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Comparing deliantra/server/common/object.C (file contents):
Revision 1.12 by elmex, Sun Sep 3 14:33:47 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.12 2006/09/03 14:33:47 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 41
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
56 43
57short freearr_x[SIZEOFFREE]= 44short 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,
58 {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,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 46};
61 {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, 47short 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,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 48 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 49};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 50int 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,
65 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 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
52};
66int freedir[SIZEOFFREE]= { 53int freedir[SIZEOFFREE] = {
67 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, 54 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,
68 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 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
56};
69 57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
70 134
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
136static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 137compare_ob_value_lists_one (const object *wants, const object *has)
138{
73 key_value * wants_field; 139 key_value *wants_field;
74 140
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 141 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
78 */ 144 */
79 145
80 /* For each field in wants, */ 146 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
148 {
82 key_value * has_field; 149 key_value *has_field;
83 150
84 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
86 155 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 156 /* No field with that name. */
89 return FALSE; 157 return FALSE;
90 }
91 158 }
159
92 /* Found the matching field. */ 160 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 161 if (has_field->value != wants_field->value)
162 {
94 /* Values don't match, so this half of the comparison is false. */ 163 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 164 return FALSE;
96 } 165 }
97 166
98 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 168 }
169
101 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 171 return TRUE;
103} 172}
104 173
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
175static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 176compare_ob_value_lists (const object *ob1, const object *ob2)
177{
107 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
109 */ 180 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 182}
112 183
113/* Function examines the 2 objects given to it, and returns true if 184/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 185 * they can be merged together.
115 * 186 *
116 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
119 * 190 *
120 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
121 * 192 *
122 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
123 * check weight 194 * check weight
124 */ 195 */
125 196bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 197{
127
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 209 * used to store nrof).
135 */ 210 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 260 return 0;
138 261
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 264 return 0;
145 265
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 267 * if it is valid.
158 */ 268 */
159 } 269 }
160 270
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
214 return 0; 298 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 363dump_object (object *op)
332 if(op==NULL) { 364{
333 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
334 return; 366 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 367
340void dump_all_objects(void) { 368 object_freezer freezer;
341 object *op; 369 save_object (freezer, op, 1);
342 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 371}
347 372
348/* 373/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
352 */ 377 */
353 378
379object *
354object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
355 object *tmp,*closest; 382 object *tmp, *closest;
356 int last_dist,i; 383 int last_dist, i;
384
357 if(op->more==NULL) 385 if (op->more == NULL)
358 return op; 386 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
362 return closest; 390 return closest;
363} 391}
364 392
365/* 393/*
366 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
367 */ 395 */
368 396
397object *
369object *find_object(tag_t i) { 398find_object (tag_t i)
370 object *op; 399{
371 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 401 if (op->count == i)
373 break; 402 return op;
403
374 return op; 404 return 0;
375} 405}
376 406
377/* 407/*
378 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
381 */ 411 */
382 412
413object *
383object *find_object_name(const char *str) { 414find_object_name (const char *str)
384 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
385 object *op; 417 object *op;
418
386 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 420 if (op->name == str_)
388 break; 421 break;
389 422
390 return op; 423 return op;
391} 424}
392 425
426void
393void free_all_object_data(void) { 427free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 428{
435 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 430}
443
444
445 431
446/* 432/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 434 * skill and experience objects.
449 */ 435 */
450void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
451{ 438{
452 if(owner==NULL||op==NULL) 439 if (!owner)
453 return; 440 return;
454 441
455 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
461 */ 448 */
462 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
464 451
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 452 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 453}
518 454
519/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 456 * refcounts and freeing the links.
521 */ 457 */
458static void
522static void free_key_values(object * op) 459free_key_values (object *op)
523{ 460{
524 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
525 { 462 {
526 key_value *next = i->next; 463 key_value *next = i->next;
527 delete i; 464 delete i;
465
528 i = next; 466 i = next;
529 } 467 }
530 468
531 op->key_values = 0; 469 op->key_values = 0;
532} 470}
533 471
534/* 472/*
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{
541 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585}
586
587/*
588 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 478 * will point at garbage.
594 */ 479 */
595 480void
596void copy_object(object *op2, object *op) 481object::copy_to (object *dst)
597{ 482{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 485
600 op->clear (); 486 *(object_copy *)dst = *this;
601 487
602 free_key_values (op); 488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
603 490
604 *(object_special *)op = *(object_special *)op2; 491 if (is_removed)
605 op2->clone (op); 492 SET_FLAG (dst, FLAG_REMOVED);
606 493
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0) 494 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 496
613 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 498 if (key_values)
499 {
615 key_value *tail = NULL; 500 key_value *tail = 0;
616 key_value *i; 501 key_value *i;
617 502
618 op->key_values = NULL; 503 dst->key_values = 0;
619 504
620 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
621 { 506 {
622 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
623 508
624 new_link->next = NULL; 509 new_link->next = 0;
625 new_link->key = i->key; 510 new_link->key = i->key;
626 new_link->value = i->value; 511 new_link->value = i->value;
627 512
628 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 514 if (!dst->key_values)
630 { 515 {
631 op->key_values = new_link; 516 dst->key_values = new_link;
632 tail = new_link; 517 tail = new_link;
633 } 518 }
634 else 519 else
635 { 520 {
636 tail->next = new_link; 521 tail->next = new_link;
637 tail = new_link; 522 tail = new_link;
638 } 523 }
639 } 524 }
640 } 525 }
641 526
642 update_ob_speed (op); 527 dst->set_speed (dst->speed);
643} 528}
644 529
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 530object *
685 531object::clone ()
686 if(free_objects==NULL) 532{
687 expand_objects(); 533 object *neu = create ();
688 534 copy_to (neu);
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 535 return neu;
720} 536}
721 537
722/* 538/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
726 */ 542 */
727 543void
728void update_turn_face(object *op) { 544update_turn_face (object *op)
545{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
730 return; 547 return;
548
731 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
733} 551}
734 552
735/* 553/*
736 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
739 */ 557 */
740 558void
741void update_ob_speed(object *op) { 559object::set_speed (float speed)
742 extern int arch_init; 560{
743 561 if (flag [FLAG_FREED] && speed)
744 /* No reason putting the archetypes objects on the speed list, 562 {
745 * since they never really need to be updated.
746 */
747
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0; 564 speed = 0;
754#endif
755 } 565 }
756 if (arch_init) {
757 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 566
764 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
765 * of the list. */ 568
766 op->active_next = active_objects; 569 if (has_active_speed ())
767 if (op->active_next!=NULL) 570 activate ();
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else { 571 else
772 /* If not on the active list, nothing needs to be done */ 572 deactivate ();
773 if (!op->active_next && !op->active_prev && op!=active_objects)
774 return;
775
776 if (op->active_prev==NULL) {
777 active_objects = op->active_next;
778 if (op->active_next!=NULL)
779 op->active_next->active_prev = NULL;
780 }
781 else {
782 op->active_prev->active_next = op->active_next;
783 if (op->active_next)
784 op->active_next->active_prev = op->active_prev;
785 }
786 op->active_next = NULL;
787 op->active_prev = NULL;
788 }
789} 573}
790 574
791/* This function removes object 'op' from the list of active
792 * objects.
