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Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.103 by root, Tue Jan 2 20:40:34 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 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
628/* 529object *
629 * get_object() grabs an object from the list of unused objects, makes 530object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 531{
636 object *op = new object; 532 object *neu = create ();
637 533 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op; 534 return neu;
654} 535}
655 536
656/* 537/*
657 * 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
658 * 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
659 * 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.
660 */ 541 */
661 542void
662void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
664 return; 546 return;
547
665 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
667} 550}
668 551
669/* 552/*
670 * 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
671 * 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.
672 * 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.
673 */ 556 */
674 557void
675void update_ob_speed(object *op) { 558object::set_speed (float speed)
676 extern int arch_init; 559{
677 560 if (flag [FLAG_FREED] && speed)
678 /* No reason putting the archetypes objects on the speed list, 561 {
679 * since they never really need to be updated.
680 */
681
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
684#ifdef MANY_CORES
685 abort();
686#else
687 op->speed = 0; 563 speed = 0;
688#endif
689 } 564 }
690 if (arch_init) {
691 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 565
698 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
699 * of the list. */ 567
700 op->active_next = active_objects; 568 if (has_active_speed ())
701 if (op->active_next!=NULL) 569 activate ();
702 op->active_next->active_prev = op;
703 active_objects = op;
704 }
705 else { 570 else
706 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722 }
723} 572}
724 573
725/* This function removes object 'op' from the list of active
726 * objects.
727 * This should only be used for style maps or other such
728 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object.
732 */
733void remove_from_active_list(object *op)
734{
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects)
737 return;
738
739 if (op->active_prev==NULL) {
740 active_objects = op->active_next;
741 if (op->active_next!=NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else {
745 op->active_prev->active_next = op->active_next;
746 if (op->active_next)
747 op->active_next->active_prev = op->active_prev;
748 }
749 op->active_next = NULL;
750 op->active_prev = NULL;
751}
752
753/* 574/*
754 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
755 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
756 * 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
757 * invisible object, etc...) 578 * invisible object, etc...)
758 * 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
759 * 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
760 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
761 * 582 *
762 * 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.
763 * For example, if the only thing that has changed is the face (due to
764 * an animation), we don't need to call update_position until that actually
765 * comes into view of a player. OTOH, many other things, like addition/removal
766 * of walls or living creatures may need us to update the flags now.
767 * current action are: 584 * current action are:
768 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
769 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
770 * 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
771 * 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.
772 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
773 */ 590 */
774 591void
775void update_object(object *op, int action) { 592update_object (object *op, int action)
776 int update_now=0, flags; 593{
777 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
778 595
779 if (op == NULL) { 596 if (op == NULL)
597 {
780 /* this should never happen */ 598 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 600 return;
783 }
784 601 }
785 if(op->env!=NULL) { 602
603 if (op->env)
604 {
786 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
787 * to do in this case. 606 * to do in this case.
788 */ 607 */
789 return; 608 return;
790 } 609 }
791 610
792 /* 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
793 * going to get freed anyways. 612 * going to get freed anyways.
794 */ 613 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
796 615 return;
616
797 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
798 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)
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 621#ifdef MANY_CORES
802 abort(); 622 abort ();
803#endif 623#endif
804 return; 624 return;
805 }
806 625 }
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
813 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
814 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
816 update_now=1;
817
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
819 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
820 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
822 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
823
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1;
826
827 if ((move_on | op->move_on) != move_on) update_now=1;
828 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
829 /* 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
830 * to have move_allow right now. 644 * to have move_allow right now.
831 */ 645 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
833 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
835 } 649 }
836 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 652 * that is being removed.
839 */ 653 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 655 m.flags_ = 0;
842 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
844 }
845 else { 658 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 660
849 if (update_now) {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y);
852 }
853
854 if(op->more!=NULL) 661 if (op->more)
855 update_object(op->more, action); 662 update_object (op->more, action);
856} 663}
857 664
665object *object::first;
858 666
859/* 667object::object ()
860 * free_object() frees everything allocated by an object, removes 668{
861 * it from the list of used objects, and puts it on the list of 669 SET_FLAG (this, FLAG_REMOVED);
862 * free objects. The IS_FREED() flag is set in the object. 670
863 * The object must have been removed by remove_ob() first for 671 expmul = 1.0;
864 * this function to succeed. 672 face = blank_face;
865 * 673}
866 * If free_inventory is set, free inventory as well. Else drop items in 674
867 * inventory to the ground. 675object::~object ()
868 */ 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}
869 712
870void 713void
871free_object (object * ob) 714object::activate ()
872{ 715{
873 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 }
874} 731}
875 732
876void 733void
877free_object2 (object * ob, int free_inventory) 734object::activate_recursive ()
878{ 735{
879 object *tmp, *op; 736 activate ();
880 737
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 738 for (object *op = inv; op; op = op->above)
882 { 739 op->activate_recursive ();
883 LOG (llevDebug, "Free object called with non removed object\n"); 740}
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889 741
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 742/* This function removes object 'op' from the list of active
891 { 743 * objects.
892 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 744 * This should only be used for style maps or other such
893 remove_friendly_object (ob); 745 * reference maps where you don't want an object that isn't
894 } 746 * in play chewing up cpu time getting processed.
895 747 * The reverse of this is to call update_ob_speed, which
896 if (QUERY_FLAG (ob, FLAG_FREED)) 748 * will do the right thing based on the speed of the object.
897 { 749 */
898 dump_object (ob); 750void
899 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 ())
900 return; 755 return;
901 }
902 756
903 if (ob->more != NULL) 757 if (active_prev == 0)
904 {
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908
909 if (ob->inv)
910 {
911 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects
913 * drop on that space.
