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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 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 1.15 2006/09/04 13:55:54 root 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>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 42object *active_objects; /* List of active objects that need to be processed */
46 43
47short 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,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 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
50short freearr_y[SIZEOFFREE]= 46};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 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,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 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
53int maxfree[SIZEOFFREE]= 49};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 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,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 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};
56int freedir[SIZEOFFREE]= { 53int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 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,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 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};
59 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}
60 134
61/* 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
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 137compare_ob_value_lists_one (const object *wants, const object *has)
138{
63 key_value * wants_field; 139 key_value *wants_field;
64 140
65 /* 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
66 * 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
67 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
68 */ 144 */
69 145
70 /* For each field in wants, */ 146 /* For each field in wants, */
71 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 {
72 key_value * has_field; 149 key_value *has_field;
73 150
74 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
75 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)
76 155 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 156 /* No field with that name. */
79 return FALSE; 157 return FALSE;
80 }
81 158 }
159
82 /* Found the matching field. */ 160 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 161 if (has_field->value != wants_field->value)
162 {
84 /* 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. */
85 return FALSE; 164 return FALSE;
86 } 165 }
87 166
88 /* 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. */
89 }
90 168 }
169
91 /* 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. */
92 return TRUE; 171 return TRUE;
93} 172}
94 173
95/* 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
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 176compare_ob_value_lists (const object *ob1, const object *ob2)
177{
97 /* 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,
98 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
99 */ 180 */
100 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);
101} 182}
102 183
103/* 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
104 * they can be merged together. 185 * they can be merged together.
105 * 186 *
106 * 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
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
109 * 190 *
110 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
111 * 192 *
112 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
113 * check weight 194 * check weight
114 */ 195 */
115 196bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 197{
117
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 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;
120 205
121 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
122 /* 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
123 * 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
124 * check? 209 * used to store nrof).
125 */ 210 */
126 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))
127 return 0; 260 return 0;
128 261
129 /* 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 */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 264 return 0;
135 265
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* 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
147 * if it is valid. 267 * if it is valid.
148 */ 268 */
149 } 269 }
150 270
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* 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,
200 * 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
201 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
202 */ 274 */
203 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. */
204 return 0; 298 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 300 return 0;
219 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
220 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
221 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
222 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
223 return 1; 314 return 1;
224} 315}
225 316
226/* 317/*
227 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
228 * 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
229 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
230 */ 321 */
231signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
232 signed long sum; 325 long sum;
233 object *inv; 326 object *inv;
327
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
235 if (inv->inv) 330 if (inv->inv)
236 sum_weight(inv); 331 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 333 }
334
239 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
241 if(op->carrying != sum) 338 if (op->carrying != sum)
242 op->carrying = sum; 339 op->carrying = sum;
340
243 return sum; 341 return sum;
244} 342}
245 343
246/** 344/**
247 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
248 */ 346 */
249 347
348object *
250object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
251 while (op->env != NULL) 351 while (op->env != NULL)
252 op = op->env; 352 op = op->env;
253 return op; 353 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 354}
268 355
269/* 356/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 358 * Some error messages.
272 * 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.
273 */ 360 */
274 361
275void dump_object2(object *op) { 362char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 363dump_object (object *op)
322 if(op==NULL) { 364{
323 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
324 return; 366 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 367
330void dump_all_objects(void) { 368 object_freezer freezer;
331 object *op; 369 save_object (freezer, op, 1);
332 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 371}
337 372
338/* 373/*
339 * 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
340 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
342 */ 377 */
343 378
379object *
344object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
345 object *tmp,*closest; 382 object *tmp, *closest;
346 int last_dist,i; 383 int last_dist, i;
384
347 if(op->more==NULL) 385 if (op->more == NULL)
348 return op; 386 return op;
349 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)
350 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
352 return closest; 390 return closest;
353} 391}
354 392
355/* 393/*
356 * 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.
357 */ 395 */
358 396
397object *
359object *find_object(tag_t i) { 398find_object (tag_t i)
360 object *op; 399{
361 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 401 if (op->count == i)
363 break; 402 return op;
403
364 return op; 404 return 0;
365} 405}
366 406
367/* 407/*
368 * 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.
369 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
371 */ 411 */
372 412
413object *
373object *find_object_name(const char *str) { 414find_object_name (const char *str)
374 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
375 object *op; 417 object *op;
418
376 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 420 if (op->name == str_)
378 break; 421 break;
379 422
380 return op; 423 return op;
381} 424}
382 425
426void
383void free_all_object_data () 427free_all_object_data ()
384{ 428{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 430}
422 431
423/* 432/*
424 * 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
425 * skill and experience objects. 434 * skill and experience objects.
426 */ 435 */
427void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
428{ 438{
429 if(owner==NULL||op==NULL) 439 if (!owner)
430 return; 440 return;
431 441
432 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
433 /* 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
434 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
435 * 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
436 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
437 * 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.
438 */ 448 */
439 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
441 451
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 452 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 453}
477 454
478/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 456 * refcounts and freeing the links.
480 */ 457 */
458static void
481static void free_key_values(object * op) 459free_key_values (object *op)
482{ 460{
483 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
484 { 462 {
485 key_value *next = i->next; 463 key_value *next = i->next;
486 delete i; 464 delete i;
465
487 i = next; 466 i = next;
488 } 467 }
489 468
490 op->key_values = 0; 469 op->key_values = 0;
491} 470}
492 471
493void object::clear ()
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 472/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
559 * 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,
560 * 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
561 * will point at garbage. 478 * will point at garbage.
562 */ 479 */
563 480void
564void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
565{ 482{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 485
569 op2->clone (op); 486 *(object_copy *)dst = *this;
570 487
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
573 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
574 if (op2->speed < 0) 494 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 496
577 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 498 if (key_values)
579 { 499 {
580 key_value *tail = NULL; 500 key_value *tail = 0;
581 key_value *i; 501 key_value *i;
582 502
583 op->key_values = NULL; 503 dst->key_values = 0;
584 504
585 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
586 { 506 {
587 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
588 508
589 new_link->next = NULL; 509 new_link->next = 0;
590 new_link->key = i->key; 510 new_link->key = i->key;
591 new_link->value = i->value; 511 new_link->value = i->value;
592 512
593 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 514 if (!dst->key_values)
595 { 515 {
596 op->key_values = new_link; 516 dst->key_values = new_link;
597 tail = new_link; 517 tail = new_link;
598 } 518 }
599 else 519 else
600 { 520 {
601 tail->next = new_link; 521 tail->next = new_link;
602 tail = new_link; 522 tail = new_link;
603 } 523 }
604 } 524 }
605 } 525 }
606 526
607 update_ob_speed (op); 527 dst->set_speed (dst->speed);
608} 528}
609 529
610/* 530object *
611 * get_object() grabs an object from the list of unused objects, makes 531object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 532{
618 object *op = new object; 533 object *neu = create ();
619 534 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 535 return neu;
640} 536}
641 537
642/* 538/*
643 * 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
644 * 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
645 * 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.
