220 more->map = m;
1291 } 1221 }
1292 1222
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1294 if ( ! op->head) 1225 if (!op->head)
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1296 return NULL; 1228 return 0;
1297 } 1229 }
1298 } 1230 }
1231
1299 CLEAR_FLAG(op,FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1300 1233
1301 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1302 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1303 * need extra work 1236 * need extra work
1304 */ 1237 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y); 1238 op->map = get_map_from_coord (m, &op->x, &op->y);
1306 x = op->x; 1239 x = op->x;
1307 y = op->y; 1240 y = op->y;
1308 1241
1309 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1310 */ 1243 */
1311 if(op->nrof && !(flag & INS_NO_MERGE)) { 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1313 if (CAN_MERGE(op,tmp)) { 1246 if (object::can_merge (op, tmp))
1247 {
1314 op->nrof+=tmp->nrof; 1248 op->nrof += tmp->nrof;
1315 remove_ob(tmp); 1249 tmp->destroy ();
1316 free_object(tmp); 1250 }
1251
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1254
1255 if (!QUERY_FLAG (op, FLAG_ALIVE))
1256 CLEAR_FLAG (op, FLAG_NO_STEAL);
1257
1258 if (flag & INS_BELOW_ORIGINATOR)
1259 {
1260 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1261 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort ();
1264 }
1265
1266 op->above = originator;
1267 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op;
1276 }
1277 else
1278 {
1279 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1281 {
1282 object *last = 0;
1283
1284 /*
1285 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1289 * floor, we want to insert above that and no further.
1290 * Also, if there are spell objects on this space, we stop processing
1291 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects.
1295 */
1296 while (top)
1297 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top;
1300
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1302 {
1303 /* We insert above top, so we want this object below this */
1304 top = top->below;
1305 break;
1306 }
1307
1308 last = top;
1309 top = top->above;
1317 } 1310 }
1318 }
1319 1311
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1312 /* Don't want top to be NULL, so set it to the last valid object */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1313 top = last;
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324 1314
1325 if (flag & INS_BELOW_ORIGINATOR) { 1315 /* We let update_position deal with figuring out what the space
1326 if (originator->map != op->map || originator->x != op->x || 1316 * looks like instead of lots of conditions here.
1327 originator->y != op->y) { 1317 * makes things faster, and effectively the same result.
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort();
1330 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else {
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /* 1318 */
1342 * If there are multiple objects on this space, we do some trickier handling. 1319
1343 * We've already dealt with merging if appropriate. 1320 /* Have object 'fall below' other objects that block view.
1344 * Generally, we want to put the new object on top. But if 1321 * Unless those objects are exits, type 66
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1322 * If INS_ON_TOP is used, don't do this processing
1346 * floor, we want to insert above that and no further. 1323 * Need to find the object that in fact blocks view, otherwise
1347 * Also, if there are spell objects on this space, we stop processing 1324 * stacking is a bit odd.
1348 * once we get to them. This reduces the need to traverse over all of 1325 */
1349 * them when adding another one - this saves quite a bit of cpu time 1326 if (!(flag & INS_ON_TOP) &&
1350 * when lots of spells are cast in one area. Currently, it is presumed 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1351 * that flying non pickable objects are spell objects. 1328 {
1329 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break;
1332 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we
1335 * set top to the object below us.
1352 */ 1336 */
1353 1337 if (last && last->below && last != floor)
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above; 1338 top = last->below;
1367 } 1339 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */ 1340 } /* If objects on this space */
1341
1395 if (flag & INS_MAP_LOAD) 1342 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y); 1343 top = GET_MAP_TOP (op->map, op->x, op->y);
1344
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1345 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor;
1398 1347
1399 /* Top is the object that our object (op) is going to get inserted above. 1348 /* Top is the object that our object (op) is going to get inserted above.
1400 */ 1349 */
1401 1350
1402 /* First object on this space */ 1351 /* First object on this space */
1403 if (!top) { 1352 if (!top)
1353 {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1355
1356 if (op->above)
1405 if (op->above) op->above->below = op; 1357 op->above->below = op;
1358
1406 op->below = NULL; 1359 op->below = 0;
1407 SET_MAP_OB(op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1361 }
1362 else
1408 } else { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1409 op->above = top->above; 1364 op->above = top->above;
1365
1366 if (op->above)
1410 if (op->above) op->above->below = op; 1367 op->above->below = op;
1368
1411 op->below = top; 1369 op->below = top;
1412 top->above = op; 1370 top->above = op;
1413 } 1371 }
1372
1414 if (op->above==NULL) 1373 if (!op->above)
1415 SET_MAP_TOP(op->map,op->x, op->y, op); 1374 op->ms ().top = op;
1416 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1417 1376
1418 if(op->type==PLAYER) 1377 if (op->type == PLAYER)
1378 {
1419 op->contr->do_los=1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->touch ();
1382 }
1420 1383
1384 op->map->dirty = true;
1385
1421 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1423 */ 1388 */
1424 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1390 if (object *pl = op->ms ().player ())
1426 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1427 tmp->contr->socket.update_look=1; 1392 pl->contr->ns->floorbox_update ();
1428 }
1429 1393
1430 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1437 * of effect may be sufficient. 1401 * of effect may be sufficient.