793 * This should only be used for style maps or other such
794 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object.
798 */
799void remove_from_active_list(object *op)
800{
801 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects)
803 return;
804
805 if (op->active_prev==NULL) {
806 active_objects = op->active_next;
807 if (op->active_next!=NULL)
808 op->active_next->active_prev = NULL;
809 }
810 else {
811 op->active_prev->active_next = op->active_next;
812 if (op->active_next)
813 op->active_next->active_prev = op->active_prev;
814 }
815 op->active_next = NULL;
816 op->active_prev = NULL;
817}
818
819/* 575/*
820 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 579 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
827 * 583 *
828 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 585 * current action are:
834 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
839 */ 591 */
840 592void
841void update_object(object *op, int action) { 593update_object (object *op, int action)
842 int update_now=0, flags; 594{
843 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
844 596
845 if (op == NULL) { 597 if (op == NULL)
598 {
846 /* this should never happen */ 599 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 601 return;
849 }
850 602 }
851 if(op->env!=NULL) { 603
604 if (op->env)
605 {
852 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
853 * to do in this case. 607 * to do in this case.
854 */ 608 */
855 return; 609 return;
856 } 610 }
857 611
858 /* If the map is saving, don't do anything as everything is 612 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 613 * going to get freed anyways.
860 */ 614 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 615 if (!op->map || op->map->in_memory == MAP_SAVING)
862 616 return;
617
863 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 620 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 622#ifdef MANY_CORES
868 abort(); 623 abort ();
869#endif 624#endif
870 return; 625 return;
871 }
872 626 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 627
628 mapspace &m = op->ms ();
629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
880 if (action == UP_OBJ_INSERT) { 632 else if (action == UP_OBJ_INSERT)
633 {
634 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 641 || (m.move_on | op->move_on ) != m.move_on
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1; 642 || (m.move_off | op->move_off ) != m.move_off
643 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 645 * to have move_allow right now.
897 */ 646 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 649 m.flags_ = 0;
901 } 650 }
902 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 653 * that is being removed.
905 */ 654 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 656 m.flags_ = 0;
908 } else if (action == UP_OBJ_FACE) { 657 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 658 /* Nothing to do for that case */ ;
910 }
911 else { 659 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 661
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 662 if (op->more)
921 update_object(op->more, action); 663 update_object (op->more, action);
922} 664}
923 665
666object *object::first;
924 667
925/* 668object::object ()
926 * free_object() frees everything allocated by an object, removes 669{
927 * it from the list of used objects, and puts it on the list of
928 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for
930 * this function to succeed.
931 *
932 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground.
934 */
935
936void free_object(object *ob) {
937 free_object2(ob, 0);
938}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941
942 ob->clear ();
943
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
945 LOG(llevDebug,"Free object called with non removed object\n");
946 dump_object(ob);
947#ifdef MANY_CORES
948 abort();
949#endif
950 }
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
952 LOG(llevMonster,"Warning: tried to free friendly object.\n");
953 remove_friendly_object(ob);
954 }
955 if(QUERY_FLAG(ob,FLAG_FREED)) {
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return;
959 }
960 if(ob->more!=NULL) {
961 free_object2(ob->more, free_inventory);
962 ob->more=NULL;
963 }
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects
967 * drop on that space.
968 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
971 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below;
975 remove_ob(op);
976 free_object2(op, free_inventory);
977 op=tmp;
978 }
979 }
980 else { /* Put objects in inventory onto this space */
981 op=ob->inv;
982 while(op!=NULL) {
983 tmp=op->below;
984 remove_ob(op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
987 free_object(op);
988 else {
989 op->x=ob->x;
990 op->y=ob->y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
992 }
993 op=tmp;
994 }
995 }
996 }
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000
1001 SET_FLAG(ob, FLAG_FREED); 670 SET_FLAG (this, FLAG_REMOVED);
1002 ob->count = 0;
1003 671
672 expmul = 1.0;
673 face = blank_face;
674}
675
676object::~object ()
677{
678 free_key_values (this);
679}
680
681void object::link ()
682{
683 count = ++ob_count;
684 uuid = gen_uuid ();
685
686 prev = 0;
687 next = object::first;
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693}
694
695void object::unlink ()
696{
697 if (this == object::first)
698 object::first = next;
699
1004 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
1005 if(ob->prev==NULL) { 701 if (prev) prev->next = next;
1006 objects=ob->next; 702 if (next) next->prev = prev;
1007 if(objects!=NULL) 703
1008 objects->prev=NULL; 704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
1009 } 722 {
1010 else { 723 /* process_events() expects us to insert the object at the beginning
1011 ob->prev->next=ob->next; 724 * of the list. */
1012 if(ob->next!=NULL) 725 active_next = active_objects;
1013 ob->next->prev=ob->prev; 726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
1014 } 759 {
1015 760 active_objects = active_next;
1016 ob->name = 0; 761 if (active_next)
1017 ob->name_pl = 0; 762 active_next->active_prev = 0;
1018 ob->title = 0; 763 }
1019 ob->race = 0; 764 else
1020 ob->slaying = 0; 765 {
1021 ob->skill = 0; 766 active_prev->active_next = active_next;
1022 ob->lore = 0; 767 if (active_next)
1023 ob->msg = 0; 768 active_next->active_prev = active_prev;
1024 ob->materialname = 0; 769 }
1025 770
1026 free_key_values (ob); 771 active_next = 0;
1027 772 active_prev = 0;
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037} 773}
1038 774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
1039/* 794/*
1040 * count_free() returns the number of objects on the list of free objects. 795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
1041 */ 812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
1042 829
1043int count_free () 830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
840}
841
842object *object::create ()
1044{ 843{
1045 int i=0;
1046 object *tmp=free_objects; 844 object *op = new object;
1047 while(tmp!=NULL) 845 op->link ();
1048 tmp=tmp->next, i++;
1049 return i; 846 return op;
1050} 847}
1051 848
1052/* 849void
1053 * count_used() returns the number of objects on the list of used objects. 850object::do_destroy ()
1054 */
1055
1056int count_used()
1057{ 851{
1058 int i=0; 852 if (flag [FLAG_IS_LINKED])
1059 object *tmp=objects; 853 remove_button_link (this);
1060 while(tmp!=NULL) 854
1061 tmp=tmp->next, i++; 855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
1062 return i; 862 return;
1063}
1064 863
1065/* 864 set_speed (0);
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068 865
1069int count_active() 866 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
895
896 if (more)
897 {
898 more->destroy ();
899 more = 0;
900 }
901
902 // clear those pointers that likely might have circular references to us
903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909}
910
911void
912object::destroy (bool destroy_inventory)
1070{ 913{
1071 int i=0; 914 if (destroyed ())
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i; 915 return;
916
917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
1076} 921}
1077 922
1078/* 923/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1081 */ 926 */
1082 927void
1083void sub_weight (object *op, signed long weight) { 928sub_weight (object *op, signed long weight)
929{
1084 while (op != NULL) { 930 while (op != NULL)
931 {
1085 if (op->type == CONTAINER) { 932 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 934
1088 op->carrying-=weight; 935 op->carrying -= weight;
1089 op = op->env; 936 op = op->env;
1090 } 937 }
1091} 938}
1092 939
1093/* remove_ob(op): 940/* op->remove ():
1094 * This function removes the object op from the linked list of objects 941 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 942 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 945 * the previous environment.