646 */ 542 */
647 543void
648void update_turn_face(object *op) { 544update_turn_face (object *op)
545{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
650 return; 547 return;
548
651 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
653} 551}
654 552
655/* 553/*
656 * 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
657 * 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.
658 * 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.
659 */ 557 */
660 558void
661void update_ob_speed(object *op) { 559object::set_speed (float speed)
662 extern int arch_init; 560{
663 561 if (flag [FLAG_FREED] && speed)
664 /* No reason putting the archetypes objects on the speed list, 562 {
665 * since they never really need to be updated.
666 */
667
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
670#ifdef MANY_CORES
671 abort();
672#else
673 op->speed = 0; 564 speed = 0;
674#endif
675 } 565 }
676 if (arch_init) {
677 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 566
684 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
685 * of the list. */ 568
686 op->active_next = active_objects; 569 if (has_active_speed ())
687 if (op->active_next!=NULL) 570 activate ();
688 op->active_next->active_prev = op;
689 active_objects = op;
690 }
691 else { 571 else
692 /* If not on the active list, nothing needs to be done */ 572 deactivate ();
693 if (!op->active_next && !op->active_prev && op!=active_objects)
694 return;
695
696 if (op->active_prev==NULL) {
697 active_objects = op->active_next;
698 if (op->active_next!=NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else {
702 op->active_prev->active_next = op->active_next;
703 if (op->active_next)
704 op->active_next->active_prev = op->active_prev;
705 }
706 op->active_next = NULL;
707 op->active_prev = NULL;
708 }
709} 573}
710 574
711/* This function removes object 'op' from the list of active
712 * objects.
713 * This should only be used for style maps or other such
714 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object.
718 */
719void remove_from_active_list(object *op)
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects)
723 return;
724
725 if (op->active_prev==NULL) {
726 active_objects = op->active_next;
727 if (op->active_next!=NULL)
728 op->active_next->active_prev = NULL;
729 }
730 else {
731 op->active_prev->active_next = op->active_next;
732 if (op->active_next)
733 op->active_next->active_prev = op->active_prev;
734 }
735 op->active_next = NULL;
736 op->active_prev = NULL;
737}
738
739/* 575/*
740 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
741 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
742 * 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
743 * invisible object, etc...) 579 * invisible object, etc...)
744 * 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
745 * 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
746 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
747 * 583 *
748 * 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.
749 * For example, if the only thing that has changed is the face (due to
750 * an animation), we don't need to call update_position until that actually
751 * comes into view of a player. OTOH, many other things, like addition/removal
752 * of walls or living creatures may need us to update the flags now.
753 * current action are: 585 * current action are:
754 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
755 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
756 * 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
757 * 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.
758 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
759 */ 591 */
760 592void
761void update_object(object *op, int action) { 593update_object (object *op, int action)
762 int update_now=0, flags; 594{
763 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
764 596
765 if (op == NULL) { 597 if (op == NULL)
598 {
766 /* this should never happen */ 599 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 601 return;
769 }
770 602 }
771 if(op->env!=NULL) { 603
604 if (op->env)
605 {
772 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
773 * to do in this case. 607 * to do in this case.
774 */ 608 */
775 return; 609 return;
776 } 610 }
777 611
778 /* 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
779 * going to get freed anyways. 613 * going to get freed anyways.
780 */ 614 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 615 if (!op->map || op->map->in_memory == MAP_SAVING)
782 616 return;
617
783 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
784 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)
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 620 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 622#ifdef MANY_CORES
788 abort(); 623 abort ();
789#endif 624#endif
790 return; 625 return;
791 }
792 626 }
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799 627
628 mapspace &m = op->ms ();
629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
800 if (action == UP_OBJ_INSERT) { 632 else if (action == UP_OBJ_INSERT)
633 {
634 // this is likely overkill, TODO: revisit (schmorp)
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
802 update_now=1;
803
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
805 update_now=1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
806 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
808 update_now=1; 641 || (m.move_on | op->move_on ) != m.move_on
809
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1;
812
813 if ((move_on | op->move_on) != move_on) update_now=1;
814 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
815 /* 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
816 * to have move_allow right now. 645 * to have move_allow right now.
817 */ 646 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
819 update_now=1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 649 m.flags_ = 0;
821 } 650 }
822 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 653 * that is being removed.
825 */ 654 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 656 m.flags_ = 0;
828 } else if (action == UP_OBJ_FACE) { 657 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 658 /* Nothing to do for that case */ ;
830 }
831 else { 659 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 661
835 if (update_now) {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y);
838 }
839
840 if(op->more!=NULL) 662 if (op->more)
841 update_object(op->more, action); 663 update_object (op->more, action);
842} 664}
843 665
666object *object::first;
844 667
845/* 668object::object ()
846 * free_object() frees everything allocated by an object, removes 669{
847 * it from the list of used objects, and puts it on the list of 670 SET_FLAG (this, FLAG_REMOVED);
848 * free objects. The IS_FREED() flag is set in the object. 671
849 * The object must have been removed by remove_ob() first for 672 expmul = 1.0;
850 * this function to succeed. 673 face = blank_face;
851 * 674}
852 * If free_inventory is set, free inventory as well. Else drop items in 675
853 * inventory to the ground. 676object::~object ()
854 */ 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
700 /* Remove this object from the list of used objects */
701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
855 713
856void 714void
857free_object (object * ob) 715object::activate ()
858{ 716{
859 free_object2 (ob, 0); 717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
860} 732}
861 733
862void 734void
863free_object2 (object * ob, int free_inventory) 735object::activate_recursive ()
864{ 736{
865 object *tmp, *op; 737 activate ();
866 738
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 739 for (object *op = inv; op; op = op->below)
868 { 740 op->activate_recursive ();
869 LOG (llevDebug, "Free object called with non removed object\n"); 741}
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 742
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 743/* This function removes object 'op' from the list of active
877 { 744 * objects.
878 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 745 * This should only be used for style maps or other such
879 remove_friendly_object (ob); 746 * reference maps where you don't want an object that isn't
880 } 747 * in play chewing up cpu time getting processed.
881 748 * The reverse of this is to call update_ob_speed, which
882 if (QUERY_FLAG (ob, FLAG_FREED)) 749 * will do the right thing based on the speed of the object.