1438 */ 1402 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1441 1405
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1445 1408
1409 INVOKE_OBJECT (INSERT, op);
1446 1410
1447 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1449 * 1413 *
1450 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object(). 1417 * update_object().
1454 */ 1418 */
1455 1419
1456 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1422 {
1459 if (check_move_on(op, originator)) 1423 if (check_move_on (op, originator))
1460 return NULL; 1424 return 0;
1461 1425
1462 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1463 * walk on's. 1427 * walk on's.
1464 */ 1428 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1467 return NULL; 1431 return 0;
1468 } 1432 }
1433
1469 return op; 1434 return op;
1470} 1435}
1471 1436
1472/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1475 */ 1440 */
1441void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1477 object *tmp; 1443{
1478 object *tmp1; 1444 object *tmp, *tmp1;
1479 1445
1480 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1481 1447
1482 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1484 remove_ob(tmp); 1450 tmp->destroy ();
1485 free_object(tmp);
1486 }
1487 }
1488 1451
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1453
1491 1454 tmp1->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1455 tmp1->y = op->y;
1493 insert_ob_in_map(tmp1,op->map,op,0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1494} 1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1463}
1495 1464
1496/* 1465/*
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1498 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1499 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1500 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array. 1470 * global static errmsg array.
1502 */ 1471 */
1503 1472object *
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1473get_split_ob (object *orig_ob, uint32 nr)
1474{
1505 object *newob; 1475 object *newob;
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507 1477
1508 if(orig_ob->nrof<nr) { 1478 if (orig_ob->nrof < nr)
1509 sprintf(errmsg,"There are only %d %ss.", 1479 {
1510 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1511 return NULL; 1481 return NULL;
1512 } 1482 }
1483
1513 newob = object_create_clone(orig_ob); 1484 newob = object_create_clone (orig_ob);
1485
1514 if((orig_ob->nrof-=nr)<1) { 1486 if ((orig_ob->nrof -= nr) < 1)
1515 if ( ! is_removed) 1487 orig_ob->destroy (1);
1516 remove_ob(orig_ob);
1517 free_object2(orig_ob, 1);
1518 }
1519 else if ( ! is_removed) { 1488 else if (!is_removed)
1489 {
1520 if(orig_ob->env!=NULL) 1490 if (orig_ob->env != NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr); 1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1522 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1493 {
1523 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1494 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1524 LOG(llevDebug,
1525 "Error, Tried to split object whose map is not in memory.\n"); 1495 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1526 return NULL; 1496 return NULL;
1527 } 1497 }
1528 } 1498 }
1499
1529 newob->nrof=nr; 1500 newob->nrof = nr;
1530 1501
1531 return newob; 1502 return newob;
1532} 1503}
1533 1504
1534/* 1505/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1506 * decrease_ob_nr(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1507 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1508 * is subsequently removed and freed.
1538 * 1509 *
1539 * Return value: 'op' if something is left, NULL if the amount reached 0 1510 * Return value: 'op' if something is left, NULL if the amount reached 0
1540 */ 1511 */
1541 1512
1513object *
1542object *decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1543{ 1515{
1544 object *tmp; 1516 object *tmp;
1545 player *pl;
1546 1517
1547 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1548 return op; 1519 return op;
1549 1520
1550 if (i > op->nrof) 1521 if (i > op->nrof)
1551 i = op->nrof; 1522 i = op->nrof;
1552 1523
1553 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1525 op->nrof -= i;
1526 else if (op->env)
1527 {
1528 /* is this object in the players inventory, or sub container
1529 * therein?
1530 */
1531 tmp = op->in_player ();
1532 /* nope. Is this a container the player has opened?
1533 * If so, set tmp to that player.
1534 * IMO, searching through all the players will mostly
1535 * likely be quicker than following op->env to the map,
1536 * and then searching the map for a player.
1537 */
1538 if (!tmp)
1539 for_all_players (pl)
1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1543 break;
1544 }
1545
1546 if (i < op->nrof)
1547 {
1548 sub_weight (op->env, op->weight * i);
1549 op->nrof -= i;
1550 if (tmp)
1551 esrv_send_item (tmp, op);
1552 }
1553 else
1554 {
1555 op->remove ();
1556 op->nrof = 0;
1557 if (tmp)
1558 esrv_del_item (tmp->contr, op->count);
1559 }
1554 { 1560 }
1561 else
1562 {
1563 object *above = op->above;
1564
1565 if (i < op->nrof)
1555 op->nrof -= i; 1566 op->nrof -= i;
1556 } 1567 else
1557 else if (op->env != NULL)
1558 {
1559 /* is this object in the players inventory, or sub container
1560 * therein?