1099 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1100 */ 947 */
1101 948void
1102void remove_ob(object *op) { 949object::remove ()
950{
1103 object *tmp,*last=NULL; 951 object *tmp, *last = 0;
1104 object *otmp; 952 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 953
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 955 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 956
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1131 959
960 if (more)
961 more->remove ();
962
1132 /* 963 /*
1133 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1134 * inventory. 965 * inventory.
1135 */ 966 */
1136 if(op->env!=NULL) { 967 if (env)
968 {
1137 if(op->nrof) 969 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 970 sub_weight (env, weight * nrof);
1139 else 971 else
1140 sub_weight(op->env, op->weight+op->carrying); 972 sub_weight (env, weight + carrying);
1141 973
1142 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 976 * to save cpu time.
1145 */ 977 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 979 otmp->update_stats ();
1148 fix_player(otmp);
1149 980
1150 if(op->above!=NULL) 981 if (above)
1151 op->above->below=op->below; 982 above->below = below;
1152 else 983 else
1153 op->env->inv=op->below; 984 env->inv = below;
1154 985
1155 if(op->below!=NULL) 986 if (below)
1156 op->below->above=op->above; 987 below->above = above;
1157 988
1158 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
992 */
993 x = env->x, y = env->y;
994 map = env->map;
995 above = 0, below = 0;
996 env = 0;
997 }
998 else if (map)
999 {
1000 if (type == PLAYER)
1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1005
1006 map->dirty = true;
1007
1008 /* link the object above us */
1009 if (above)
1010 above->below = below;
1011 else
1012 map->at (x, y).top = below; /* we were top, set new top */
1013
1014 /* Relink the object below us, if there is one */
1015 if (below)
1016 below->above = above;
1017 else
1018 {
1019 /* Nothing below, which means we need to relink map object for this space
1020 * use translated coordinates in case some oddness with map tiling is
1021 * evident
1161 */ 1022 */
1162 op->x=op->env->x,op->y=op->env->y; 1023 if (GET_MAP_OB (map, x, y) != this)
1163 op->map=op->env->map; 1024 {
1164 op->above=NULL,op->below=NULL; 1025 char *dump = dump_object (this);
1165 op->env=NULL; 1026 LOG (llevError,
1027 "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);
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033
1034 map->at (x, y).bot = above; /* goes on above it. */
1035 }
1036
1037 above = 0;
1038 below = 0;
1039
1040 if (map->in_memory == MAP_SAVING)
1166 return; 1041 return;
1167 }
1168 1042
1169 /* If we get here, we are removing it from a map */ 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1044
1172 x = op->x; 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1173 y = op->y;
1174 m = get_map_from_coord(op->map, &x, &y);
1175
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189
1190 /* Re did the following section of code - it looks like it had
1191 * lots of logic for things we no longer care about
1192 */
1193
1194 /* link the object above us */
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */
1208 if(GET_MAP_OB(m,x,y)!=op) {
1209 dump_object(op);
1210 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);
1211 dump_object(GET_MAP_OB(m,x,y));
1212 LOG(llevError,"%s\n",errmsg);
1213 } 1046 {
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1226 * being removed. 1048 * being removed.
1227 */ 1049 */
1228 1050
1229 if(tmp->type==PLAYER && tmp!=op) { 1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1230 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1232 * appropriately. 1055 * appropriately.
1233 */ 1056 */
1234 if (tmp->container==op) { 1057 if (tmp->container == this)
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1058 {
1059 flag [FLAG_APPLIED] = 0;
1236 tmp->container=NULL; 1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1237 } 1065 }
1238 tmp->contr->socket.update_look=1; 1066
1239 }
1240 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 1071 {
1244 move_apply(tmp, op, NULL); 1072 move_apply (tmp, this, 0);
1073
1245 if (was_destroyed (op, tag)) { 1074 if (destroyed ())
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1076 }
1249 }
1250 1077
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1253 if(tmp->above == tmp) 1080 if (tmp->above == tmp)
1254 tmp->above = NULL; 1081 tmp->above = 0;
1082
1255 last=tmp; 1083 last = tmp;
1256 } 1084 }
1085
1257 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1258 if (last==NULL) { 1087 //TODO: this makes little sense, why only update the topmost object?
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1088 if (!last)
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1089 map->at (x, y).flags_ = 0;
1261 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways.
1263 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y);
1266 }
1267 else 1090 else
1268 update_object(last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1269 1092
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1272 1095 }
1273} 1096}
1274 1097
1275/* 1098/*
1276 * merge_ob(op,top): 1099 * merge_ob(op,top):
1277 * 1100 *
1278 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1102 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1105 */
1283 1106object *
1284object *merge_ob(object *op, object *top) { 1107merge_ob (object *op, object *top)
1108{
1285 if(!op->nrof) 1109 if (!op->nrof)
1286 return 0; 1110 return 0;
1287 if(top==NULL) 1111
1112 if (top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1289 for(;top!=NULL;top=top->below) { 1116 for (; top; top = top->below)
1117 {
1290 if(top==op) 1118 if (top == op)
1291 continue; 1119 continue;
1292 if (CAN_MERGE(op,top)) 1120
1293 { 1121 if (object::can_merge (op, top))
1122 {
1294 top->nrof+=op->nrof; 1123 top->nrof += op->nrof;
1124
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1127 op->destroy ();
1298 free_object(op);
1299 return top; 1128 return top;
1300 } 1129 }
1301 } 1130 }
1131
1302 return NULL; 1132 return 0;
1303} 1133}
1304 1134
1305/* 1135/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1308 */ 1138 */
1139object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310 object* tmp; 1141{
1311 if (op->head) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1312 op=op->head; 1143 {
1313 for (tmp=op;tmp;tmp=tmp->more){
1314 tmp->x=x+tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1316 } 1146 }
1147
1317 return insert_ob_in_map (op, m, originator, flag); 1148 return insert_ob_in_map (op, m, originator, flag);
1318} 1149}
1319 1150
1320/* 1151/*
1321 * insert_ob_in_map (op, map, originator, flag): 1152 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1153 * This function inserts the object in the two-way linked list
1335 * Return value: 1166 * Return value:
1336 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1169 * just 'op' otherwise
1339 */ 1170 */
1340 1171object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1173{
1343 object *tmp, *top, *floor=NULL; 1174 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1175 sint16 x, y;
1345 1176
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1177 if (QUERY_FLAG (op, FLAG_FREED))
1178 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1348 return NULL; 1180 return NULL;
1181 }
1182
1183 if (!m)
1349 } 1184 {
1350 if(m==NULL) {
1351 dump_object(op); 1185 char *dump = dump_object (op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1353 return op; 1188 return op;
1354 } 1189 }
1190
1355 if(out_of_map(m,op->x,op->y)) { 1191 if (out_of_map (m, op->x, op->y))
1192 {
1356 dump_object(op); 1193 char *dump = dump_object (op);
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1358#ifdef MANY_CORES 1195#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object 1196 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting 1197 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted. 1198 * improperly inserted.