883 { 750 */
884 dump_object (ob); 751void
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
886 return; 756 return;
887 }
888 757
889 if (ob->more != NULL) 758 if (active_prev == 0)
890 {
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894
895 if (ob->inv)
896 {
897 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects
899 * drop on that space.
900 */
901 if (free_inventory || ob->map == NULL
902 || ob->map->in_memory != MAP_IN_MEMORY
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
904 {
905 op = ob->inv;
906
907 while (op != NULL)
908 { 759 {
909 tmp = op->below; 760 active_objects = active_next;
910 remove_ob (op); 761 if (active_next)
911 free_object2 (op, free_inventory); 762 active_next->active_prev = 0;
912 op = tmp;
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 op = ob->inv;
918
919 while (op != NULL)
920 {
921 tmp = op->below;
922 remove_ob (op);
923
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
927 free_object (op);
928 else
929 {
930 op->x = ob->x;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
933 }
934
935 op = tmp;
936 }
937 }
938 }
939
940 /* Remove object from the active list */
941 ob->speed = 0;
942 update_ob_speed (ob);
943
944 SET_FLAG (ob, FLAG_FREED);
945 ob->count = 0;
946
947 /* Remove this object from the list of used objects */
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 } 763 }
955 else 764 else
956 { 765 {
957 ob->prev->next = ob->next; 766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
958 770
959 if (ob->next != NULL) 771 active_next = 0;
960 ob->next->prev = ob->prev; 772 active_prev = 0;
773}
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
794/*
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.
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;
829
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 ()
843{
844 object *op = new object;
845 op->link ();
846 return op;
847}
848
849void
850object::do_destroy ()
851{
852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
862 return;
863
864 set_speed (0);
865
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;
961 } 887 }
962 888
963 free_key_values (ob); 889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
964 893
965 /* Now link it with the free_objects list: */ 894 head = 0;
966 ob->prev = 0;
967 ob->next = 0;
968 895
969 delete ob; 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)
913{
914 if (destroyed ())
915 return;
916
917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
970} 921}
971 922
972/* 923/*
973 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
974 * 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)).
975 */ 926 */
976 927void
977void sub_weight (object *op, signed long weight) { 928sub_weight (object *op, signed long weight)
929{
978 while (op != NULL) { 930 while (op != NULL)
931 {
979 if (op->type == CONTAINER) { 932 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 934
982 op->carrying-=weight; 935 op->carrying -= weight;
983 op = op->env; 936 op = op->env;
984 } 937 }
985} 938}
986 939
987/* remove_ob(op): 940/* op->remove ():
988 * 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
989 * 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
990 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
992 * the previous environment. 945 * the previous environment.
993 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
994 */ 947 */
995 948void
996void remove_ob(object *op) { 949object::remove ()
950{
997 object *tmp,*last=NULL; 951 object *tmp, *last = 0;
998 object *otmp; 952 object *otmp;
999 tag_t tag;
1000 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 953
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 955 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 956
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1025 959
960 if (more)
961 more->remove ();
962
1026 /* 963 /*
1027 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1028 * inventory. 965 * inventory.
1029 */ 966 */
1030 if(op->env!=NULL) { 967 if (env)
968 {
1031 if(op->nrof) 969 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 970 sub_weight (env, weight * nrof);
1033 else 971 else
1034 sub_weight(op->env, op->weight+op->carrying); 972 sub_weight (env, weight + carrying);
1035 973
1036 /* 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
1037 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 976 * to save cpu time.
1039 */ 977 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 979 otmp->update_stats ();
1042 fix_player(otmp);
1043 980
1044 if(op->above!=NULL) 981 if (above)
1045 op->above->below=op->below; 982 above->below = below;
1046 else 983 else
1047 op->env->inv=op->below; 984 env->inv = below;
1048 985
1049 if(op->below!=NULL) 986 if (below)
1050 op->below->above=op->above; 987 below->above = above;
1051 988
1052 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1053 * 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
1054 * 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
1055 */ 1022 */
1056 op->x=op->env->x,op->y=op->env->y; 1023 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1024 {
1058 op->above=NULL,op->below=NULL; 1025 char *dump = dump_object (this);
1059 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)
1060 return; 1041 return;
1061 }
1062 1042
1063 /* If we get here, we are removing it from a map */ 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1064 if (op->map == NULL) return;
1065 1044
1066 x = op->x; 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 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);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 } 1046 {
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1119 /* 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
1120 * being removed. 1048 * being removed.
1121 */ 1049 */
1122 1050
1123 if(tmp->type==PLAYER && tmp!=op) { 1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1124 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1126 * appropriately. 1055 * appropriately.
1127 */ 1056 */
1128 if (tmp->container==op) { 1057 if (tmp->container == this)
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1058 {
1059 flag [FLAG_APPLIED] = 0;
1130 tmp->container=NULL; 1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1131 } 1065 }
1132 tmp->contr->socket.update_look=1; 1066
1133 }
1134 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1137 1071 {
1138 move_apply(tmp, op, NULL); 1072 move_apply (tmp, this, 0);
1073
1139 if (was_destroyed (op, tag)) { 1074 if (destroyed ())
1140 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 ());
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1076 }
1143 }
1144 1077
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1147 if(tmp->above == tmp) 1080 if (tmp->above == tmp)
1148 tmp->above = NULL; 1081 tmp->above = 0;
1082
1149 last=tmp; 1083 last = tmp;
1150 } 1084 }
1085
1151 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1152 if (last==NULL) { 1087 //TODO: this makes little sense, why only update the topmost object?
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1088 if (!last)
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1089 map->at (x, y).flags_ = 0;
1155 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways.