1561 */
1562 tmp = is_player_inv (op->env);
1563 /* nope. Is this a container the player has opened?
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 } 1568 {
1575
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op); 1569 op->remove ();
1584 op->nrof = 0; 1570 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 } 1571 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593 1572
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER) { 1575 if (tmp->type == PLAYER)
1576 {
1603 if (op->nrof) 1577 if (op->nrof)
1604 esrv_send_item(tmp, op); 1578 esrv_send_item (tmp, op);
1605 else 1579 else
1606 esrv_del_item(tmp->contr, op->count); 1580 esrv_del_item (tmp->contr, op->count);
1607 } 1581 }
1608 } 1582 }
1609 1583
1610 if (op->nrof) { 1584 if (op->nrof)
1611 return op; 1585 return op;
1612 } else { 1586 else
1613 free_object (op); 1587 {
1588 op->destroy ();
1614 return NULL; 1589 return 0;
1615 } 1590 }
1616} 1591}
1617 1592
1618/* 1593/*
1619 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying. 1595 * and also updates how much the environment(s) is/are carrying.
1621 */ 1596 */
1622 1597
1598void
1623void add_weight (object *op, signed long weight) { 1599add_weight (object *op, signed long weight)
1600{
1624 while (op!=NULL) { 1601 while (op != NULL)
1602 {
1625 if (op->type == CONTAINER) { 1603 if (op->type == CONTAINER)
1626 weight=(signed long)(weight*(100-op->stats.Str)/100); 1604 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627 } 1605
1628 op->carrying+=weight; 1606 op->carrying += weight;
1629 op=op->env; 1607 op = op->env;
1630 } 1608 }
1631} 1609}
1632 1610
1611object *
1612insert_ob_in_ob (object *op, object *where)
1613{
1614 if (!where)
1615 {
1616 char *dump = dump_object (op);
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump);
1619 return op;
1620 }
1621
1622 if (where->head)
1623 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head;
1626 }
1627
1628 return where->insert (op);
1629}
1630
1633/* 1631/*
1634 * insert_ob_in_ob(op,environment): 1632 * env->insert (op)
1635 * This function inserts the object op in the linked list 1633 * This function inserts the object op in the linked list
1636 * inside the object environment. 1634 * inside the object environment.
1637 * 1635 *
1638 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1639 * the inventory at the last position or next to other objects of the same
1640 * type.
1641 * Frank: Now sorted by type, archetype and magic!
1642 *
1643 * The function returns now pointer to inserted item, and return value can 1636 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1637 * be != op, if items are merged. -Tero
1645 */ 1638 */
1646 1639
1647object *insert_ob_in_ob(object *op,object *where) { 1640object *
1641object::insert (object *op)
1642{
1648 object *tmp, *otmp; 1643 object *tmp, *otmp;
1649 1644
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1651 dump_object(op); 1646 op->remove ();
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1647
1653 return op;
1654 }
1655 if(where==NULL) {
1656 dump_object(op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1658 return op;
1659 }
1660 if (where->head) {
1661 LOG(llevDebug,
1662 "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665 if (op->more) { 1648 if (op->more)
1649 {
1666 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 &op->name, op->count);
1668 return op; 1651 return op;
1669 } 1652 }
1653
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1655 CLEAR_FLAG (op, FLAG_REMOVED);
1672 if(op->nrof) { 1656 if (op->nrof)
1657 {
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1659 if (object::can_merge (tmp, op))
1660 {
1675 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1662 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1664 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight. 1665 * tmp->nrof, we need to increase the weight.
1680 */ 1666 */
1681 add_weight (where, op->weight*op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED); 1668 SET_FLAG (op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */ 1669 op->destroy (); /* free the inserted object */
1684 op = tmp; 1670 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1671 op->remove (); /* and fix old object's links */
1686 CLEAR_FLAG(op, FLAG_REMOVED); 1672 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break; 1673 break;
1688 } 1674 }
1689 1675
1690 /* I assume combined objects have no inventory 1676 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed 1677 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract 1678 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do 1679 * the weight, so we need to add it in again, since we actually do
1694 * the linking below 1680 * the linking below
1695 */ 1681 */
1696 add_weight (where, op->weight*op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1683 }
1697 } else 1684 else
1698 add_weight (where, (op->weight+op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1699 1686
1700 otmp=is_player_inv(where); 1687 otmp = this->in_player ();
1701 if (otmp&&otmp->contr!=NULL) { 1688 if (otmp && otmp->contr)
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp); 1690 otmp->update_stats ();
1704 }
1705 1691
1706 op->map=NULL; 1692 op->map = 0;
1707 op->env=where; 1693 op->env = this;
1708 op->above=NULL; 1694 op->above = 0;
1709 op->below=NULL; 1695 op->below = 0;
1710 op->x=0,op->y=0; 1696 op->x = 0, op->y = 0;
1711 1697
1712 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1713 if((op->glow_radius!=0)&&where->map) 1699 if ((op->glow_radius != 0) && map)
1714 { 1700 {
1715#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1716 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1719 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1704 if (map->darkness)
1705 update_all_los (map, x, y);
1720 } 1706 }
1721 1707
1722 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function... 1709 * It sure simplifies this function...