914 */
915 if (free_inventory || ob->map == NULL
916 || ob->map->in_memory != MAP_IN_MEMORY
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
918 {
919 op = ob->inv;
920
921 while (op != NULL)
922 { 758 {
923 tmp = op->below; 759 active_objects = active_next;
924 remove_ob (op); 760 if (active_next)
925 free_object2 (op, free_inventory); 761 active_next->active_prev = 0;
926 op = tmp;
927 }
928 }
929 else
930 { /* Put objects in inventory onto this space */
931 op = ob->inv;
932
933 while (op != NULL)
934 {
935 tmp = op->below;
936 remove_ob (op);
937
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
941 free_object (op);
942 else
943 {
944 op->x = ob->x;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
947 }
948
949 op = tmp;
950 }
951 }
952 }
953
954 /* Remove object from the active list */
955 ob->speed = 0;
956 update_ob_speed (ob);
957
958 SET_FLAG (ob, FLAG_FREED);
959 ob->count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 } 762 }
969 else 763 else
970 { 764 {
971 ob->prev->next = ob->next; 765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
972 769
973 if (ob->next != NULL) 770 active_next = 0;
974 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 ();
875 freed_map->in_memory = MAP_IN_MEMORY;
975 } 876 }
976 877
977 free_key_values (ob); 878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
978 882
979 /* Now link it with the free_objects list: */ 883 head = 0;
980 ob->prev = 0;
981 ob->next = 0;
982 884
983 delete ob; 885 if (more)
886 {
887 more->destroy ();
888 more = 0;
889 }
890
891 // clear those pointers that likely might have circular references to us
892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898}
899
900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
904 return;
905
906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
984} 910}
985 911
986/* 912/*
987 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
989 */ 915 */
990 916void
991void sub_weight (object *op, signed long weight) { 917sub_weight (object *op, signed long weight)
918{
992 while (op != NULL) { 919 while (op != NULL)
920 {
993 if (op->type == CONTAINER) { 921 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 923
996 op->carrying-=weight; 924 op->carrying -= weight;
997 op = op->env; 925 op = op->env;
998 } 926 }
999} 927}
1000 928
1001/* remove_ob(op): 929/* op->remove ():
1002 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1004 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 934 * the previous environment.
1007 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1008 */ 936 */
1009 937void
1010void remove_ob(object *op) { 938object::remove ()
939{
1011 object *tmp,*last=NULL; 940 object *tmp, *last = 0;
1012 object *otmp; 941 object *otmp;
1013 tag_t tag;
1014 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018 942
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1020 dump_object(op); 944 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 945
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1039 948
949 if (more)
950 more->remove ();
951
1040 /* 952 /*
1041 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1042 * inventory. 954 * inventory.
1043 */ 955 */
1044 if(op->env!=NULL) { 956 if (env)
957 {
1045 if(op->nrof) 958 if (nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 959 sub_weight (env, weight * nrof);
1047 else 960 else
1048 sub_weight(op->env, op->weight+op->carrying); 961 sub_weight (env, weight + carrying);
1049 962
1050 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 965 * to save cpu time.
1053 */ 966 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 968 otmp->update_stats ();
1056 fix_player(otmp);
1057 969
1058 if(op->above!=NULL) 970 if (above)
1059 op->above->below=op->below; 971 above->below = below;
1060 else 972 else
1061 op->env->inv=op->below; 973 env->inv = below;
1062 974
1063 if(op->below!=NULL) 975 if (below)
1064 op->below->above=op->above; 976 below->above = above;
1065 977
1066 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
981 */
982 x = env->x, y = env->y;
983 map = env->map;
984 above = 0, below = 0;
985 env = 0;
986 }
987 else if (map)
988 {
989 if (type == PLAYER)
990 {
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
996
997 /* link the object above us */
998 if (above)
999 above->below = below;
1000 else
1001 map->at (x, y).top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1069 */ 1011 */
1070 op->x=op->env->x,op->y=op->env->y; 1012 if (GET_MAP_OB (map, x, y) != this)
1071 op->map=op->env->map; 1013 {
1072 op->above=NULL,op->below=NULL; 1014 char *dump = dump_object (this);
1073 op->env=NULL; 1015 LOG (llevError,
1016 "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);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025
1026 above = 0;
1027 below = 0;
1028
1029 if (map->in_memory == MAP_SAVING)
1074 return; 1030 return;
1075 }
1076 1031
1077 /* If we get here, we are removing it from a map */ 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 if (op->map == NULL) return;
1079 1033
1080 x = op->x; 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 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);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 } 1035 {
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1133 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1134 * being removed. 1037 * being removed.
1135 */ 1038 */
1136 1039
1137 if(tmp->type==PLAYER && tmp!=op) { 1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1138 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1140 * appropriately. 1044 * appropriately.
1141 */ 1045 */
1142 if (tmp->container==op) { 1046 if (tmp->container == this)
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1047 {
1048 flag [FLAG_APPLIED] = 0;
1144 tmp->container=NULL; 1049 tmp->container = 0;
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1145 } 1054 }
1146 tmp->contr->socket.update_look=1; 1055
1147 }
1148 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) && 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 1060 {
1152 move_apply(tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1062
1153 if (was_destroyed (op, tag)) { 1063 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 } 1065 }
1157 }
1158 1066
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1161 if(tmp->above == tmp) 1069 if (tmp->above == tmp)
1162 tmp->above = NULL; 1070 tmp->above = 0;
1071
1163 last=tmp; 1072 last = tmp;
1164 } 1073 }
1074
1165 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1166 if (last==NULL) { 1076 //TODO: this makes little sense, why only update the topmost object?