1157 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y);
1160 }
1161 else 1090 else
1162 update_object(last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1163 1092
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1166 1095 }
1167} 1096}
1168 1097
1169/* 1098/*
1170 * merge_ob(op,top): 1099 * merge_ob(op,top):
1171 * 1100 *
1172 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1102 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1175 * 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
1176 */ 1105 */
1177 1106object *
1178object *merge_ob(object *op, object *top) { 1107merge_ob (object *op, object *top)
1108{
1179 if(!op->nrof) 1109 if (!op->nrof)
1180 return 0; 1110 return 0;
1181 if(top==NULL) 1111
1112 if (top)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1183 for(;top!=NULL;top=top->below) { 1116 for (; top; top = top->below)
1117 {
1184 if(top==op) 1118 if (top == op)
1185 continue; 1119 continue;
1186 if (CAN_MERGE(op,top)) 1120
1187 { 1121 if (object::can_merge (op, top))
1122 {
1188 top->nrof+=op->nrof; 1123 top->nrof += op->nrof;
1124
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1127 op->destroy ();
1192 free_object(op);
1193 return top; 1128 return top;
1194 } 1129 }
1195 } 1130 }
1131
1196 return NULL; 1132 return 0;
1197} 1133}
1198 1134
1199/* 1135/*
1200 * 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
1201 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1202 */ 1138 */
1139object *
1203object *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)
1204 object* tmp; 1141{
1205 if (op->head) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 op=op->head; 1143 {
1207 for (tmp=op;tmp;tmp=tmp->more){
1208 tmp->x=x+tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1210 } 1146 }
1147
1211 return insert_ob_in_map (op, m, originator, flag); 1148 return insert_ob_in_map (op, m, originator, flag);
1212} 1149}
1213 1150
1214/* 1151/*
1215 * insert_ob_in_map (op, map, originator, flag): 1152 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1153 * This function inserts the object in the two-way linked list
1229 * Return value: 1166 * Return value:
1230 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1169 * just 'op' otherwise
1233 */ 1170 */
1234 1171object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1173{
1237 object *tmp, *top, *floor=NULL; 1174 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1175 sint16 x, y;
1239 1176
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1177 if (QUERY_FLAG (op, FLAG_FREED))
1178 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1242 return NULL; 1180 return NULL;
1181 }
1182
1183 if (!m)
1243 } 1184 {
1244 if(m==NULL) {
1245 dump_object(op); 1185 char *dump = dump_object (op);
1246 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);
1247 return op; 1188 return op;
1248 } 1189 }
1190
1249 if(out_of_map(m,op->x,op->y)) { 1191 if (out_of_map (m, op->x, op->y))
1192 {
1250 dump_object(op); 1193 char *dump = dump_object (op);
1251 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);
1252#ifdef MANY_CORES 1195#ifdef MANY_CORES
1253 /* 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
1254 * 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
1255 * improperly inserted. 1198 * improperly inserted.
1256 */ 1199 */
1257 abort(); 1200 abort ();
1258#endif 1201#endif
1202 free (dump);
1259 return op; 1203 return op;
1260 } 1204 }
1205
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1262 dump_object(op); 1208 char *dump = dump_object (op);
1263 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);
1264 return op; 1211 return op;
1212 }
1213
1214 if (op->more)
1265 } 1215 {
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1268 1217
1269 object *more = op->more; 1218 object *more = op->more;
1270 1219
1271 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1272 * 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
1273 * 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
1274 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1275 */ 1224 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1277 more->map = get_map_from_coord(m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1278 } else if (!more->map) { 1227 else if (!more->map)
1228 {
1279 /* For backwards compatibility - when not dealing with tiled maps, 1229 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent. 1230 * more->map should always point to the parent.
1281 */ 1231 */
1282 more->map = m; 1232 more->map = m;
1283 } 1233 }
1284 1234
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1286 if ( ! op->head) 1237 if (!op->head)
1287 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
1288 return NULL; 1240 return 0;
1289 } 1241 }
1290 } 1242 }
1243
1291 CLEAR_FLAG(op,FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1292 1245
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * 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
1295 * need extra work 1248 * need extra work
1296 */ 1249 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y); 1250 op->map = get_map_from_coord (m, &op->x, &op->y);
1298 x = op->x; 1251 x = op->x;
1299 y = op->y; 1252 y = op->y;
1300 1253
1301 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1302 */ 1255 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) { 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1304 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)
1305 if (CAN_MERGE(op,tmp)) { 1258 if (object::can_merge (op, tmp))
1259 {
1306 op->nrof+=tmp->nrof; 1260 op->nrof += tmp->nrof;
1307 remove_ob(tmp); 1261 tmp->destroy ();
1308 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;
1309 } 1322 }
1310 }
1311 1323
1312 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 */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1325 top = last;
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316 1326
1317 if (flag & INS_BELOW_ORIGINATOR) { 1327 /* We let update_position deal with figuring out what the space
1318 if (originator->map != op->map || originator->x != op->x || 1328 * looks like instead of lots of conditions here.
1319 originator->y != op->y) { 1329 * makes things faster, and effectively the same result.
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /* 1330 */
1334 * If there are multiple objects on this space, we do some trickier handling. 1331
1335 * We've already dealt with merging if appropriate. 1332 /* Have object 'fall below' other objects that block view.
1336 * Generally, we want to put the new object on top. But if 1333 * Unless those objects are exits, type 66
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1334 * If INS_ON_TOP is used, don't do this processing
1338 * floor, we want to insert above that and no further. 1335 * Need to find the object that in fact blocks view, otherwise
1339 * Also, if there are spell objects on this space, we stop processing 1336 * stacking is a bit odd.
1340 * once we get to them. This reduces the need to traverse over all of 1337 */
1341 * them when adding another one - this saves quite a bit of cpu time 1338 if (!(flag & INS_ON_TOP) &&
1342 * 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))
1343 * 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.
1344 */ 1348 */
1345 1349 if (last && last->below && last != floor)
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above; 1350 top = last->below;
1359 } 1351 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */ 1352 } /* If objects on this space */
1353
1387 if (flag & INS_MAP_LOAD) 1354 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y); 1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1357 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor;
1390 1359
1391 /* 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.
1392 */ 1361 */
1393 1362
1394 /* First object on this space */ 1363 /* First object on this space */
1395 if (!top) { 1364 if (!top)
1365 {
1396 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)
1397 if (op->above) op->above->below = op; 1369 op->above->below = op;
1370
1398 op->below = NULL; 1371 op->below = 0;
1399 SET_MAP_OB(op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1373 }
1374 else
1400 } else { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1401 op->above = top->above; 1376 op->above = top->above;
1377
1378 if (op->above)
1402 if (op->above) op->above->below = op; 1379 op->above->below = op;
1380
1403 op->below = top; 1381 op->below = top;
1404 top->above = op; 1382 top->above = op;
1405 } 1383 }
1384
1406 if (op->above==NULL) 1385 if (!op->above)
1407 SET_MAP_TOP(op->map,op->x, op->y, op); 1386 op->ms ().top = op;
1408 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1409 1388
1410 if(op->type==PLAYER) 1389 if (op->type == PLAYER)
1390 {
1411 op->contr->do_los=1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1412 1395
1396 op->map->dirty = true;
1397
1413 /* 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
1414 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1415 */ 1400 */
1416 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1417 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 ())
1418 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1419 tmp->contr->socket.update_look=1; 1404 pl->contr->ns->floorbox_update ();
1420 }
1421 1405
1422 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1423 * 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
1424 * 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
1425 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1426 * 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 -
1427 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1429 * of effect may be sufficient. 1413 * of effect may be sufficient.