1724 */ 1710 */
1725 if (where->inv==NULL) 1711 if (!inv)
1726 where->inv=op; 1712 inv = op;
1727 else { 1713 else
1714 {
1728 op->below = where->inv; 1715 op->below = inv;
1729 op->below->above = op; 1716 op->below->above = op;
1730 where->inv = op; 1717 inv = op;
1731 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1721
1732 return op; 1722 return op;
1733} 1723}
1734 1724
1735/* 1725/*
1736 * Checks if any objects has a move_type that matches objects 1726 * Checks if any objects has a move_type that matches objects
1750 * 1740 *
1751 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1752 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1753 * on top. 1743 * on top.
1754 */ 1744 */
1755 1745int
1756int check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1757{ 1747{
1758 object *tmp; 1748 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1749 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1750 int x = op->x, y = op->y;
1751
1762 MoveType move_on, move_slow, move_block; 1752 MoveType move_on, move_slow, move_block;
1763 1753
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1755 return 0;
1766 1756
1767 tag = op->count;
1768
1769 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772 1760
1773 /* if nothing on this space will slow op down or be applied, 1761 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1762 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1763 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1764 * as walking.
1777 */ 1765 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0; 1767 return 0;
1780 1768
1781 /* This is basically inverse logic of that below - basically, 1769 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so, 1770 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is 1771 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct. 1772 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1773 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && 1774 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1775 return 0;
1788 1776
1789 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1791 */ 1779 */
1792 1780
1793 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1794 tmp->above!=NULL; tmp=tmp->above) { 1782 {
1795 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them. 1785 * we don't need to check all of them.
1798 */ 1786 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 }
1790
1791 for (; tmp; tmp = tmp->below)
1800 } 1792 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1793 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1803 1795
1804 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
1805 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1798 * (~slow_move) is not blocked on this space - just because the
1807 * space doesn't slow down swimming (for example), if you can't actually 1799 * space doesn't slow down swimming (for example), if you can't actually
1808 * swim on that space, can't use it to avoid the penalty. 1800 * swim on that space, can't use it to avoid the penalty.
1809 */ 1801 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 {
1814 1807
1815 float diff; 1808 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1809 diff = tmp->move_slow_penalty * FABS (op->speed);
1810
1818 if (op->type == PLAYER) { 1811 if (op->type == PLAYER)
1819 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1814 diff /= 4.0;
1822 } 1815
1823 }
1824 op->speed_left -= diff; 1816 op->speed_left -= diff;
1825 } 1817 }
1826 } 1818 }
1827 1819
1828 /* Basically same logic as above, except now for actual apply. */ 1820 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1832 1823 {
1833 move_apply(tmp, op, originator); 1824 move_apply (tmp, op, originator);
1825
1834 if (was_destroyed (op, tag)) 1826 if (op->destroyed ())
1835 return 1; 1827 return 1;
1836 1828
1837 /* what the person/creature stepped onto has moved the object 1829 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1830 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1831 * have a feeling strange problems would result.
1840 */ 1832 */
1841 if (op->map != m || op->x != x || op->y != y) return 0; 1833 if (op->map != m || op->x != x || op->y != y)
1834 return 0;
1842 } 1835 }
1843 } 1836 }
1837
1844 return 0; 1838 return 0;
1845} 1839}
1846 1840
1847/* 1841/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1851 */ 1845 */
1852 1846object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1847present_arch (const archetype *at, maptile *m, int x, int y)
1854 object *tmp; 1848{
1855 if(m==NULL || out_of_map(m,x,y)) { 1849 if (m == NULL || out_of_map (m, x, y))
1850 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1852 return NULL;
1858 } 1853 }
1854
1859 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1860 if(tmp->arch == at) 1856 if (tmp->arch == at)
1861 return tmp; 1857 return tmp;
1858
1862 return NULL; 1859 return NULL;
1863} 1860}
1864 1861
1865/* 1862/*
1866 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1869 */ 1866 */
1870 1867object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 1868present (unsigned char type, maptile *m, int x, int y)
1872 object *tmp; 1869{
1873 if(out_of_map(m,x,y)) { 1870 if (out_of_map (m, x, y))
1871 {
1874 LOG(llevError,"Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1873 return NULL;
1876 } 1874 }
1875
1877 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1878 if(tmp->type==type) 1877 if (tmp->type == type)
1879 return tmp; 1878 return tmp;
1879
1880 return NULL; 1880 return NULL;
1881} 1881}
1882 1882
1883/* 1883/*
1884 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1887 */ 1887 */
1888 1888object *
1889object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
1890 object *tmp; 1890{
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 1892 if (tmp->type == type)
1893 return tmp; 1893 return tmp;
1894
1894 return NULL; 1895 return NULL;
1895} 1896}
1896 1897
1897/* 1898/*
1898 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1910 * to be unique.