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1077 if (!last)
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1078 map->at (x, y).flags_ = 0;
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y);
1174 }
1175 else 1079 else
1176 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1177 1081
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1180 1084 }
1181} 1085}
1182 1086
1183/* 1087/*
1184 * merge_ob(op,top): 1088 * merge_ob(op,top):
1185 * 1089 *
1186 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1091 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1094 */
1191 1095object *
1192object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1193 if(!op->nrof) 1098 if (!op->nrof)
1194 return 0; 1099 return 0;
1195 if(top==NULL) 1100
1101 if (top)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1104
1197 for(;top!=NULL;top=top->below) { 1105 for (; top; top = top->below)
1106 {
1198 if(top==op) 1107 if (top == op)
1199 continue; 1108 continue;
1200 if (CAN_MERGE(op,top)) 1109
1201 { 1110 if (object::can_merge (op, top))
1111 {
1202 top->nrof+=op->nrof; 1112 top->nrof += op->nrof;
1113
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1116 op->destroy ();
1206 free_object(op);
1207 return top; 1117 return top;
1208 } 1118 }
1209 } 1119 }
1120
1210 return NULL; 1121 return 0;
1211} 1122}
1212 1123
1213/* 1124/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1215 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1216 */ 1127 */
1128object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1218 object* tmp; 1130{
1219 if (op->head) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1220 op=op->head; 1132 {
1221 for (tmp=op;tmp;tmp=tmp->more){
1222 tmp->x=x+tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1224 } 1135 }
1136
1225 return insert_ob_in_map (op, m, originator, flag); 1137 return insert_ob_in_map (op, m, originator, flag);
1226} 1138}
1227 1139
1228/* 1140/*
1229 * insert_ob_in_map (op, map, originator, flag): 1141 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1142 * This function inserts the object in the two-way linked list
1243 * Return value: 1155 * Return value:
1244 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1158 * just 'op' otherwise
1247 */ 1159 */
1248 1160object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1162{
1251 object *tmp, *top, *floor=NULL; 1163 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1164 sint16 x, y;
1253 1165
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1166 if (QUERY_FLAG (op, FLAG_FREED))
1167 {
1255 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1256 return NULL; 1169 return NULL;
1170 }
1171
1172 if (!m)
1257 } 1173 {
1258 if(m==NULL) {
1259 dump_object(op); 1174 char *dump = dump_object (op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1261 return op; 1177 return op;
1262 } 1178 }
1179
1263 if(out_of_map(m,op->x,op->y)) { 1180 if (out_of_map (m, op->x, op->y))
1181 {
1264 dump_object(op); 1182 char *dump = dump_object (op);
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1266#ifdef MANY_CORES 1184#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted. 1187 * improperly inserted.
1270 */ 1188 */
1271 abort(); 1189 abort ();
1272#endif 1190#endif
1191 free (dump);
1273 return op; 1192 return op;
1274 } 1193 }
1194
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1276 dump_object(op); 1197 char *dump = dump_object (op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1278 return op; 1200 return op;
1201 }
1202
1203 if (op->more)
1279 } 1204 {
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1282 1206
1283 object *more = op->more; 1207 object *more = op->more;
1284 1208
1285 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalize coordinates - if
1286 * we set the map, that doesn't work if the location is within 1210 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate 1211 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalize it.
1289 */ 1213 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1291 more->map = get_map_from_coord(m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1292 } else if (!more->map) { 1216 else if (!more->map)
1217 {
1293 /* For backwards compatibility - when not dealing with tiled maps, 1218 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent. 1219 * more->map should always point to the parent.
1295 */ 1220 */
1296 more->map = m; 1221 more->map = m;
1297 } 1222 }
1298 1223
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1300 if ( ! op->head) 1226 if (!op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1302 return NULL; 1229 return 0;
1303 } 1230 }
1304 } 1231 }
1232
1305 CLEAR_FLAG(op,FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1306 1234
1307 /* Ideally, the caller figures this out. However, it complicates a lot 1235 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now 1236 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work 1237 * need extra work
1310 */ 1238 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y); 1239 op->map = get_map_from_coord (m, &op->x, &op->y);
1312 x = op->x; 1240 x = op->x;
1313 y = op->y; 1241 y = op->y;
1314 1242
1315 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1316 */ 1244 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) { 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1319 if (CAN_MERGE(op,tmp)) { 1247 if (object::can_merge (op, tmp))
1248 {
1320 op->nrof+=tmp->nrof; 1249 op->nrof += tmp->nrof;
1321 remove_ob(tmp); 1250 tmp->destroy ();
1322 free_object(tmp); 1251 }
1252
1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1255
1256 if (!QUERY_FLAG (op, FLAG_ALIVE))
1257 CLEAR_FLAG (op, FLAG_NO_STEAL);
1258
1259 if (flag & INS_BELOW_ORIGINATOR)
1260 {
1261 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1262 {
1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1264 abort ();
1265 }
1266
1267 op->above = originator;
1268 op->below = originator->below;
1269
1270 if (op->below)
1271 op->below->above = op;
1272 else
1273 op->ms ().bot = op;
1274
1275 /* since *below* originator, no need to update top */
1276 originator->below = op;
1277 }
1278 else
1279 {
1280 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1282 {
1283 object *last = 0;
1284
1285 /*
1286 * If there are multiple objects on this space, we do some trickier handling.
1287 * We've already dealt with merging if appropriate.
1288 * Generally, we want to put the new object on top. But if
1289 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1290 * floor, we want to insert above that and no further.
1291 * Also, if there are spell objects on this space, we stop processing
1292 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects.
1296 */
1297 while (top)
1298 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top;
1301
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1303 {
1304 /* We insert above top, so we want this object below this */
1305 top = top->below;
1306 break;
1307 }
1308
1309 last = top;
1310 top = top->above;
1323 } 1311 }
1324 }
1325 1312
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1313 /* Don't want top to be NULL, so set it to the last valid object */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1314 top = last;
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330 1315
1331 if (flag & INS_BELOW_ORIGINATOR) { 1316 /* We let update_position deal with figuring out what the space
1332 if (originator->map != op->map || originator->x != op->x || 1317 * looks like instead of lots of conditions here.
1333 originator->y != op->y) { 1318 * makes things faster, and effectively the same result.
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort();
1336 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else {
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /* 1319 */
1348 * If there are multiple objects on this space, we do some trickier handling. 1320
1349 * We've already dealt with merging if appropriate. 1321 /* Have object 'fall below' other objects that block view.