1362 */ 1199 */
1363 abort(); 1200 abort ();
1364#endif 1201#endif
1202 free (dump);
1365 return op; 1203 return op;
1366 } 1204 }
1205
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1368 dump_object(op); 1208 char *dump = dump_object (op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1370 return op; 1211 return op;
1212 }
1213
1214 if (op->more)
1371 } 1215 {
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1374 1217
1375 object *more = op->more; 1218 object *more = op->more;
1376 1219
1377 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1378 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1381 */ 1224 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 } else if (!more->map) { 1227 else if (!more->map)
1228 {
1385 /* For backwards compatibility - when not dealing with tiled maps, 1229 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent. 1230 * more->map should always point to the parent.
1387 */ 1231 */
1388 more->map = m; 1232 more->map = m;
1389 } 1233 }
1390 1234
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1392 if ( ! op->head) 1237 if (!op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239
1394 return NULL; 1240 return 0;
1395 } 1241 }
1396 } 1242 }
1243
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1398 1245
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1400 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work 1248 * need extra work
1402 */ 1249 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1250 op->map = get_map_from_coord (m, &op->x, &op->y);
1404 x = op->x; 1251 x = op->x;
1405 y = op->y; 1252 y = op->y;
1406 1253
1407 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1408 */ 1255 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1411 if (CAN_MERGE(op,tmp)) { 1258 if (object::can_merge (op, tmp))
1259 {
1412 op->nrof+=tmp->nrof; 1260 op->nrof += tmp->nrof;
1413 remove_ob(tmp); 1261 tmp->destroy ();
1414 free_object(tmp); 1262 }
1263
1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1266
1267 if (!QUERY_FLAG (op, FLAG_ALIVE))
1268 CLEAR_FLAG (op, FLAG_NO_STEAL);
1269
1270 if (flag & INS_BELOW_ORIGINATOR)
1271 {
1272 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1273 {
1274 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1275 abort ();
1276 }
1277
1278 op->above = originator;
1279 op->below = originator->below;
1280
1281 if (op->below)
1282 op->below->above = op;
1283 else
1284 op->ms ().bot = op;
1285
1286 /* since *below* originator, no need to update top */
1287 originator->below = op;
1288 }
1289 else
1290 {
1291 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1293 {
1294 object *last = 0;
1295
1296 /*
1297 * If there are multiple objects on this space, we do some trickier handling.
1298 * We've already dealt with merging if appropriate.
1299 * Generally, we want to put the new object on top. But if
1300 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1301 * floor, we want to insert above that and no further.
1302 * Also, if there are spell objects on this space, we stop processing
1303 * once we get to them. This reduces the need to traverse over all of
1304 * them when adding another one - this saves quite a bit of cpu time
1305 * when lots of spells are cast in one area. Currently, it is presumed
1306 * that flying non pickable objects are spell objects.
1307 */
1308 while (top)
1309 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top;
1312
1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1314 {
1315 /* We insert above top, so we want this object below this */
1316 top = top->below;
1317 break;
1318 }
1319
1320 last = top;
1321 top = top->above;
1415 } 1322 }
1416 }
1417 1323
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 /* Don't want top to be NULL, so set it to the last valid object */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1325 top = last;
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422 1326
1423 if (flag & INS_BELOW_ORIGINATOR) { 1327 /* We let update_position deal with figuring out what the space
1424 if (originator->map != op->map || originator->x != op->x || 1328 * looks like instead of lots of conditions here.
1425 originator->y != op->y) { 1329 * makes things faster, and effectively the same result.
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1427 abort();
1428 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else {
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /* 1330 */
1440 * If there are multiple objects on this space, we do some trickier handling. 1331
1441 * We've already dealt with merging if appropriate. 1332 /* Have object 'fall below' other objects that block view.
1442 * Generally, we want to put the new object on top. But if 1333 * Unless those objects are exits, type 66
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1334 * If INS_ON_TOP is used, don't do this processing
1444 * floor, we want to insert above that and no further. 1335 * Need to find the object that in fact blocks view, otherwise
1445 * Also, if there are spell objects on this space, we stop processing 1336 * stacking is a bit odd.
1446 * once we get to them. This reduces the need to traverse over all of 1337 */
1447 * them when adding another one - this saves quite a bit of cpu time 1338 if (!(flag & INS_ON_TOP) &&
1448 * when lots of spells are cast in one area. Currently, it is presumed 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1449 * that flying non pickable objects are spell objects. 1340 {
1341 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break;
1344 /* Check to see if we found the object that blocks view,
1345 * and make sure we have a below pointer for it so that
1346 * we can get inserted below this one, which requires we
1347 * set top to the object below us.
1450 */ 1348 */
1451 1349 if (last && last->below && last != floor)
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above; 1350 top = last->below;
1465 } 1351 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */ 1352 } /* If objects on this space */
1353
1493 if (flag & INS_MAP_LOAD) 1354 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y); 1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1357 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor;
1496 1359
1497 /* Top is the object that our object (op) is going to get inserted above. 1360 /* Top is the object that our object (op) is going to get inserted above.
1498 */ 1361 */
1499 1362
1500 /* First object on this space */ 1363 /* First object on this space */
1501 if (!top) { 1364 if (!top)
1365 {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1367
1368 if (op->above)
1503 if (op->above) op->above->below = op; 1369 op->above->below = op;
1370
1504 op->below = NULL; 1371 op->below = 0;
1505 SET_MAP_OB(op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1373 }
1374 else
1506 } else { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1507 op->above = top->above; 1376 op->above = top->above;
1377
1378 if (op->above)
1508 if (op->above) op->above->below = op; 1379 op->above->below = op;
1380
1509 op->below = top; 1381 op->below = top;
1510 top->above = op; 1382 top->above = op;
1511 } 1383 }
1384
1512 if (op->above==NULL) 1385 if (!op->above)
1513 SET_MAP_TOP(op->map,op->x, op->y, op); 1386 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1515 1388
1516 if(op->type==PLAYER) 1389 if (op->type == PLAYER)
1390 {
1517 op->contr->do_los=1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1518 1395
1396 op->map->dirty = true;
1397
1519 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1521 */ 1400 */
1522 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1402 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1525 tmp->contr->socket.update_look=1; 1404 pl->contr->ns->floorbox_update ();
1526 }
1527 1405
1528 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1413 * of effect may be sufficient.
1536 */ 1414 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1539 1417
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1543 1420
1421 INVOKE_OBJECT (INSERT, op);
1544 1422
1545 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1547 * 1425 *
1548 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1429 * update_object().
1552 */ 1430 */
1553 1431
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1434 {
1557 if (check_move_on(op, originator)) 1435 if (check_move_on (op, originator))
1558 return NULL; 1436 return 0;
1559 1437
1560 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1439 * walk on's.
1562 */ 1440 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1565 return NULL; 1443 return 0;
1566 } 1444 }
1445
1567 return op; 1446 return op;
1568} 1447}
1569 1448
1570/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1571 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1572 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1573 */ 1452 */
1453void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1575 object *tmp; 1455{
1576 object *tmp1; 1456 object *tmp, *tmp1;
1577 1457
1578 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1579 1459
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1462 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1463
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1465
1589 1466 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1467 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1475}
1593 1476
1594/* 1477/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1596 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1482 * global static errmsg array.