1430 */ 1414 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1433 1417
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1437 1420
1421 INVOKE_OBJECT (INSERT, op);
1438 1422
1439 /* 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,
1440 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1441 * 1425 *
1442 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1429 * update_object().
1446 */ 1430 */
1447 1431
1448 /* 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 */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1434 {
1451 if (check_move_on(op, originator)) 1435 if (check_move_on (op, originator))
1452 return NULL; 1436 return 0;
1453 1437
1454 /* 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
1455 * walk on's. 1439 * walk on's.
1456 */ 1440 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1459 return NULL; 1443 return 0;
1460 } 1444 }
1445
1461 return op; 1446 return op;
1462} 1447}
1463 1448
1464/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1465 * 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.
1466 * 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.
1467 */ 1452 */
1453void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1469 object *tmp; 1455{
1470 object *tmp1; 1456 object *tmp, *tmp1;
1471 1457
1472 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1473 1459
1474 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)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1462 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1463
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1465
1483 1466 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1467 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 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}
1487 1476
1488/* 1477/*
1489 * 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
1490 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1491 * 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).
1492 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1482 * global static errmsg array.
1494 */ 1483 */
1495 1484object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1485get_split_ob (object *orig_ob, uint32 nr)
1486{
1497 object *newob; 1487 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1489
1500 if(orig_ob->nrof<nr) { 1490 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1491 {
1502 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);
1503 return NULL; 1493 return NULL;
1504 } 1494 }
1495
1505 newob = object_create_clone(orig_ob); 1496 newob = object_create_clone (orig_ob);
1497
1506 if((orig_ob->nrof-=nr)<1) { 1498 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1499 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1500 else if (!is_removed)
1501 {
1512 if(orig_ob->env!=NULL) 1502 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 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 {
1515 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.");
1516 LOG(llevDebug,
1517 "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");
1518 return NULL; 1508 return NULL;
1519 } 1509 }
1520 } 1510 }
1511
1521 newob->nrof=nr; 1512 newob->nrof = nr;
1522 1513
1523 return newob; 1514 return newob;
1524} 1515}
1525 1516
1526/* 1517/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1518 * decrease_ob_nr(object, number) decreases a specified number from
1528 * 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
1529 * is subsequently removed and freed. 1520 * is subsequently removed and freed.
1530 * 1521 *
1531 * 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
1532 */ 1523 */
1533 1524
1525object *
1534object *decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1535{ 1527{
1536 object *tmp; 1528 object *tmp;
1537 player *pl;
1538 1529
1539 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1531 return op;
1541 1532
1542 if (i > op->nrof) 1533 if (i > op->nrof)
1543 i = op->nrof; 1534 i = op->nrof;
1544 1535
1545 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 }
1546 { 1572 }
1573 else
1574 {
1575 object *above = op->above;
1576
1577 if (i < op->nrof)
1547 op->nrof -= i; 1578 op->nrof -= i;
1548 } 1579 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1580 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1581 op->remove ();
1576 op->nrof = 0; 1582 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1583 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1584
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1587 if (tmp->type == PLAYER)
1588 {
1595 if (op->nrof) 1589 if (op->nrof)
1596 esrv_send_item(tmp, op); 1590 esrv_send_item (tmp, op);
1597 else 1591 else
1598 esrv_del_item(tmp->contr, op->count); 1592 esrv_del_item (tmp->contr, op->count);
1599 } 1593 }
1600 } 1594 }
1601 1595
1602 if (op->nrof) { 1596 if (op->nrof)
1603 return op; 1597 return op;
1604 } else { 1598 else
1605 free_object (op); 1599 {
1600 op->destroy ();
1606 return NULL; 1601 return 0;
1607 } 1602 }
1608} 1603}
1609 1604
1610/* 1605/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1607 * and also updates how much the environment(s) is/are carrying.
1613 */ 1608 */
1614 1609
1610void
1615void add_weight (object *op, signed long weight) { 1611add_weight (object *op, signed long weight)
1612{
1616 while (op!=NULL) { 1613 while (op != NULL)
1614 {
1617 if (op->type == CONTAINER) { 1615 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1617
1620 op->carrying+=weight; 1618 op->carrying += weight;
1621 op=op->env; 1619 op = op->env;
1622 } 1620 }
1623} 1621}
1624 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
1625/* 1643/*
1626 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1627 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1628 * inside the object environment. 1646 * inside the object environment.
1629 * 1647 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * 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
1636 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1637 */ 1650 */
1638 1651
1639object *insert_ob_in_ob(object *op,object *where) { 1652object *
1653object::insert (object *op)
1654{
1640 object *tmp, *otmp; 1655 object *tmp, *otmp;
1641 1656
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1658 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1659
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1660 if (op->more)
1661 {
1658 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);
1659 &op->name, op->count);
1660 return op; 1663 return op;
1661 } 1664 }
1665
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1668 if (op->nrof)
1669 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1671 if (object::can_merge (tmp, op))
1672 {
1667 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1674 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1672 */ 1678 */
1673 add_weight (where, op->weight*op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1676 op = tmp; 1682 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1685 break;
1680 } 1686 }
1681 1687
1682 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1685 * 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
1686 * the linking below 1692 * the linking below
1687 */ 1693 */
1688 add_weight (where, op->weight*op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1695 }
1689 } else 1696 else
1690 add_weight (where, (op->weight+op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1691 1698
1692 otmp=is_player_inv(where); 1699 otmp = this->in_player ();
1693 if (otmp&&otmp->contr!=NULL) { 1700 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1702 otmp->update_stats ();
1696 }
1697 1703
1698 op->map=NULL; 1704 op->map = 0;
1699 op->env=where; 1705 op->env = this;
1700 op->above=NULL; 1706 op->above = 0;
1701 op->below=NULL; 1707 op->below = 0;
1702 op->x=0,op->y=0; 1708 op->x = 0, op->y = 0;
1703 1709
1704 /* 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 */
1705 if((op->glow_radius!=0)&&where->map) 1711 if ((op->glow_radius != 0) && map)
1706 { 1712 {
1707#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1708 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);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1711 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);
1712 } 1718 }
1713 1719
1714 /* 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.
1715 * It sure simplifies this function... 1721 * It sure simplifies this function...
1716 */ 1722 */
1717 if (where->inv==NULL) 1723 if (!inv)
1718 where->inv=op; 1724 inv = op;
1719 else { 1725 else
1726 {
1720 op->below = where->inv; 1727 op->below = inv;
1721 op->below->above = op; 1728 op->below->above = op;
1722 where->inv = op; 1729 inv = op;
1723 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1724 return op; 1734 return op;
1725} 1735}
1726 1736
1727/* 1737/*
1728 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1742 * 1752 *
1743 * 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
1744 * 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
1745 * on top. 1755 * on top.