1350 * Generally, we want to put the new object on top. But if 1322 * Unless those objects are exits, type 66
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1323 * If INS_ON_TOP is used, don't do this processing
1352 * floor, we want to insert above that and no further. 1324 * Need to find the object that in fact blocks view, otherwise
1353 * Also, if there are spell objects on this space, we stop processing 1325 * stacking is a bit odd.
1354 * once we get to them. This reduces the need to traverse over all of 1326 */
1355 * them when adding another one - this saves quite a bit of cpu time 1327 if (!(flag & INS_ON_TOP) &&
1356 * when lots of spells are cast in one area. Currently, it is presumed 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1357 * that flying non pickable objects are spell objects. 1329 {
1330 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break;
1333 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we
1336 * set top to the object below us.
1358 */ 1337 */
1359 1338 if (last && last->below && last != floor)
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above; 1339 top = last->below;
1373 } 1340 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */ 1341 } /* If objects on this space */
1342
1401 if (flag & INS_MAP_LOAD) 1343 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y); 1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1346 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor;
1404 1348
1405 /* Top is the object that our object (op) is going to get inserted above. 1349 /* Top is the object that our object (op) is going to get inserted above.
1406 */ 1350 */
1407 1351
1408 /* First object on this space */ 1352 /* First object on this space */
1409 if (!top) { 1353 if (!top)
1354 {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1411 if (op->above) op->above->below = op; 1358 op->above->below = op;
1359
1412 op->below = NULL; 1360 op->below = 0;
1413 SET_MAP_OB(op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1362 }
1363 else
1414 } else { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1415 op->above = top->above; 1365 op->above = top->above;
1366
1367 if (op->above)
1416 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1417 op->below = top; 1370 op->below = top;
1418 top->above = op; 1371 top->above = op;
1419 } 1372 }
1373
1420 if (op->above==NULL) 1374 if (!op->above)
1421 SET_MAP_TOP(op->map,op->x, op->y, op); 1375 op->ms ().top = op;
1422 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1423 1377
1424 if(op->type==PLAYER) 1378 if (op->type == PLAYER)
1379 {
1425 op->contr->do_los=1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1426 1384
1385 op->map->dirty = true;
1386
1427 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1429 */ 1389 */
1430 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1391 if (object *pl = op->ms ().player ())
1432 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1433 tmp->contr->socket.update_look=1; 1393 pl->contr->ns->floorbox_update ();
1434 }
1435 1394
1436 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1443 * of effect may be sufficient. 1402 * of effect may be sufficient.
1444 */ 1403 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1447 1406
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1451 1409
1410 INVOKE_OBJECT (INSERT, op);
1452 1411
1453 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1455 * 1414 *
1456 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object(). 1418 * update_object().
1460 */ 1419 */
1461 1420
1462 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1423 {
1465 if (check_move_on(op, originator)) 1424 if (check_move_on (op, originator))
1466 return NULL; 1425 return 0;
1467 1426
1468 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1428 * walk on's.
1470 */ 1429 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1473 return NULL; 1432 return 0;
1474 } 1433 }
1434
1475 return op; 1435 return op;
1476} 1436}
1477 1437
1478/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1481 */ 1441 */
1442void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1483 object *tmp; 1444{
1484 object *tmp1; 1445 object *tmp, *tmp1;
1485 1446
1486 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1487 1448
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1490 remove_ob(tmp); 1451 tmp->destroy ();
1491 free_object(tmp);
1492 }
1493 }
1494 1452
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1454
1497 1455 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1456 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1464}
1501 1465
1502/* 1466/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1471 * global static errmsg array.
1508 */ 1472 */
1509 1473object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1474get_split_ob (object *orig_ob, uint32 nr)
1475{
1511 object *newob; 1476 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1478
1514 if(orig_ob->nrof<nr) { 1479 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1480 {
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL; 1482 return NULL;
1518 } 1483 }
1484
1519 newob = object_create_clone(orig_ob); 1485 newob = object_create_clone (orig_ob);
1486
1520 if((orig_ob->nrof-=nr)<1) { 1487 if ((orig_ob->nrof -= nr) < 1)
1521 if ( ! is_removed) 1488 orig_ob->destroy (1);
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) { 1489 else if (!is_removed)
1490 {
1526 if(orig_ob->env!=NULL) 1491 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n"); 1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL; 1497 return NULL;
1533 } 1498 }
1534 } 1499 }
1500
1535 newob->nrof=nr; 1501 newob->nrof = nr;
1536 1502
1537 return newob; 1503 return newob;
1538} 1504}
1539 1505
1540/* 1506/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1507 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1508 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1509 * is subsequently removed and freed.
1544 * 1510 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1511 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1512 */
1547 1513
1514object *
1548object *decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1549{ 1516{
1550 object *tmp; 1517 object *tmp;
1551 player *pl;
1552 1518
1553 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1520 return op;
1555 1521
1556 if (i > op->nrof) 1522 if (i > op->nrof)
1557 i = op->nrof; 1523 i = op->nrof;
1558 1524
1559 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1560 { 1561 }
1562 else
1563 {
1564 object *above = op->above;
1565
1566 if (i < op->nrof)
1561 op->nrof -= i; 1567 op->nrof -= i;
1562 } 1568 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1569 {
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op); 1570 op->remove ();
1590 op->nrof = 0; 1571 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 } 1572 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599 1573
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1576 if (tmp->type == PLAYER)
1577 {
1609 if (op->nrof) 1578 if (op->nrof)
1610 esrv_send_item(tmp, op); 1579 esrv_send_item (tmp, op);
1611 else 1580 else
1612 esrv_del_item(tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1613 } 1582 }
1614 } 1583 }
1615 1584
1616 if (op->nrof) { 1585 if (op->nrof)
1617 return op; 1586 return op;
1618 } else { 1587 else
1619 free_object (op); 1588 {
1589 op->destroy ();
1620 return NULL; 1590 return 0;
1621 } 1591 }
1622} 1592}
1623 1593
1624/* 1594/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1596 * and also updates how much the environment(s) is/are carrying.