1910 */ 1911 */
1911 1912object *
1912object *present_in_ob_by_name(int type, const char *str, const object *op) { 1913present_in_ob_by_name (int type, const char *str, const object *op)
1913 object *tmp; 1914{
1914
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 1917 return tmp;
1918 } 1918
1919 return NULL; 1919 return 0;
1920} 1920}
1921 1921
1922/* 1922/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
1926 */ 1926 */
1927 1927object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 1928present_arch_in_ob (const archetype *at, const object *op)
1929 object *tmp; 1929{
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 1931 if (tmp->arch == at)
1932 return tmp; 1932 return tmp;
1933
1933 return NULL; 1934 return NULL;
1934} 1935}
1935 1936
1936/* 1937/*
1937 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
1938 */ 1939 */
1940void
1939void flag_inv(object*op, int flag){ 1941flag_inv (object *op, int flag)
1940 object *tmp; 1942{
1941 if(op->inv) 1943 if (op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1945 {
1943 SET_FLAG(tmp, flag); 1946 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 1947 flag_inv (tmp, flag);
1945 } 1948 }
1949}
1950
1946}/* 1951/*
1947 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
1948 */ 1953 */
1954void
1949void unflag_inv(object*op, int flag){ 1955unflag_inv (object *op, int flag)
1950 object *tmp; 1956{
1951 if(op->inv) 1957 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
1953 CLEAR_FLAG(tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 1961 unflag_inv (tmp, flag);
1955 } 1962 }
1956} 1963}
1957 1964
1958/* 1965/*
1959 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
1961 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
1962 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
1963 */ 1970 */
1964 1971void
1965void set_cheat(object *op) { 1972set_cheat (object *op)
1973{
1966 SET_FLAG(op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
1968} 1976}
1969 1977
1970/* 1978/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
1986 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
1987 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
1988 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
1989 * customized, changed states, etc. 1997 * customized, changed states, etc.
1990 */ 1998 */
1991 1999int
1992int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{
1993 int i,index=0, flag; 2002 int index = 0, flag;
1994 static int altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
1995 2004
1996 for(i=start;i<stop;i++) { 2005 for (int i = start; i < stop; i++)
2006 {
1997 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1998 if(!flag) 2008 if (!flag)
1999 altern[index++]=i; 2009 altern [index++] = i;
2000 2010
2001 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2008 */ 2018 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2010 stop=maxfree[i]; 2020 stop = maxfree[i];
2011 } 2021 }
2012 if(!index) return -1; 2022
2023 if (!index)
2024 return -1;
2025
2013 return altern[RANDOM()%index]; 2026 return altern[RANDOM () % index];
2014} 2027}
2015 2028
2016/* 2029/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */ 2034 */
2022 2035int
2023int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2024 int i; 2037{
2025 for(i=0;i<SIZEOFFREE;i++) { 2038 for (int i = 0; i < SIZEOFFREE; i++)
2026 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 2040 return i;
2028 } 2041
2029 return -1; 2042 return -1;
2030} 2043}
2031 2044
2032/* 2045/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2035 */ 2049 */
2050static void
2036static void permute(int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2037{ 2052{
2038 int i, j, tmp, len; 2053 arr += begin;
2054 end -= begin;
2039 2055
2040 len = end-begin; 2056 while (--end)
2041 for(i = begin; i < end; i++) 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2042 {
2043 j = begin+RANDOM()%len;
2044
2045 tmp = arr[i];
2046 arr[i] = arr[j];
2047 arr[j] = tmp;
2048 }
2049} 2058}
2050 2059
2051/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2063 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2064 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2057 */ 2066 */
2067void
2058void get_search_arr(int *search_arr) 2068get_search_arr (int *search_arr)
2059{ 2069{
2060 int i; 2070 int i;
2061 2071
2062 for(i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2063 {
2064 search_arr[i] = i; 2073 search_arr[i] = i;
2065 }
2066 2074
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2078}
2071 2079
2072/* 2080/*
2073 * find_dir(map, x, y, exclude) will search some close squares in the 2081 * find_dir(map, x, y, exclude) will search some close squares in the
2074 * given map at the given coordinates for live objects. 2082 * given map at the given coordinates for live objects.
2079 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2080 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2081 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2082 * there is capable of. 2090 * there is capable of.