1746 */ 1756 */
1747 1757int
1748int check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1749{ 1759{
1750 object *tmp; 1760 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1761 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1762 int x = op->x, y = op->y;
1763
1754 MoveType move_on, move_slow, move_block; 1764 MoveType move_on, move_slow, move_block;
1755 1765
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1767 return 0;
1758 1768
1759 tag = op->count;
1760
1761 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);
1762 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);
1763 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);
1764 1772
1765 /* 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,
1766 * 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
1767 * 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
1768 * as walking. 1776 * as walking.
1769 */ 1777 */
1770 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))
1771 return 0; 1779 return 0;
1772 1780
1773 /* This is basically inverse logic of that below - basically, 1781 /* This is basically inverse logic of that below - basically,
1774 * 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,
1775 * 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
1776 * blocked. Logic on this seems confusing, but does seem correct. 1784 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1785 */
1778 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)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1787 return 0;
1780 1788
1781 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1783 */ 1791 */
1784 1792
1785 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)
1786 tmp->above!=NULL; tmp=tmp->above) { 1794 {
1787 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1788 * 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,
1789 * we don't need to check all of them. 1797 * we don't need to check all of them.
1790 */ 1798 */
1791 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)
1792 } 1804 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1805 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1806 continue; /* Can't apply yourself */
1795 1807
1796 /* 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.
1797 * Second check makes sure that the movement types not being slowed 1809 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1810 * (~slow_move) is not blocked on this space - just because the
1799 * 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
1800 * 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.
1801 */ 1813 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1814 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1815 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (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 {
1806 1819
1807 float diff; 1820 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1821 diff = tmp->move_slow_penalty * FABS (op->speed);
1822
1810 if (op->type == PLAYER) { 1823 if (op->type == PLAYER)
1811 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)) ||
1812 (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)))
1813 diff /= 4.0; 1826 diff /= 4.0;
1814 } 1827
1815 }
1816 op->speed_left -= diff; 1828 op->speed_left -= diff;
1817 } 1829 }
1818 } 1830 }
1819 1831
1820 /* Basically same logic as above, except now for actual apply. */ 1832 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (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))
1824 1835 {
1825 move_apply(tmp, op, originator); 1836 move_apply (tmp, op, originator);
1837
1826 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
1827 return 1; 1839 return 1;
1828 1840
1829 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
1832 */ 1844 */
1833 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;
1834 } 1847 }
1835 } 1848 }
1849
1836 return 0; 1850 return 0;
1837} 1851}
1838 1852
1839/* 1853/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1843 */ 1857 */
1844 1858object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1859present_arch (const archetype *at, maptile *m, int x, int y)
1846 object *tmp; 1860{
1847 if(m==NULL || out_of_map(m,x,y)) { 1861 if (!m || out_of_map (m, x, y))
1862 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1864 return NULL;
1850 } 1865 }
1851 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)
1852 if(tmp->arch == at) 1868 if (tmp->arch == at)
1853 return tmp; 1869 return tmp;
1870
1854 return NULL; 1871 return NULL;
1855} 1872}
1856 1873
1857/* 1874/*
1858 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1861 */ 1878 */
1862 1879object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1880present (unsigned char type, maptile *m, int x, int y)
1864 object *tmp; 1881{
1865 if(out_of_map(m,x,y)) { 1882 if (out_of_map (m, x, y))
1883 {
1866 LOG(llevError,"Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1885 return NULL;
1868 } 1886 }
1869 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)
1870 if(tmp->type==type) 1889 if (tmp->type == type)
1871 return tmp; 1890 return tmp;
1891
1872 return NULL; 1892 return NULL;
1873} 1893}
1874 1894
1875/* 1895/*
1876 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
1879 */ 1899 */
1880 1900object *
1881object *present_in_ob(unsigned char type, const object *op) { 1901present_in_ob (unsigned char type, const object *op)
1882 object *tmp; 1902{
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1904 if (tmp->type == type)
1885 return tmp; 1905 return tmp;
1906
1886 return NULL; 1907 return NULL;
1887} 1908}
1888 1909
1889/* 1910/*
1890 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
1898 * 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
1899 * 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
1900 * 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
1901 * to be unique. 1922 * to be unique.
1902 */ 1923 */
1903 1924object *
1904object *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)
1905 object *tmp; 1926{
1906
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 1929 return tmp;
1910 } 1930
1911 return NULL; 1931 return 0;
1912} 1932}
1913 1933
1914/* 1934/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
1918 */ 1938 */
1919 1939object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 1940present_arch_in_ob (const archetype *at, const object *op)
1921 object *tmp; 1941{
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 1943 if (tmp->arch == at)
1924 return tmp; 1944 return tmp;
1945
1925 return NULL; 1946 return NULL;
1926} 1947}
1927 1948
1928/* 1949/*
1929 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
1930 */ 1951 */
1952void
1931void flag_inv(object*op, int flag){ 1953flag_inv (object *op, int flag)
1932 object *tmp; 1954{
1933 if(op->inv) 1955 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1957 {
1935 SET_FLAG(tmp, flag); 1958 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 1959 flag_inv (tmp, flag);
1937 } 1960 }
1961}
1962
1938}/* 1963/*
1939 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
1940 */ 1965 */
1966void
1941void unflag_inv(object*op, int flag){ 1967unflag_inv (object *op, int flag)
1942 object *tmp; 1968{
1943 if(op->inv) 1969 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 {
1945 CLEAR_FLAG(tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 1973 unflag_inv (tmp, flag);
1947 } 1974 }
1948} 1975}
1949 1976
1950/* 1977/*
1951 * 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
1952 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
1953 * 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
1954 * 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.
1955 */ 1982 */
1956 1983void
1957void set_cheat(object *op) { 1984set_cheat (object *op)
1985{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
1960} 1988}
1961 1989
1962/* 1990/*
1963 * 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
1964 * 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
1978 * 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
1979 * 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
1980 * 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
1981 * customized, changed states, etc. 2009 * customized, changed states, etc.
1982 */ 2010 */
1983 2011int
1984int 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{
1985 int i,index=0, flag; 2014 int index = 0, flag;
1986 static int altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
1987 2016
1988 for(i=start;i<stop;i++) { 2017 for (int i = start; i < stop; i++)
2018 {
1989 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]);
1990 if(!flag) 2020 if (!flag)
1991 altern[index++]=i; 2021 altern [index++] = i;
1992 2022
1993 /* 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.
1994 * 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.