1627 */ 1597 */
1628 1598
1599void
1629void add_weight (object *op, signed long weight) { 1600add_weight (object *op, signed long weight)
1601{
1630 while (op!=NULL) { 1602 while (op != NULL)
1603 {
1631 if (op->type == CONTAINER) { 1604 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1606
1634 op->carrying+=weight; 1607 op->carrying += weight;
1635 op=op->env; 1608 op = op->env;
1636 } 1609 }
1637} 1610}
1638 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1639/* 1632/*
1640 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1641 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1642 * inside the object environment. 1635 * inside the object environment.
1643 * 1636 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1651 */ 1639 */
1652 1640
1653object *insert_ob_in_ob(object *op,object *where) { 1641object *
1642object::insert (object *op)
1643{
1654 object *tmp, *otmp; 1644 object *tmp, *otmp;
1655 1645
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 dump_object(op); 1647 op->remove ();
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1648
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) { 1649 if (op->more)
1650 {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 &op->name, op->count);
1674 return op; 1652 return op;
1675 } 1653 }
1654
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1657 if (op->nrof)
1658 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1660 if (object::can_merge (tmp, op))
1661 {
1681 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1663 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1686 */ 1667 */
1687 add_weight (where, op->weight*op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1690 op = tmp; 1671 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1674 break;
1694 } 1675 }
1695 1676
1696 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1681 * the linking below
1701 */ 1682 */
1702 add_weight (where, op->weight*op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1684 }
1703 } else 1685 else
1704 add_weight (where, (op->weight+op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1705 1687
1706 otmp=is_player_inv(where); 1688 otmp = this->in_player ();
1707 if (otmp&&otmp->contr!=NULL) { 1689 if (otmp && otmp->contr)
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1691 otmp->update_stats ();
1710 }
1711 1692
1712 op->map=NULL; 1693 op->map = 0;
1713 op->env=where; 1694 op->env = this;
1714 op->above=NULL; 1695 op->above = 0;
1715 op->below=NULL; 1696 op->below = 0;
1716 op->x=0,op->y=0; 1697 op->x = 0, op->y = 0;
1717 1698
1718 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1700 if ((op->glow_radius != 0) && map)
1720 { 1701 {
1721#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1705 if (map->darkness)
1706 update_all_los (map, x, y);
1726 } 1707 }
1727 1708
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function... 1710 * It sure simplifies this function...
1730 */ 1711 */
1731 if (where->inv==NULL) 1712 if (!inv)
1732 where->inv=op; 1713 inv = op;
1733 else { 1714 else
1715 {
1734 op->below = where->inv; 1716 op->below = inv;
1735 op->below->above = op; 1717 op->below->above = op;
1736 where->inv = op; 1718 inv = op;
1737 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1738 return op; 1723 return op;
1739} 1724}
1740 1725
1741/* 1726/*
1742 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1756 * 1741 *
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1744 * on top.
1760 */ 1745 */
1761 1746int
1762int check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1763{ 1748{
1764 object *tmp; 1749 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1750 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1751 int x = op->x, y = op->y;
1752
1768 MoveType move_on, move_slow, move_block; 1753 MoveType move_on, move_slow, move_block;
1769 1754
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1756 return 0;
1772 1757
1773 tag = op->count;
1774
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1761
1779 /* if nothing on this space will slow op down or be applied, 1762 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type 1763 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that 1764 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1765 * as walking.
1783 */ 1766 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1767 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1768 return 0;
1786 1769
1787 /* This is basically inverse logic of that below - basically, 1770 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1771 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is 1772 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1773 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1774 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 1775 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1776 return 0;
1794 1777
1795 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1797 */ 1780 */
1798 1781
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1800 tmp->above!=NULL; tmp=tmp->above) { 1783 {
1801 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 1786 * we don't need to check all of them.
1804 */ 1787 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789 break;
1790 }
1791
1792 for (; tmp; tmp = tmp->below)
1806 } 1793 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1794 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1795 continue; /* Can't apply yourself */
1809 1796
1810 /* Check to see if one of the movement types should be slowed down. 1797 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1798 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1799 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1800 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1801 * swim on that space, can't use it to avoid the penalty.
1815 */ 1802 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1803 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1804 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 {
1820 1808
1821 float diff; 1809 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1810 diff = tmp->move_slow_penalty * FABS (op->speed);
1811
1824 if (op->type == PLAYER) { 1812 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 1815 diff /= 4.0;
1828 } 1816
1829 }
1830 op->speed_left -= diff; 1817 op->speed_left -= diff;
1831 } 1818 }
1832 } 1819 }
1833 1820
1834 /* Basically same logic as above, except now for actual apply. */ 1821 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1824 {
1839 move_apply(tmp, op, originator); 1825 move_apply (tmp, op, originator);
1826
1840 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
1841 return 1; 1828 return 1;
1842 1829
1843 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
1846 */ 1833 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 1834 if (op->map != m || op->x != x || op->y != y)
1835 return 0;
1848 } 1836 }
1849 } 1837 }
1838
1850 return 0; 1839 return 0;
1851} 1840}
1852 1841
1853/* 1842/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
1857 */ 1846 */
1858 1847object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1848present_arch (const archetype *at, maptile *m, int x, int y)
1860 object *tmp; 1849{
1861 if(m==NULL || out_of_map(m,x,y)) { 1850 if (m == NULL || out_of_map (m, x, y))
1851 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1853 return NULL;
1864 } 1854 }
1855
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->arch == at) 1857 if (tmp->arch == at)
1867 return tmp; 1858 return tmp;
1859
1868 return NULL; 1860 return NULL;
1869} 1861}
1870 1862
1871/* 1863/*
1872 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
1875 */ 1867 */
1876 1868object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 1869present (unsigned char type, maptile *m, int x, int y)
1878 object *tmp; 1870{
1879 if(out_of_map(m,x,y)) { 1871 if (out_of_map (m, x, y))
1872 {
1880 LOG(llevError,"Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 1874 return NULL;
1882 } 1875 }
1876
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1884 if(tmp->type==type) 1878 if (tmp->type == type)
1885 return tmp; 1879 return tmp;
1880
1886 return NULL; 1881 return NULL;
1887} 1882}
1888 1883
1889/* 1884/*
1890 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
1893 */ 1888 */
1894 1889object *
1895object *present_in_ob(unsigned char type, const object *op) { 1890present_in_ob (unsigned char type, const object *op)
1896 object *tmp; 1891{
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 1893 if (tmp->type == type)
1899 return tmp; 1894 return tmp;
1895
1900 return NULL; 1896 return NULL;
1901} 1897}
1902 1898
1903/* 1899/*
1904 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
1912 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
1913 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
1915 * to be unique. 1911 * to be unique.