2083 */ 2091 */
2084 2092int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2093find_dir (maptile *m, int x, int y, object *exclude)
2094{
2086 int i,max=SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2096
2087 sint16 nx, ny; 2097 sint16 nx, ny;
2088 object *tmp; 2098 object *tmp;
2089 mapstruct *mp; 2099 maptile *mp;
2100
2090 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2091 2102
2092 if (exclude && exclude->head) { 2103 if (exclude && exclude->head)
2104 {
2093 exclude = exclude->head; 2105 exclude = exclude->head;
2094 move_type = exclude->move_type; 2106 move_type = exclude->move_type;
2095 } else { 2107 }
2108 else
2109 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2110 /* If we don't have anything, presume it can use all movement types. */
2097 move_type=MOVE_ALL; 2111 move_type = MOVE_ALL;
2112 }
2113
2114 for (i = 1; i < max; i++)
2098 } 2115 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2116 mp = m;
2102 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2104 2119
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2106 if (mflags & P_OUT_OF_MAP) { 2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i];
2124 else
2125 {
2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type)
2107 max = maxfree[i]; 2131 max = maxfree[i];
2108 } else {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2110
2111 if ((move_type & blocked) == move_type) {
2112 max=maxfree[i];
2113 } else if (mflags & P_IS_ALIVE) { 2132 else if (mflags & P_IS_ALIVE)
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2133 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2117 break; 2137 break;
2118 } 2138
2119 }
2120 if(tmp) { 2139 if (tmp)
2121 return freedir[i]; 2140 return freedir[i];
2122 }
2123 } 2141 }
2124 } 2142 }
2125 } 2143 }
2144
2126 return 0; 2145 return 0;
2127} 2146}
2128 2147
2129/* 2148/*
2130 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2150 * distance between the two given objects.
2132 */ 2151 */
2133 2152int
2134int distance(const object *ob1, const object *ob2) { 2153distance (const object *ob1, const object *ob2)
2135 int i; 2154{
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2138 return i;
2139} 2156}
2140 2157
2141/* 2158/*
2142 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2143 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2144 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2145 */ 2162 */
2146 2163int
2147int find_dir_2(int x, int y) { 2164find_dir_2 (int x, int y)
2165{
2148 int q; 2166 int q;
2149 2167
2150 if(y) 2168 if (y)
2151 q=x*100/y; 2169 q = x * 100 / y;
2152 else if (x) 2170 else if (x)
2153 q= -300*x; 2171 q = -300 * x;
2154 else 2172 else
2155 return 0; 2173 return 0;
2156 2174
2157 if(y>0) { 2175 if (y > 0)
2176 {
2158 if(q < -242) 2177 if (q < -242)
2159 return 3 ; 2178 return 3;
2160 if (q < -41) 2179 if (q < -41)
2161 return 2 ; 2180 return 2;
2162 if (q < 41) 2181 if (q < 41)
2163 return 1 ; 2182 return 1;
2164 if (q < 242) 2183 if (q < 242)
2165 return 8 ; 2184 return 8;
2166 return 7 ; 2185 return 7;
2167 } 2186 }
2168 2187
2169 if (q < -242) 2188 if (q < -242)
2170 return 7 ; 2189 return 7;
2171 if (q < -41) 2190 if (q < -41)
2172 return 6 ; 2191 return 6;
2173 if (q < 41) 2192 if (q < 41)
2174 return 5 ; 2193 return 5;
2175 if (q < 242) 2194 if (q < 242)
2176 return 4 ; 2195 return 4;
2177 2196
2178 return 3 ; 2197 return 3;
2179} 2198}
2180 2199
2181/* 2200/*
2182 * absdir(int): Returns a number between 1 and 8, which represent 2201 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of 2202 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction). 2203 * "overflow" in previous calculations of a direction).
2185 */ 2204 */
2186 2205
2206int
2187int absdir(int d) { 2207absdir (int d)
2188 while(d<1) d+=8; 2208{
2189 while(d>8) d-=8; 2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2190 return d; 2215 return d;
2191} 2216}
2192 2217
2193/* 2218/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2221 */
2197 2222
2223int
2198int dirdiff(int dir1, int dir2) { 2224dirdiff (int dir1, int dir2)
2225{
2199 int d; 2226 int d;
2227
2200 d = abs(dir1 - dir2); 2228 d = abs (dir1 - dir2);
2201 if(d>4) 2229 if (d > 4)
2202 d = 8 - d; 2230 d = 8 - d;
2231
2203 return d; 2232 return d;
2204} 2233}
2205 2234
2206/* peterm: 2235/* peterm:
2207 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2210 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2211 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2242 * functions.