1995 * 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 -
1996 * 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
1997 * 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
1998 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2000 */ 2030 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2032 stop = maxfree[i];
2003 } 2033 }
2004 if(!index) return -1; 2034
2035 if (!index)
2036 return -1;
2037
2005 return altern[RANDOM()%index]; 2038 return altern[RANDOM () % index];
2006} 2039}
2007 2040
2008/* 2041/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2011 * 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.
2012 * 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.
2013 */ 2046 */
2014 2047int
2015int 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)
2016 int i; 2049{
2017 for(i=0;i<SIZEOFFREE;i++) { 2050 for (int i = 0; i < SIZEOFFREE; i++)
2018 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]))
2019 return i; 2052 return i;
2020 } 2053
2021 return -1; 2054 return -1;
2022} 2055}
2023 2056
2024/* 2057/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2027 */ 2061 */
2062static void
2028static void permute(int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2029{ 2064{
2030 int i, j, tmp, len; 2065 arr += begin;
2066 end -= begin;
2031 2067
2032 len = end-begin; 2068 while (--end)
2033 for(i = begin; i < end; i++) 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2034 {
2035 j = begin+RANDOM()%len;
2036
2037 tmp = arr[i];
2038 arr[i] = arr[j];
2039 arr[j] = tmp;
2040 }
2041} 2070}
2042 2071
2043/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2045 * 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
2046 * 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
2047 * 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
2048 * 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.
2049 */ 2078 */
2079void
2050void get_search_arr(int *search_arr) 2080get_search_arr (int *search_arr)
2051{ 2081{
2052 int i; 2082 int i;
2053 2083
2054 for(i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2055 {
2056 search_arr[i] = i; 2085 search_arr[i] = i;
2057 }
2058 2086
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2090}
2063 2091
2064/* 2092/*
2065 * 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
2066 * given map at the given coordinates for live objects. 2094 * given map at the given coordinates for live objects.
2071 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2072 * 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
2073 * 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
2074 * there is capable of. 2102 * there is capable of.
2075 */ 2103 */
2076 2104int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2105find_dir (maptile *m, int x, int y, object *exclude)
2106{
2078 int i,max=SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2108
2079 sint16 nx, ny; 2109 sint16 nx, ny;
2080 object *tmp; 2110 object *tmp;
2081 mapstruct *mp; 2111 maptile *mp;
2112
2082 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2083 2114
2084 if (exclude && exclude->head) { 2115 if (exclude && exclude->head)
2116 {
2085 exclude = exclude->head; 2117 exclude = exclude->head;
2086 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2087 } else { 2119 }
2120 else
2121 {
2088 /* 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. */
2089 move_type=MOVE_ALL; 2123 move_type = MOVE_ALL;
2124 }
2125
2126 for (i = 1; i < max; i++)
2090 } 2127 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2128 mp = m;
2094 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2096 2131
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2098 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)
2099 max = maxfree[i]; 2143 max = maxfree[i];
2100 } else {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102
2103 if ((move_type & blocked) == move_type) {
2104 max=maxfree[i];
2105 } else if (mflags & P_IS_ALIVE) { 2144 else if (mflags & P_IS_ALIVE)
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2145 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2109 break; 2149 break;
2110 } 2150
2111 }
2112 if(tmp) { 2151 if (tmp)
2113 return freedir[i]; 2152 return freedir[i];
2114 }
2115 } 2153 }
2116 } 2154 }
2117 } 2155 }
2156
2118 return 0; 2157 return 0;
2119} 2158}
2120 2159
2121/* 2160/*
2122 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2162 * distance between the two given objects.
2124 */ 2163 */
2125 2164int
2126int distance(const object *ob1, const object *ob2) { 2165distance (const object *ob1, const object *ob2)
2127 int i; 2166{
2128 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);
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2130 return i;
2131} 2168}
2132 2169
2133/* 2170/*
2134 * 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
2135 * 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
2136 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2137 */ 2174 */
2138 2175int
2139int find_dir_2(int x, int y) { 2176find_dir_2 (int x, int y)
2177{
2140 int q; 2178 int q;
2141 2179
2142 if(y) 2180 if (y)
2143 q=x*100/y; 2181 q = x * 100 / y;
2144 else if (x) 2182 else if (x)
2145 q= -300*x; 2183 q = -300 * x;
2146 else 2184 else
2147 return 0; 2185 return 0;
2148 2186
2149 if(y>0) { 2187 if (y > 0)
2188 {
2150 if(q < -242) 2189 if (q < -242)
2151 return 3 ; 2190 return 3;
2152 if (q < -41) 2191 if (q < -41)
2153 return 2 ; 2192 return 2;
2154 if (q < 41) 2193 if (q < 41)
2155 return 1 ; 2194 return 1;
2156 if (q < 242) 2195 if (q < 242)
2157 return 8 ; 2196 return 8;
2158 return 7 ; 2197 return 7;
2159 } 2198 }
2160 2199
2161 if (q < -242) 2200 if (q < -242)
2162 return 7 ; 2201 return 7;
2163 if (q < -41) 2202 if (q < -41)
2164 return 6 ; 2203 return 6;
2165 if (q < 41) 2204 if (q < 41)
2166 return 5 ; 2205 return 5;
2167 if (q < 242) 2206 if (q < 242)
2168 return 4 ; 2207 return 4;
2169 2208
2170 return 3 ; 2209 return 3;
2171} 2210}
2172 2211
2173/* 2212/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2213 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2214 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2215 * "overflow" in previous calculations of a direction).
2177 */ 2216 */
2178 2217
2218int
2179int absdir(int d) { 2219absdir (int d)
2180 while(d<1) d+=8; 2220{
2181 while(d>8) d-=8; 2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2182 return d; 2227 return d;
2183} 2228}
2184 2229
2185/* 2230/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2232 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2233 */
2189 2234
2235int
2190int dirdiff(int dir1, int dir2) { 2236dirdiff (int dir1, int dir2)
2237{
2191 int d; 2238 int d;
2239
2192 d = abs(dir1 - dir2); 2240 d = abs (dir1 - dir2);
2193 if(d>4) 2241 if (d > 4)
2194 d = 8 - d; 2242 d = 8 - d;
2243
2195 return d; 2244 return d;
2196} 2245}
2197 2246
2198/* peterm: 2247/* peterm:
2199 * 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.
2202 * 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
2203 * 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.
2204 * 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
2205 * functions. 2254 * functions.