1916 */ 1912 */
1917 1913object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 1914present_in_ob_by_name (int type, const char *str, const object *op)
1919 object *tmp; 1915{
1920
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 1918 return tmp;
1924 } 1919
1925 return NULL; 1920 return 0;
1926} 1921}
1927 1922
1928/* 1923/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
1932 */ 1927 */
1933 1928object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 1929present_arch_in_ob (const archetype *at, const object *op)
1935 object *tmp; 1930{
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 1932 if (tmp->arch == at)
1938 return tmp; 1933 return tmp;
1934
1939 return NULL; 1935 return NULL;
1940} 1936}
1941 1937
1942/* 1938/*
1943 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
1944 */ 1940 */
1941void
1945void flag_inv(object*op, int flag){ 1942flag_inv (object *op, int flag)
1946 object *tmp; 1943{
1947 if(op->inv) 1944 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 {
1949 SET_FLAG(tmp, flag); 1947 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 1948 flag_inv (tmp, flag);
1951 } 1949 }
1950}
1951
1952}/* 1952/*
1953 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
1954 */ 1954 */
1955void
1955void unflag_inv(object*op, int flag){ 1956unflag_inv (object *op, int flag)
1956 object *tmp; 1957{
1957 if(op->inv) 1958 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 {
1959 CLEAR_FLAG(tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 1962 unflag_inv (tmp, flag);
1961 } 1963 }
1962} 1964}
1963 1965
1964/* 1966/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
1969 */ 1971 */
1970 1972void
1971void set_cheat(object *op) { 1973set_cheat (object *op)
1974{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
1974} 1977}
1975 1978
1976/* 1979/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
1992 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
1993 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 1998 * customized, changed states, etc.
1996 */ 1999 */
1997 2000int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{
1999 int i,index=0, flag; 2003 int index = 0, flag;
2000 static int altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2001 2005
2002 for(i=start;i<stop;i++) { 2006 for (int i = start; i < stop; i++)
2007 {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2004 if(!flag) 2009 if (!flag)
2005 altern[index++]=i; 2010 altern [index++] = i;
2006 2011
2007 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2014 */ 2019 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2021 stop = maxfree[i];
2017 } 2022 }
2018 if(!index) return -1; 2023
2024 if (!index)
2025 return -1;
2026
2019 return altern[RANDOM()%index]; 2027 return altern[RANDOM () % index];
2020} 2028}
2021 2029
2022/* 2030/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2035 */
2028 2036int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2030 int i; 2038{
2031 for(i=0;i<SIZEOFFREE;i++) { 2039 for (int i = 0; i < SIZEOFFREE; i++)
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2041 return i;
2034 } 2042
2035 return -1; 2043 return -1;
2036} 2044}
2037 2045
2038/* 2046/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2041 */ 2050 */
2051static void
2042static void permute(int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2043{ 2053{
2044 int i, j, tmp, len; 2054 arr += begin;
2055 end -= begin;
2045 2056
2046 len = end-begin; 2057 while (--end)
2047 for(i = begin; i < end; i++) 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2048 {
2049 j = begin+RANDOM()%len;
2050
2051 tmp = arr[i];
2052 arr[i] = arr[j];
2053 arr[j] = tmp;
2054 }
2055} 2059}
2056 2060
2057/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2064 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2065 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2067 */
2068void
2064void get_search_arr(int *search_arr) 2069get_search_arr (int *search_arr)
2065{ 2070{
2066 int i; 2071 int i;
2067 2072
2068 for(i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2069 {
2070 search_arr[i] = i; 2074 search_arr[i] = i;
2071 }
2072 2075
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2079}
2077 2080
2078/* 2081/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2082 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2083 * given map at the given coordinates for live objects.
2085 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2086 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2091 * there is capable of.
2089 */ 2092 */
2090 2093int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2094find_dir (maptile *m, int x, int y, object *exclude)
2095{
2092 int i,max=SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2097
2093 sint16 nx, ny; 2098 sint16 nx, ny;
2094 object *tmp; 2099 object *tmp;
2095 mapstruct *mp; 2100 maptile *mp;
2101
2096 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2097 2103
2098 if (exclude && exclude->head) { 2104 if (exclude && exclude->head)
2105 {
2099 exclude = exclude->head; 2106 exclude = exclude->head;
2100 move_type = exclude->move_type; 2107 move_type = exclude->move_type;
2101 } else { 2108 }
2109 else
2110 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2111 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2112 move_type = MOVE_ALL;
2113 }
2114
2115 for (i = 1; i < max; i++)
2104 } 2116 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2117 mp = m;
2108 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2110 2120
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2112 if (mflags & P_OUT_OF_MAP) { 2123 if (mflags & P_OUT_OF_MAP)
2124 max = maxfree[i];
2125 else
2126 {
2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2130
2131 if ((move_type & blocked) == move_type)
2113 max = maxfree[i]; 2132 max = maxfree[i];
2114 } else {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2116
2117 if ((move_type & blocked) == move_type) {
2118 max=maxfree[i];
2119 } else if (mflags & P_IS_ALIVE) { 2133 else if (mflags & P_IS_ALIVE)
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2134 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2123 break; 2138 break;
2124 } 2139
2125 }
2126 if(tmp) { 2140 if (tmp)
2127 return freedir[i]; 2141 return freedir[i];
2128 }
2129 } 2142 }
2130 } 2143 }
2131 } 2144 }
2145
2132 return 0; 2146 return 0;
2133} 2147}
2134 2148
2135/* 2149/*
2136 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2151 * distance between the two given objects.