2214 */ 2243 */
2215
2216int reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2250 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2251 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2252 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2253 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2254 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2255 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2256 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2257 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2258 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2259 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2260 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2261 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2262 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2263 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2264 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2265 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2266 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2267 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2268 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2269 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2270 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2271 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2272 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2273 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2274 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2275 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2276 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2277 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2278 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2279 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2280 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2281 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2282 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2283 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2284 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2285 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2286 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2287 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2288 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2289 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2290 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2291 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2292 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2293 {24, 9, -1}
2294}; /* 48 */
2266 2295
2267/* Recursive routine to step back and see if we can 2296/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2299 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2272 */ 2301 */
2273 2302int
2274
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2304{
2276 sint16 dx, dy; 2305 sint16 dx, dy;
2277 int mflags; 2306 int mflags;
2278 2307
2308 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2280 2310
2281 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2312 dy = y + freearr_y[dir];
2283 2313
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2314 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2315
2286 /* This functional arguably was incorrect before - it was 2316 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2317 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2318 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually 2319 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or 2320 * move to the monster, we'd need the monster passed in or
2291 * at least its move type. 2321 * at least its move type.
2292 */ 2322 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2323 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2324 return 0;
2294 2325
2295 /* yes, can see. */ 2326 /* yes, can see. */
2296 if(dir < 9) return 1; 2327 if (dir < 9)
2328 return 1;
2329
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2300} 2333}
2301 2334
2302
2303
2304/* 2335/*
2305 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2306 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2308 * 2339 *
2310 * core dumps if they do. 2341 * core dumps if they do.
2311 * 2342 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2343 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2344 */
2314 2345
2346int
2315int can_pick(const object *who, const object *item) { 2347can_pick (const object *who, const object *item)
2348{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2352}
2321
2322 2353
2323/* 2354/*
2324 * create clone from object to another 2355 * create clone from object to another
2325 */ 2356 */
2357object *
2326object *object_create_clone (object *asrc) { 2358object_create_clone (object *asrc)
2359{
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2328 2361
2329 if(!asrc) return NULL; 2362 if (!asrc)
2363 return 0;
2364
2330 src = asrc; 2365 src = asrc;
2331 if(src->head) 2366 if (src->head)
2332 src = src->head; 2367 src = src->head;
2333 2368
2334 prev = NULL; 2369 prev = 0;
2335 for(part = src; part; part = part->more) { 2370 for (part = src; part; part = part->more)
2336 tmp = get_object(); 2371 {
2337 copy_object(part,tmp); 2372 tmp = part->clone ();
2338 tmp->x -= src->x; 2373 tmp->x -= src->x;
2339 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2340 if(!part->head) { 2376 if (!part->head)
2377 {
2341 dst = tmp; 2378 dst = tmp;
2342 tmp->head = NULL; 2379 tmp->head = 0;
2380 }
2343 } else { 2381 else
2344 tmp->head = dst; 2382 tmp->head = dst;
2345 } 2383
2346 tmp->more = NULL; 2384 tmp->more = 0;
2385
2347 if(prev) 2386 if (prev)
2348 prev->more = tmp; 2387 prev->more = tmp;
2388
2349 prev = tmp; 2389 prev = tmp;
2350 } 2390 }
2351 /*** copy inventory ***/ 2391
2352 for(item = src->inv; item; item = item->below) { 2392 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2394
2356 return dst; 2395 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365} 2396}
2366 2397
2367/* GROS - Creates an object using a string representing its content. */ 2398/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2373 2404object *
2374object* load_object_str(const char *obstr) 2405load_object_str (const char *obstr)
2375{ 2406{
2376 object *op; 2407 object *op;
2377 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2409
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2379 2411
2380 FILE *tempfile=fopen(filename,"w"); 2412 FILE *tempfile = fopen (filename, "w");
2413
2381 if (tempfile == NULL) 2414 if (tempfile == NULL)
2382 { 2415 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL; 2417 return NULL;
2385 }; 2418 }
2419
2386 fprintf(tempfile,obstr); 2420 fprintf (tempfile, obstr);
2387 fclose(tempfile); 2421 fclose (tempfile);
2388 2422
2389 op=get_object(); 2423 op = object::create ();
2390 2424
2391 object_thawer thawer (filename); 2425 object_thawer thawer (filename);
2392 2426
2393 if (thawer) 2427 if (thawer)
2394 load_object(thawer,op,0); 2428 load_object (thawer, op, 0);
2395 2429
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED); 2431 CLEAR_FLAG (op, FLAG_REMOVED);
2398 2432
2399 return op; 2433 return op;
2400} 2434}
2401 2435
2402/* This returns the first object in who's inventory that 2436/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2437 * has the same type and subtype match.
2404 * returns NULL if no match. 2438 * returns NULL if no match.
2405 */ 2439 */
2440object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2442{
2408 object *tmp;
2409
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2444 if (tmp->type == type && tmp->subtype == subtype)
2445 return tmp;
2412 2446
2413 return NULL; 2447 return 0;
2414} 2448}
2415 2449
2416/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL. 2451 * otherwise return NULL.
2418 * 2452 *
2419 * key must be a passed in shared string - otherwise, this won't 2453 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing. 2454 * do the desired thing.