1600 */ 1483 */
1601 1484object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1485get_split_ob (object *orig_ob, uint32 nr)
1486{
1603 object *newob; 1487 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1489
1606 if(orig_ob->nrof<nr) { 1490 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1491 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1493 return NULL;
1610 } 1494 }
1495
1611 newob = object_create_clone(orig_ob); 1496 newob = object_create_clone (orig_ob);
1497
1612 if((orig_ob->nrof-=nr)<1) { 1498 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1499 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1500 else if (!is_removed)
1501 {
1618 if(orig_ob->env!=NULL) 1502 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1505 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1506 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1622 LOG(llevDebug,
1623 "Error, Tried to split object whose map is not in memory.\n"); 1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1508 return NULL;
1625 } 1509 }
1626 } 1510 }
1511
1627 newob->nrof=nr; 1512 newob->nrof = nr;
1628 1513
1629 return newob; 1514 return newob;
1630} 1515}
1631 1516
1632/* 1517/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1518 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1519 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1520 * is subsequently removed and freed.
1636 * 1521 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1522 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1523 */
1639 1524
1525object *
1640object *decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1641{ 1527{
1642 object *tmp; 1528 object *tmp;
1643 player *pl;
1644 1529
1645 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1531 return op;
1647 1532
1648 if (i > op->nrof) 1533 if (i > op->nrof)
1649 i = op->nrof; 1534 i = op->nrof;
1650 1535
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1537 op->nrof -= i;
1538 else if (op->env)
1539 {
1540 /* is this object in the players inventory, or sub container
1541 * therein?
1542 */
1543 tmp = op->in_player ();
1544 /* nope. Is this a container the player has opened?
1545 * If so, set tmp to that player.
1546 * IMO, searching through all the players will mostly
1547 * likely be quicker than following op->env to the map,
1548 * and then searching the map for a player.
1549 */
1550 if (!tmp)
1551 for_all_players (pl)
1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1555 break;
1556 }
1557
1558 if (i < op->nrof)
1559 {
1560 sub_weight (op->env, op->weight * i);
1561 op->nrof -= i;
1562 if (tmp)
1563 esrv_send_item (tmp, op);
1564 }
1565 else
1566 {
1567 op->remove ();
1568 op->nrof = 0;
1569 if (tmp)
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1652 { 1572 }
1573 else
1574 {
1575 object *above = op->above;
1576
1577 if (i < op->nrof)
1653 op->nrof -= i; 1578 op->nrof -= i;
1654 } 1579 else
1655 else if (op->env != NULL)
1656 {
1657 /* is this object in the players inventory, or sub container
1658 * therein?
1659 */
1660 tmp = is_player_inv (op->env);
1661 /* nope. Is this a container the player has opened?
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 } 1580 {
1673
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op); 1581 op->remove ();
1682 op->nrof = 0; 1582 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 } 1583 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691 1584
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1587 if (tmp->type == PLAYER)
1588 {
1701 if (op->nrof) 1589 if (op->nrof)
1702 esrv_send_item(tmp, op); 1590 esrv_send_item (tmp, op);
1703 else 1591 else
1704 esrv_del_item(tmp->contr, op->count); 1592 esrv_del_item (tmp->contr, op->count);
1705 } 1593 }
1706 } 1594 }
1707 1595
1708 if (op->nrof) { 1596 if (op->nrof)
1709 return op; 1597 return op;
1710 } else { 1598 else
1711 free_object (op); 1599 {
1600 op->destroy ();
1712 return NULL; 1601 return 0;
1713 } 1602 }
1714} 1603}
1715 1604
1716/* 1605/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1607 * and also updates how much the environment(s) is/are carrying.
1719 */ 1608 */
1720 1609
1610void
1721void add_weight (object *op, signed long weight) { 1611add_weight (object *op, signed long weight)
1612{
1722 while (op!=NULL) { 1613 while (op != NULL)
1614 {
1723 if (op->type == CONTAINER) { 1615 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1617
1726 op->carrying+=weight; 1618 op->carrying += weight;
1727 op=op->env; 1619 op = op->env;
1728 } 1620 }
1729} 1621}
1730 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1731/* 1643/*
1732 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1733 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1734 * inside the object environment. 1646 * inside the object environment.
1735 * 1647 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1743 */ 1650 */
1744 1651
1745object *insert_ob_in_ob(object *op,object *where) { 1652object *
1653object::insert (object *op)
1654{
1746 object *tmp, *otmp; 1655 object *tmp, *otmp;
1747 1656
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1658 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1659
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1660 if (op->more)
1661 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1663 return op;
1767 } 1664 }
1665
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1668 if (op->nrof)
1669 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1671 if (object::can_merge (tmp, op))
1672 {
1773 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1674 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1778 */ 1678 */
1779 add_weight (where, op->weight*op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1782 op = tmp; 1682 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1685 break;
1786 } 1686 }
1787 1687
1788 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1791 * the weight, so we need to add it in again, since we actually do 1691 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1692 * the linking below
1793 */ 1693 */
1794 add_weight (where, op->weight*op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1695 }
1795 } else 1696 else
1796 add_weight (where, (op->weight+op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1797 1698
1798 otmp=is_player_inv(where); 1699 otmp = this->in_player ();
1799 if (otmp&&otmp->contr!=NULL) { 1700 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1702 otmp->update_stats ();
1802 }
1803 1703
1804 op->map=NULL; 1704 op->map = 0;
1805 op->env=where; 1705 op->env = this;
1806 op->above=NULL; 1706 op->above = 0;
1807 op->below=NULL; 1707 op->below = 0;
1808 op->x=0,op->y=0; 1708 op->x = 0, op->y = 0;
1809 1709
1810 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1711 if ((op->glow_radius != 0) && map)
1812 { 1712 {
1813#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1716 if (map->darkness)
1717 update_all_los (map, x, y);
1818 } 1718 }
1819 1719
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1721 * It sure simplifies this function...
1822 */ 1722 */
1823 if (where->inv==NULL) 1723 if (!inv)
1824 where->inv=op; 1724 inv = op;
1825 else { 1725 else
1726 {
1826 op->below = where->inv; 1727 op->below = inv;
1827 op->below->above = op; 1728 op->below->above = op;
1828 where->inv = op; 1729 inv = op;
1829 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1830 return op; 1734 return op;
1831} 1735}
1832 1736
1833/* 1737/*
1834 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1848 * 1752 *
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1850 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1755 * on top.
1852 */ 1756 */
1853 1757int
1854int check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1855{ 1759{
1856 object *tmp; 1760 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1761 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1762 int x = op->x, y = op->y;
1763
1860 MoveType move_on, move_slow, move_block; 1764 MoveType move_on, move_slow, move_block;
1861 1765
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1767 return 0;
1864 1768
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1868 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1869 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1772
1871 /* if nothing on this space will slow op down or be applied, 1773 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1774 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1775 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1776 * as walking.