2138 */ 2152 */
2139 2153int
2140int distance(const object *ob1, const object *ob2) { 2154distance (const object *ob1, const object *ob2)
2141 int i; 2155{
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2144 return i;
2145} 2157}
2146 2158
2147/* 2159/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2151 */ 2163 */
2152 2164int
2153int find_dir_2(int x, int y) { 2165find_dir_2 (int x, int y)
2166{
2154 int q; 2167 int q;
2155 2168
2156 if(y) 2169 if (y)
2157 q=x*100/y; 2170 q = x * 100 / y;
2158 else if (x) 2171 else if (x)
2159 q= -300*x; 2172 q = -300 * x;
2160 else 2173 else
2161 return 0; 2174 return 0;
2162 2175
2163 if(y>0) { 2176 if (y > 0)
2177 {
2164 if(q < -242) 2178 if (q < -242)
2165 return 3 ; 2179 return 3;
2166 if (q < -41) 2180 if (q < -41)
2167 return 2 ; 2181 return 2;
2168 if (q < 41) 2182 if (q < 41)
2169 return 1 ; 2183 return 1;
2170 if (q < 242) 2184 if (q < 242)
2171 return 8 ; 2185 return 8;
2172 return 7 ; 2186 return 7;
2173 } 2187 }
2174 2188
2175 if (q < -242) 2189 if (q < -242)
2176 return 7 ; 2190 return 7;
2177 if (q < -41) 2191 if (q < -41)
2178 return 6 ; 2192 return 6;
2179 if (q < 41) 2193 if (q < 41)
2180 return 5 ; 2194 return 5;
2181 if (q < 242) 2195 if (q < 242)
2182 return 4 ; 2196 return 4;
2183 2197
2184 return 3 ; 2198 return 3;
2185} 2199}
2186 2200
2187/* 2201/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2202 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2203 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2204 * "overflow" in previous calculations of a direction).
2191 */ 2205 */
2192 2206
2207int
2193int absdir(int d) { 2208absdir (int d)
2194 while(d<1) d+=8; 2209{
2195 while(d>8) d-=8; 2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2196 return d; 2216 return d;
2197} 2217}
2198 2218
2199/* 2219/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2222 */
2203 2223
2224int
2204int dirdiff(int dir1, int dir2) { 2225dirdiff (int dir1, int dir2)
2226{
2205 int d; 2227 int d;
2228
2206 d = abs(dir1 - dir2); 2229 d = abs (dir1 - dir2);
2207 if(d>4) 2230 if (d > 4)
2208 d = 8 - d; 2231 d = 8 - d;
2232
2209 return d; 2233 return d;
2210} 2234}
2211 2235
2212/* peterm: 2236/* peterm:
2213 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2216 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2217 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2243 * functions.
2220 */ 2244 */
2221
2222int reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2251 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2252 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2253 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2254 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2255 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2256 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2257 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2258 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2259 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2260 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2261 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2262 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2263 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2264 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2265 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2266 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2267 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2268 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2269 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2270 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2271 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2272 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2273 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2274 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2275 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2276 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2277 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2278 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2279 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2280 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2281 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2282 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2283 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2284 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2285 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2286 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2287 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2288 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2289 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2290 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2291 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2292 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2293 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2294 {24, 9, -1}
2295}; /* 48 */
2272 2296
2273/* Recursive routine to step back and see if we can 2297/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2300 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2278 */ 2302 */
2279 2303int
2280
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2305{
2282 sint16 dx, dy; 2306 sint16 dx, dy;
2283 int mflags; 2307 int mflags;
2284 2308
2309 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2286 2311
2287 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2313 dy = y + freearr_y[dir];
2289 2314
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2315 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2316
2292 /* This functional arguably was incorrect before - it was 2317 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2318 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2319 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2320 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or 2321 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2322 * at least its move type.
2298 */ 2323 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2324 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2325 return 0;
2300 2326
2301 /* yes, can see. */ 2327 /* yes, can see. */
2302 if(dir < 9) return 1; 2328 if (dir < 9)
2329 return 1;
2330
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306} 2334}
2307 2335
2308
2309
2310/* 2336/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2314 * 2340 *
2316 * core dumps if they do. 2342 * core dumps if they do.