2421 */ 2455 */
2456key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2457get_ob_key_link (const object *ob, const char *key)
2423 key_value * link; 2458{
2424
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2459 for (key_value *link = ob->key_values; link; link = link->next)
2426 if (link->key == key) { 2460 if (link->key == key)
2427 return link; 2461 return link;
2428 } 2462
2429 } 2463 return 0;
2430 2464}
2431 return NULL;
2432}
2433 2465
2434/* 2466/*
2435 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2436 * 2468 *
2437 * The argument doesn't need to be a shared string. 2469 * The argument doesn't need to be a shared string.
2438 * 2470 *
2439 * The returned string is shared. 2471 * The returned string is shared.
2440 */ 2472 */
2473const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2474get_ob_key_value (const object *op, const char *const key)
2475{
2442 key_value * link; 2476 key_value *link;
2443 const char * canonical_key; 2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2444 2480 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2481 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2482 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2483 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2484 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2485 */
2453 return NULL; 2486 return 0;
2454 } 2487 }
2455 2488
2456 /* This is copied from get_ob_key_link() above - 2489 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2490 * only 4 lines, and saves the function call overhead.
2458 */ 2491 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2492 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2493 if (link->key == canonical_key)
2461 return link->value; 2494 return link->value;
2462 } 2495
2463 } 2496 return 0;
2464 return NULL;
2465} 2497}
2466 2498
2467 2499
2468/* 2500/*
2469 * Updates the canonical_key in op to value. 2501 * Updates the canonical_key in op to value.
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys. 2506 * keys.
2475 * 2507 *
2476 * Returns TRUE on success. 2508 * Returns TRUE on success.
2477 */ 2509 */
2510int
2478int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512{
2479 key_value * field = NULL, *last=NULL; 2513 key_value *field = NULL, *last = NULL;
2480 2514
2481 for (field=op->key_values; field != NULL; field=field->next) { 2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2482 if (field->key != canonical_key) { 2517 if (field->key != canonical_key)
2518 {
2483 last = field; 2519 last = field;
2484 continue; 2520 continue;
2485 } 2521 }
2486 2522
2487 if (value) 2523 if (value)
2488 field->value = value; 2524 field->value = value;
2489 else { 2525 else
2526 {
2490 /* Basically, if the archetype has this key set, 2527 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2528 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2529 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2530 * we get this value back again.
2494 */ 2531 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0; 2533 field->value = 0;
2534 else
2535 {
2536 if (last)
2537 last->next = field->next;
2497 else 2538 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2539 op->key_values = field->next;
2501 2540
2502 delete field; 2541 delete field;
2503 } 2542 }
2504 } 2543 }
2505 return TRUE; 2544 return TRUE;
2506 } 2545 }
2507 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2508 2547
2509 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2510 2549
2511 if (!add_key) { 2550 if (!add_key)
2512 return FALSE; 2551 return FALSE;
2513 } 2552
2514 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2518 * should pass in "" 2557 * should pass in ""
2519 */ 2558 */
2520 if (value == NULL) return TRUE; 2559 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 return TRUE; 2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2531} 2571}
2532 2572
2533/* 2573/*
2534 * Updates the key in op to value. 2574 * Updates the key in op to value.
2535 * 2575 *
2537 * and not add new ones. 2577 * and not add new ones.
2538 * In general, should be little reason FALSE is ever passed in for add_key 2578 * In general, should be little reason FALSE is ever passed in for add_key
2539 * 2579 *
2540 * Returns TRUE on success. 2580 * Returns TRUE on success.
2541 */ 2581 */
2582int
2542int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2543{ 2584{
2544 shstr key_ (key); 2585 shstr key_ (key);
2586
2545 return set_ob_key_value_s (op, key_, value, add_key); 2587 return set_ob_key_value_s (op, key_, value, add_key);
2546} 2588}
2589
2590object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container)
2592{
2593 while (item->inv)
2594 item = item->inv;
2595}
2596
2597void
2598object::depth_iterator::next ()
2599{
2600 if (item->below)
2601 {
2602 item = item->below;
2603
2604 while (item->inv)
2605 item = item->inv;
2606 }
2607 else
2608 item = item->env;
2609}
2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 for (int i = 0; i < NUM_FLAGS; i++)
2619 {
2620 if (len <= 10) // magic constant!
2621 {
2622 snprintf (p, len, ",...");
2623 break;
2624 }
2625
2626 if (flag[i])
2627 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt;
2630 p += cnt;
2631 first = false;
2632 }
2633 }
2634
2635 return desc;
2636}
2637
2638// return a suitable string describing an objetc in enough detail to find it
2639const char *
2640object::debug_desc (char *info) const
2641{
2642 char flagdesc[512];
2643 char info2[256 * 4];
2644 char *p = info;
2645
2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2647 count, uuid.seq,
2648 &name,
2649 title ? "\",title:" : "",
2650 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type);
2652
2653 if (env)
2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2655
2656 if (map)
2657 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2658
2659 return info;
2660}
2661
2662const char *
2663object::debug_desc () const
2664{
2665 static char info[256 * 3];
2666 return debug_desc (info);
2667}
2668

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