1875 */ 1777 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1779 return 0;
1878 1780
1879 /* This is basically inverse logic of that below - basically, 1781 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1782 * if the object can avoid the move on or slow move, they do so,
1881 * but can't do it if the alternate movement they are using is 1783 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1784 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1785 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1786 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1787 return 0;
1886 1788
1887 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1889 */ 1791 */
1890 1792
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1892 tmp->above!=NULL; tmp=tmp->above) { 1794 {
1893 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1797 * we don't need to check all of them.
1896 */ 1798 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1800 break;
1801 }
1802
1803 for (; tmp; tmp = tmp->below)
1898 } 1804 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1805 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1806 continue; /* Can't apply yourself */
1901 1807
1902 /* Check to see if one of the movement types should be slowed down. 1808 /* Check to see if one of the movement types should be slowed down.
1903 * Second check makes sure that the movement types not being slowed 1809 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1810 * (~slow_move) is not blocked on this space - just because the
1905 * space doesn't slow down swimming (for example), if you can't actually 1811 * space doesn't slow down swimming (for example), if you can't actually
1906 * swim on that space, can't use it to avoid the penalty. 1812 * swim on that space, can't use it to avoid the penalty.
1907 */ 1813 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1814 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1815 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 {
1912 1819
1913 float diff; 1820 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1821 diff = tmp->move_slow_penalty * FABS (op->speed);
1822
1916 if (op->type == PLAYER) { 1823 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1918 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1826 diff /= 4.0;
1920 } 1827
1921 }
1922 op->speed_left -= diff; 1828 op->speed_left -= diff;
1923 } 1829 }
1924 } 1830 }
1925 1831
1926 /* Basically same logic as above, except now for actual apply. */ 1832 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1835 {
1931 move_apply(tmp, op, originator); 1836 move_apply (tmp, op, originator);
1837
1932 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
1933 return 1; 1839 return 1;
1934 1840
1935 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
1938 */ 1844 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1845 if (op->map != m || op->x != x || op->y != y)
1846 return 0;
1940 } 1847 }
1941 } 1848 }
1849
1942 return 0; 1850 return 0;
1943} 1851}
1944 1852
1945/* 1853/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1949 */ 1857 */
1950 1858object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1859present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1860{
1953 if(m==NULL || out_of_map(m,x,y)) { 1861 if (!m || out_of_map (m, x, y))
1862 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1864 return NULL;
1956 } 1865 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1958 if(tmp->arch == at) 1868 if (tmp->arch == at)
1959 return tmp; 1869 return tmp;
1870
1960 return NULL; 1871 return NULL;
1961} 1872}
1962 1873
1963/* 1874/*
1964 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1967 */ 1878 */
1968 1879object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1880present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1881{
1971 if(out_of_map(m,x,y)) { 1882 if (out_of_map (m, x, y))
1883 {
1972 LOG(llevError,"Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1885 return NULL;
1974 } 1886 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if(tmp->type==type) 1889 if (tmp->type == type)
1977 return tmp; 1890 return tmp;
1891
1978 return NULL; 1892 return NULL;
1979} 1893}
1980 1894
1981/* 1895/*
1982 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
1985 */ 1899 */
1986 1900object *
1987object *present_in_ob(unsigned char type, const object *op) { 1901present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1902{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1904 if (tmp->type == type)
1991 return tmp; 1905 return tmp;
1906
1992 return NULL; 1907 return NULL;
1993} 1908}
1994 1909
1995/* 1910/*
1996 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2005 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2006 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1922 * to be unique.
2008 */ 1923 */
2009 1924object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1925present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1926{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1929 return tmp;
2016 } 1930
2017 return NULL; 1931 return 0;
2018} 1932}
2019 1933
2020/* 1934/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2024 */ 1938 */
2025 1939object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1940present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1941{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 1943 if (tmp->arch == at)
2030 return tmp; 1944 return tmp;
1945
2031 return NULL; 1946 return NULL;
2032} 1947}
2033 1948
2034/* 1949/*
2035 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2036 */ 1951 */
1952void
2037void flag_inv(object*op, int flag){ 1953flag_inv (object *op, int flag)
2038 object *tmp; 1954{
2039 if(op->inv) 1955 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1957 {
2041 SET_FLAG(tmp, flag); 1958 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 1959 flag_inv (tmp, flag);
2043 } 1960 }
1961}
1962
2044}/* 1963/*
2045 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2046 */ 1965 */
1966void
2047void unflag_inv(object*op, int flag){ 1967unflag_inv (object *op, int flag)
2048 object *tmp; 1968{
2049 if(op->inv) 1969 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 {
2051 CLEAR_FLAG(tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 1973 unflag_inv (tmp, flag);
2053 } 1974 }
2054} 1975}
2055 1976
2056/* 1977/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2060 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2061 */ 1982 */
2062 1983void
2063void set_cheat(object *op) { 1984set_cheat (object *op)
1985{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2066} 1988}
2067 1989
2068/* 1990/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * find_free_spot(object, map, x, y, start, stop) will search for
2070 * a spot at the given map and coordinates which will be able to contain 1992 * a spot at the given map and coordinates which will be able to contain
2084 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2085 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2086 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 2009 * customized, changed states, etc.
2088 */ 2010 */
2089 2011int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013{
2091 int i,index=0, flag; 2014 int index = 0, flag;
2092 static int altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2093 2016
2094 for(i=start;i<stop;i++) { 2017 for (int i = start; i < stop; i++)
2018 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 2020 if (!flag)
2097 altern[index++]=i; 2021 altern [index++] = i;
2098 2022
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2100 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2101 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2102 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2103 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2106 */ 2030 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2032 stop = maxfree[i];
2109 } 2033 }
2110 if(!index) return -1; 2034
2035 if (!index)
2036 return -1;
2037
2111 return altern[RANDOM()%index]; 2038 return altern[RANDOM () % index];
2112} 2039}
2113 2040
2114/* 2041/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2118 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2046 */
2120 2047int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2049{
2123 for(i=0;i<SIZEOFFREE;i++) { 2050 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2052 return i;
2126 } 2053
2127 return -1; 2054 return -1;
2128} 2055}
2129 2056
2130/* 2057/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2061 */
2062static void
2134static void permute(int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2135{ 2064{
2136 int i, j, tmp, len; 2065 arr += begin;
2066 end -= begin;
2137 2067
2138 len = end-begin; 2068 while (--end)
2139 for(i = begin; i < end; i++) 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2140 {
2141 j = begin+RANDOM()%len;
2142
2143 tmp = arr[i];
2144 arr[i] = arr[j];
2145 arr[j] = tmp;
2146 }
2147} 2070}
2148 2071
2149/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2151 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2152 * monsters to the north first. However, the size of the array passed 2075 * monsters to the north first. However, the size of the array passed
2153 * covers all the spaces, so within that size, all the spaces within 2076 * covers all the spaces, so within that size, all the spaces within
2154 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2078 */
2079void
2156void get_search_arr(int *search_arr) 2080get_search_arr (int *search_arr)
2157{ 2081{
2158 int i; 2082 int i;
2159 2083
2160 for(i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2085 search_arr[i] = i;
2163 }
2164 2086
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2090}
2169 2091
2170/* 2092/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2093 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2094 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2178 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2179 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2102 * there is capable of.