2317 * 2343 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2344 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2345 */
2320 2346
2347int
2321int can_pick(const object *who, const object *item) { 2348can_pick (const object *who, const object *item)
2349{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2353}
2327
2328 2354
2329/* 2355/*
2330 * create clone from object to another 2356 * create clone from object to another
2331 */ 2357 */
2358object *
2332object *object_create_clone (object *asrc) { 2359object_create_clone (object *asrc)
2360{
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2334 2362
2335 if(!asrc) return NULL; 2363 if (!asrc)
2364 return 0;
2365
2336 src = asrc; 2366 src = asrc;
2337 if(src->head) 2367 if (src->head)
2338 src = src->head; 2368 src = src->head;
2339 2369
2340 prev = NULL; 2370 prev = 0;
2341 for(part = src; part; part = part->more) { 2371 for (part = src; part; part = part->more)
2342 tmp = get_object(); 2372 {
2343 copy_object(part,tmp); 2373 tmp = part->clone ();
2344 tmp->x -= src->x; 2374 tmp->x -= src->x;
2345 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2346 if(!part->head) { 2377 if (!part->head)
2378 {
2347 dst = tmp; 2379 dst = tmp;
2348 tmp->head = NULL; 2380 tmp->head = 0;
2381 }
2349 } else { 2382 else
2350 tmp->head = dst; 2383 tmp->head = dst;
2351 } 2384
2352 tmp->more = NULL; 2385 tmp->more = 0;
2386
2353 if(prev) 2387 if (prev)
2354 prev->more = tmp; 2388 prev->more = tmp;
2389
2355 prev = tmp; 2390 prev = tmp;
2356 } 2391 }
2357 /*** copy inventory ***/ 2392
2358 for(item = src->inv; item; item = item->below) { 2393 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2395
2362 return dst; 2396 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2397}
2372 2398
2373/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2379 2405object *
2380object* load_object_str(const char *obstr) 2406load_object_str (const char *obstr)
2381{ 2407{
2382 object *op; 2408 object *op;
2383 char filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2410
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2412
2386 FILE *tempfile=fopen(filename,"w"); 2413 FILE *tempfile = fopen (filename, "w");
2414
2387 if (tempfile == NULL) 2415 if (tempfile == NULL)
2388 { 2416 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2418 return NULL;
2391 }; 2419 }
2420
2392 fprintf(tempfile,obstr); 2421 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2422 fclose (tempfile);
2394 2423
2395 op=get_object(); 2424 op = object::create ();
2396 2425
2397 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2398 2427
2399 if (thawer) 2428 if (thawer)
2400 load_object(thawer,op,0); 2429 load_object (thawer, op, 0);
2401 2430
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2432 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2433
2405 return op; 2434 return op;
2406} 2435}
2407 2436
2408/* This returns the first object in who's inventory that 2437/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2438 * has the same type and subtype match.
2410 * returns NULL if no match. 2439 * returns NULL if no match.
2411 */ 2440 */
2441object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2443{
2414 object *tmp;
2415
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2445 if (tmp->type == type && tmp->subtype == subtype)
2446 return tmp;
2418 2447
2419 return NULL; 2448 return 0;
2420} 2449}
2421 2450
2422/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2452 * otherwise return NULL.
2424 * 2453 *
2425 * key must be a passed in shared string - otherwise, this won't 2454 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2455 * do the desired thing.
2427 */ 2456 */
2457key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2458get_ob_key_link (const object *ob, const char *key)
2429 key_value * link; 2459{
2430
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2460 for (key_value *link = ob->key_values; link; link = link->next)
2432 if (link->key == key) { 2461 if (link->key == key)
2433 return link; 2462 return link;
2434 } 2463
2435 } 2464 return 0;
2436 2465}
2437 return NULL;
2438}
2439 2466
2440/* 2467/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2469 *
2443 * The argument doesn't need to be a shared string. 2470 * The argument doesn't need to be a shared string.
2444 * 2471 *
2445 * The returned string is shared. 2472 * The returned string is shared.
2446 */ 2473 */
2474const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2475get_ob_key_value (const object *op, const char *const key)
2476{
2448 key_value * link; 2477 key_value *link;
2449 const char * canonical_key; 2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2450 2481 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2486 */
2459 return NULL; 2487 return 0;
2460 } 2488 }
2461 2489
2462 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2464 */ 2492 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2493 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2494 if (link->key == canonical_key)
2467 return link->value; 2495 return link->value;
2468 } 2496
2469 } 2497 return 0;
2470 return NULL;
2471} 2498}
2472 2499
2473 2500
2474/* 2501/*
2475 * Updates the canonical_key in op to value. 2502 * Updates the canonical_key in op to value.
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2507 * keys.
2481 * 2508 *
2482 * Returns TRUE on success. 2509 * Returns TRUE on success.
2483 */ 2510 */
2511int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513{
2485 key_value * field = NULL, *last=NULL; 2514 key_value *field = NULL, *last = NULL;
2486 2515
2487 for (field=op->key_values; field != NULL; field=field->next) { 2516 for (field = op->key_values; field != NULL; field = field->next)
2517 {
2488 if (field->key != canonical_key) { 2518 if (field->key != canonical_key)
2519 {
2489 last = field; 2520 last = field;
2490 continue; 2521 continue;
2491 } 2522 }
2492 2523
2493 if (value) 2524 if (value)
2494 field->value = value; 2525 field->value = value;
2495 else { 2526 else
2527 {
2496 /* Basically, if the archetype has this key set, 2528 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2529 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2530 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2531 * we get this value back again.
2500 */ 2532 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2534 field->value = 0;
2535 else
2536 {
2537 if (last)
2538 last->next = field->next;
2503 else 2539 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2540 op->key_values = field->next;
2507 2541
2508 delete field; 2542 delete field;
2509 } 2543 }
2510 } 2544 }
2511 return TRUE; 2545 return TRUE;
2512 } 2546 }
2513 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2514 2548
2515 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2516 2550
2517 if (!add_key) { 2551 if (!add_key)
2518 return FALSE; 2552 return FALSE;
2519 } 2553
2520 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2524 * should pass in "" 2558 * should pass in ""
2525 */ 2559 */
2526 if (value == NULL) return TRUE; 2560 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2537} 2572}
2538 2573
2539/* 2574/*
2540 * Updates the key in op to value. 2575 * Updates the key in op to value.
2541 * 2576 *
2543 * and not add new ones. 2578 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2579 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2580 *
2546 * Returns TRUE on success. 2581 * Returns TRUE on success.
2547 */ 2582 */
2583int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2585{
2550 shstr key_ (key); 2586 shstr key_ (key);
2587
2551 return set_ob_key_value_s (op, key_, value, add_key); 2588 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2589}
2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2598void
2599object::depth_iterator::next ()
2600{
2601 if (item->below)
2602 {
2603 item = item->below;
2604
2605 while (item->inv)
2606 item = item->inv;
2607 }
2608 else
2609 item = item->env;
2610}
2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2641// return a suitable string describing an object in enough detail to find it
2642const char *
2643object::debug_desc (char *info) const
2644{
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663}
2664
2665const char *
2666object::debug_desc () const
2667{
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670}
2671

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