2181 */ 2103 */
2182 2104int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2105find_dir (maptile *m, int x, int y, object *exclude)
2106{
2184 int i,max=SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2108
2185 sint16 nx, ny; 2109 sint16 nx, ny;
2186 object *tmp; 2110 object *tmp;
2187 mapstruct *mp; 2111 maptile *mp;
2112
2188 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2189 2114
2190 if (exclude && exclude->head) { 2115 if (exclude && exclude->head)
2116 {
2191 exclude = exclude->head; 2117 exclude = exclude->head;
2192 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2193 } else { 2119 }
2120 else
2121 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2122 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2123 move_type = MOVE_ALL;
2124 }
2125
2126 for (i = 1; i < max; i++)
2196 } 2127 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2128 mp = m;
2200 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2202 2131
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2204 if (mflags & P_OUT_OF_MAP) { 2134 if (mflags & P_OUT_OF_MAP)
2135 max = maxfree[i];
2136 else
2137 {
2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2141
2142 if ((move_type & blocked) == move_type)
2205 max = maxfree[i]; 2143 max = maxfree[i];
2206 } else {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208
2209 if ((move_type & blocked) == move_type) {
2210 max=maxfree[i];
2211 } else if (mflags & P_IS_ALIVE) { 2144 else if (mflags & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2145 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2215 break; 2149 break;
2216 } 2150
2217 }
2218 if(tmp) { 2151 if (tmp)
2219 return freedir[i]; 2152 return freedir[i];
2220 }
2221 } 2153 }
2222 } 2154 }
2223 } 2155 }
2156
2224 return 0; 2157 return 0;
2225} 2158}
2226 2159
2227/* 2160/*
2228 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2162 * distance between the two given objects.
2230 */ 2163 */
2231 2164int
2232int distance(const object *ob1, const object *ob2) { 2165distance (const object *ob1, const object *ob2)
2233 int i; 2166{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2236 return i;
2237} 2168}
2238 2169
2239/* 2170/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2241 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2243 */ 2174 */
2244 2175int
2245int find_dir_2(int x, int y) { 2176find_dir_2 (int x, int y)
2177{
2246 int q; 2178 int q;
2247 2179
2248 if(y) 2180 if (y)
2249 q=x*100/y; 2181 q = x * 100 / y;
2250 else if (x) 2182 else if (x)
2251 q= -300*x; 2183 q = -300 * x;
2252 else 2184 else
2253 return 0; 2185 return 0;
2254 2186
2255 if(y>0) { 2187 if (y > 0)
2188 {
2256 if(q < -242) 2189 if (q < -242)
2257 return 3 ; 2190 return 3;
2258 if (q < -41) 2191 if (q < -41)
2259 return 2 ; 2192 return 2;
2260 if (q < 41) 2193 if (q < 41)
2261 return 1 ; 2194 return 1;
2262 if (q < 242) 2195 if (q < 242)
2263 return 8 ; 2196 return 8;
2264 return 7 ; 2197 return 7;
2265 } 2198 }
2266 2199
2267 if (q < -242) 2200 if (q < -242)
2268 return 7 ; 2201 return 7;
2269 if (q < -41) 2202 if (q < -41)
2270 return 6 ; 2203 return 6;
2271 if (q < 41) 2204 if (q < 41)
2272 return 5 ; 2205 return 5;
2273 if (q < 242) 2206 if (q < 242)
2274 return 4 ; 2207 return 4;
2275 2208
2276 return 3 ; 2209 return 3;
2277} 2210}
2278 2211
2279/* 2212/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2213 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2214 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2215 * "overflow" in previous calculations of a direction).
2283 */ 2216 */
2284 2217
2218int
2285int absdir(int d) { 2219absdir (int d)
2286 while(d<1) d+=8; 2220{
2287 while(d>8) d-=8; 2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2288 return d; 2227 return d;
2289} 2228}
2290 2229
2291/* 2230/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2232 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2233 */
2295 2234
2235int
2296int dirdiff(int dir1, int dir2) { 2236dirdiff (int dir1, int dir2)
2237{
2297 int d; 2238 int d;
2239
2298 d = abs(dir1 - dir2); 2240 d = abs (dir1 - dir2);
2299 if(d>4) 2241 if (d > 4)
2300 d = 8 - d; 2242 d = 8 - d;
2243
2301 return d; 2244 return d;
2302} 2245}
2303 2246
2304/* peterm: 2247/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2308 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2309 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2310 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2254 * functions.
2312 */ 2255 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2262 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2263 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2264 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2265 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2266 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2267 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2268 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2269 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2270 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2271 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2272 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2273 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2274 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2275 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2276 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2277 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2278 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2279 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2280 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2281 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2282 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2283 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2284 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2285 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2286 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2287 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2288 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2289 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2290 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2291 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2292 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2293 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2294 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2295 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2296 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2297 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2298 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2299 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2300 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2301 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2302 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2303 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2304 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2305 {24, 9, -1}
2306}; /* 48 */
2364 2307
2365/* Recursive routine to step back and see if we can 2308/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2311 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2370 */ 2313 */
2371 2314int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2316{
2374 sint16 dx, dy; 2317 sint16 dx, dy;
2375 int mflags; 2318 int mflags;
2376 2319
2320 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2378 2322
2379 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2324 dy = y + freearr_y[dir];
2381 2325
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2326 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2327
2384 /* This functional arguably was incorrect before - it was 2328 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2329 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2330 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2331 * literal on if we can see it. To know if we can actually
2388 * move to the monster, we'd need the monster passed in or 2332 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2333 * at least its move type.
2390 */ 2334 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2335 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2336 return 0;
2392 2337
2393 /* yes, can see. */ 2338 /* yes, can see. */
2394 if(dir < 9) return 1; 2339 if (dir < 9)
2340 return 1;
2341
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2345}
2399 2346
2400
2401
2402/* 2347/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2404 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2406 * 2351 *
2408 * core dumps if they do. 2353 * core dumps if they do.
2409 * 2354 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2355 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2356 */
2412 2357
2358int
2413int can_pick(const object *who, const object *item) { 2359can_pick (const object *who, const object *item)
2360{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2417 (who->type==PLAYER||item->weight<who->weight/3));
2418} 2364}
2419
2420 2365
2421/* 2366/*
2422 * create clone from object to another 2367 * create clone from object to another
2423 */ 2368 */
2369object *
2424object *object_create_clone (object *asrc) { 2370object_create_clone (object *asrc)
2371{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2373
2427 if(!asrc) return NULL; 2374 if (!asrc)
2375 return 0;
2376
2428 src = asrc; 2377 src = asrc;
2429 if(src->head) 2378 if (src->head)
2430 src = src->head; 2379 src = src->head;
2431 2380
2432 prev = NULL; 2381 prev = 0;
2433 for(part = src; part; part = part->more) { 2382 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2383 {
2435 copy_object(part,tmp); 2384 tmp = part->clone ();
2436 tmp->x -= src->x; 2385 tmp->x -= src->x;
2437 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2438 if(!part->head) { 2388 if (!part->head)
2389 {
2439 dst = tmp; 2390 dst = tmp;
2440 tmp->head = NULL; 2391 tmp->head = 0;
2392 }
2441 } else { 2393 else
2442 tmp->head = dst; 2394 tmp->head = dst;
2443 } 2395
2444 tmp->more = NULL; 2396 tmp->more = 0;
2397
2445 if(prev) 2398 if (prev)
2446 prev->more = tmp; 2399 prev->more = tmp;
2400
2447 prev = tmp; 2401 prev = tmp;
2448 } 2402 }
2449 /*** copy inventory ***/ 2403
2450 for(item = src->inv; item; item = item->below) { 2404 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2406
2454 return dst; 2407 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463} 2408}
2464 2409
2465/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2466/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2467/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2468/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2469/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2471 2416object *
2472object* load_object_str(const char *obstr) 2417load_object_str (const char *obstr)
2473{ 2418{
2474 object *op; 2419 object *op;
2475 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2421
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2423
2478 FILE *tempfile=fopen(filename,"w"); 2424 FILE *tempfile = fopen (filename, "w");
2425
2479 if (tempfile == NULL) 2426 if (tempfile == NULL)
2480 { 2427 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2429 return NULL;
2483 }; 2430 }
2431
2484 fprintf(tempfile,obstr); 2432 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2433 fclose (tempfile);
2486 2434
2487 op=get_object(); 2435 op = object::create ();
2488 2436
2489 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2438
2490 if (thawer) 2439 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0); 2440 load_object (thawer, op, 0);
2441
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED); 2443 CLEAR_FLAG (op, FLAG_REMOVED);
2494 2444
2495 return op; 2445 return op;
2496} 2446}
2497 2447
2498/* This returns the first object in who's inventory that 2448/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2449 * has the same type and subtype match.
2500 * returns NULL if no match. 2450 * returns NULL if no match.
2501 */ 2451 */
2452object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2454{
2504 object *tmp;
2505
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2456 if (tmp->type == type && tmp->subtype == subtype)
2457 return tmp;
2508 2458
2509 return NULL; 2459 return 0;
2510} 2460}
2511 2461
2512/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2513 * otherwise return NULL. 2463 * otherwise return NULL.
2514 * 2464 *
2515 * key must be a passed in shared string - otherwise, this won't 2465 * key must be a passed in shared string - otherwise, this won't
2516 * do the desired thing. 2466 * do the desired thing.
2517 */ 2467 */
2468key_value *
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2469get_ob_key_link (const object *ob, const char *key)
2519 key_value * link; 2470{
2520
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2471 for (key_value *link = ob->key_values; link; link = link->next)
2522 if (link->key == key) { 2472 if (link->key == key)
2523 return link; 2473 return link;
2524 } 2474
2525 } 2475 return 0;
2526 2476}
2527 return NULL;
2528}
2529 2477
2530/* 2478/*
2531 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2532 * 2480 *
2533 * The argument doesn't need to be a shared string. 2481 * The argument doesn't need to be a shared string.
2534 * 2482 *
2535 * The returned string is shared. 2483 * The returned string is shared.
2536 */ 2484 */
2485const char *
2537const char * get_ob_key_value(const object * op, const char * const key) { 2486get_ob_key_value (const object *op, const char *const key)
2487{
2538 key_value * link; 2488 key_value *link;
2539 const char * canonical_key; 2489 shstr_cmp canonical_key (key);
2490
2491 if (!canonical_key)
2540 2492 {
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2497 */
2549 return NULL; 2498 return 0;
2550 } 2499 }
2551 2500
2552 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2553 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2554 */ 2503 */
2555 for (link = op->key_values; link != NULL; link = link->next) { 2504 for (link = op->key_values; link; link = link->next)
2556 if (link->key == canonical_key) { 2505 if (link->key == canonical_key)
2557 return link->value; 2506 return link->value;
2558 } 2507
2559 } 2508 return 0;
2560 return NULL;
2561} 2509}
2562 2510
2563 2511
2564/* 2512/*
2565 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2569 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2517 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570 * keys. 2518 * keys.
2571 * 2519 *
2572 * Returns TRUE on success. 2520 * Returns TRUE on success.
2573 */ 2521 */
2522int
2574int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2524{
2575 key_value * field = NULL, *last=NULL; 2525 key_value *field = NULL, *last = NULL;
2576 2526
2577 for (field=op->key_values; field != NULL; field=field->next) { 2527 for (field = op->key_values; field != NULL; field = field->next)
2528 {
2578 if (field->key != canonical_key) { 2529 if (field->key != canonical_key)
2530 {
2579 last = field; 2531 last = field;
2580 continue; 2532 continue;
2581 } 2533 }
2582 2534
2583 if (value) 2535 if (value)
2584 field->value = value; 2536 field->value = value;
2585 else { 2537 else
2538 {
2586 /* Basically, if the archetype has this key set, 2539 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save 2540 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load, 2541 * it, we save the empty value so that when we load,
2589 * we get this value back again. 2542 * we get this value back again.
2590 */ 2543 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2544 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0; 2545 field->value = 0;
2546 else
2547 {
2548 if (last)
2549 last->next = field->next;
2593 else 2550 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next; 2551 op->key_values = field->next;
2597 2552
2598 delete field; 2553 delete field;
2599 } 2554 }
2600 } 2555 }
2601 return TRUE; 2556 return TRUE;
2602 } 2557 }
2603 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2604 2559
2605 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2606 2561
2607 if (!add_key) { 2562 if (!add_key)
2608 return FALSE; 2563 return FALSE;
2609 } 2564
2610 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2611 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2612 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2613 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2614 * should pass in "" 2569 * should pass in ""
2615 */ 2570 */
2616 if (value == NULL) return TRUE; 2571 if (value == NULL)
2617
2618 field = new key_value;
2619
2620 field->key = canonical_key;
2621 field->value = value;
2622 /* Usual prepend-addition. */
2623 field->next = op->key_values;
2624 op->key_values = field;
2625
2626 return TRUE; 2572 return TRUE;
2573
2574 field = new key_value;
2575
2576 field->key = canonical_key;
2577 field->value = value;
2578 /* Usual prepend-addition. */
2579 field->next = op->key_values;
2580 op->key_values = field;
2581
2582 return TRUE;
2627} 2583}
2628 2584
2629/* 2585/*
2630 * Updates the key in op to value. 2586 * Updates the key in op to value.
2631 * 2587 *
2633 * and not add new ones. 2589 * and not add new ones.
2634 * In general, should be little reason FALSE is ever passed in for add_key 2590 * In general, should be little reason FALSE is ever passed in for add_key
2635 * 2591 *
2636 * Returns TRUE on success. 2592 * Returns TRUE on success.
2637 */ 2593 */
2594int
2638int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2595set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2639{ 2596{
2640 shstr key_ (key); 2597 shstr key_ (key);
2598
2641 return set_ob_key_value_s (op, key_, value, add_key); 2599 return set_ob_key_value_s (op, key_, value, add_key);
2642} 2600}
2601
2602object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container)
2604{
2605 while (item->inv)
2606 item = item->inv;
2607}
2608
2609void
2610object::depth_iterator::next ()
2611{
2612 if (item->below)
2613 {
2614 item = item->below;
2615
2616 while (item->inv)
2617 item = item->inv;
2618 }
2619 else
2620 item = item->env;
2621}
2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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