2206 */ 2255 */
2207
2208int reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2262 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2263 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2264 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2265 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2266 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2267 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2268 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2269 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2270 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2271 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2272 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2273 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2274 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2275 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2276 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2277 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2278 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2279 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2280 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2281 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2282 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2283 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2284 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2285 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2286 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2287 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2288 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2289 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2290 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2291 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2292 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2293 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2294 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2295 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2296 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2297 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2298 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2299 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2300 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2301 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2302 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2303 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2304 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2305 {24, 9, -1}
2306}; /* 48 */
2258 2307
2259/* Recursive routine to step back and see if we can 2308/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2311 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2264 */ 2313 */
2265 2314int
2266
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2316{
2268 sint16 dx, dy; 2317 sint16 dx, dy;
2269 int mflags; 2318 int mflags;
2270 2319
2320 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2272 2322
2273 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2324 dy = y + freearr_y[dir];
2275 2325
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2326 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2327
2278 /* This functional arguably was incorrect before - it was 2328 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2329 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2330 * we could move to the monster - this is being more
2281 * 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
2282 * 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
2283 * at least its move type. 2333 * at least its move type.
2284 */ 2334 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2335 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2336 return 0;
2286 2337
2287 /* yes, can see. */ 2338 /* yes, can see. */
2288 if(dir < 9) return 1; 2339 if (dir < 9)
2340 return 1;
2341
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292} 2345}
2293 2346
2294
2295
2296/* 2347/*
2297 * 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
2298 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2300 * 2351 *
2302 * core dumps if they do. 2353 * core dumps if they do.
2303 * 2354 *
2304 * 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)
2305 */ 2356 */
2306 2357
2358int
2307int can_pick(const object *who, const object *item) { 2359can_pick (const object *who, const object *item)
2360{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2364}
2313
2314 2365
2315/* 2366/*
2316 * create clone from object to another 2367 * create clone from object to another
2317 */ 2368 */
2369object *
2318object *object_create_clone (object *asrc) { 2370object_create_clone (object *asrc)
2371{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2373
2321 if(!asrc) return NULL; 2374 if (!asrc)
2375 return 0;
2376
2322 src = asrc; 2377 src = asrc;
2323 if(src->head) 2378 if (src->head)
2324 src = src->head; 2379 src = src->head;
2325 2380
2326 prev = NULL; 2381 prev = 0;
2327 for(part = src; part; part = part->more) { 2382 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2383 {
2329 copy_object(part,tmp); 2384 tmp = part->clone ();
2330 tmp->x -= src->x; 2385 tmp->x -= src->x;
2331 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2332 if(!part->head) { 2388 if (!part->head)
2389 {
2333 dst = tmp; 2390 dst = tmp;
2334 tmp->head = NULL; 2391 tmp->head = 0;
2392 }
2335 } else { 2393 else
2336 tmp->head = dst; 2394 tmp->head = dst;
2337 } 2395
2338 tmp->more = NULL; 2396 tmp->more = 0;
2397
2339 if(prev) 2398 if (prev)
2340 prev->more = tmp; 2399 prev->more = tmp;
2400
2341 prev = tmp; 2401 prev = tmp;
2342 } 2402 }
2343 /*** copy inventory ***/ 2403
2344 for(item = src->inv; item; item = item->below) { 2404 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2406
2348 return dst; 2407 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2408}
2358 2409
2359/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2360/* 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 */
2361/* 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, */
2362/* 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. */
2363/* 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. */
2364/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2365 2416object *
2366object* load_object_str(const char *obstr) 2417load_object_str (const char *obstr)
2367{ 2418{
2368 object *op; 2419 object *op;
2369 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2421
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2423
2372 FILE *tempfile=fopen(filename,"w"); 2424 FILE *tempfile = fopen (filename, "w");
2425
2373 if (tempfile == NULL) 2426 if (tempfile == NULL)
2374 { 2427 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2429 return NULL;
2377 }; 2430 }
2431
2378 fprintf(tempfile,obstr); 2432 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2433 fclose (tempfile);
2380 2434
2381 op=get_object(); 2435 op = object::create ();
2382 2436
2383 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2384 2438
2385 if (thawer) 2439 if (thawer)
2386 load_object(thawer,op,0); 2440 load_object (thawer, op, 0);
2387 2441
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2443 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2444
2391 return op; 2445 return op;
2392} 2446}
2393 2447
2394/* This returns the first object in who's inventory that 2448/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2449 * has the same type and subtype match.
2396 * returns NULL if no match. 2450 * returns NULL if no match.
2397 */ 2451 */
2452object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2454{
2400 object *tmp;
2401
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2456 if (tmp->type == type && tmp->subtype == subtype)
2457 return tmp;
2404 2458
2405 return NULL; 2459 return 0;
2406} 2460}
2407 2461
2408/* 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,
2409 * otherwise return NULL. 2463 * otherwise return NULL.
2410 * 2464 *
2411 * 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
2412 * do the desired thing. 2466 * do the desired thing.
2413 */ 2467 */
2468key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2469get_ob_key_link (const object *ob, const char *key)
2415 key_value * link; 2470{
2416
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2471 for (key_value *link = ob->key_values; link; link = link->next)
2418 if (link->key == key) { 2472 if (link->key == key)
2419 return link; 2473 return link;
2420 } 2474
2421 } 2475 return 0;
2422 2476}
2423 return NULL;
2424}
2425 2477
2426/* 2478/*
2427 * 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.
2428 * 2480 *
2429 * The argument doesn't need to be a shared string. 2481 * The argument doesn't need to be a shared string.
2430 * 2482 *
2431 * The returned string is shared. 2483 * The returned string is shared.
2432 */ 2484 */
2485const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2486get_ob_key_value (const object *op, const char *const key)
2487{
2434 key_value * link; 2488 key_value *link;
2435 const char * canonical_key; 2489 shstr_cmp canonical_key (key);
2490
2491 if (!canonical_key)
2436 2492 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2497 */
2445 return NULL; 2498 return 0;
2446 } 2499 }
2447 2500
2448 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2450 */ 2503 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2504 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2505 if (link->key == canonical_key)
2453 return link->value; 2506 return link->value;
2454 } 2507
2455 } 2508 return 0;
2456 return NULL;
2457} 2509}
2458 2510
2459 2511
2460/* 2512/*
2461 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2465 * 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
2466 * keys. 2518 * keys.
2467 * 2519 *
2468 * Returns TRUE on success. 2520 * Returns TRUE on success.
2469 */ 2521 */
2522int
2470int 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{
2471 key_value * field = NULL, *last=NULL; 2525 key_value *field = NULL, *last = NULL;
2472 2526
2473 for (field=op->key_values; field != NULL; field=field->next) { 2527 for (field = op->key_values; field != NULL; field = field->next)
2528 {
2474 if (field->key != canonical_key) { 2529 if (field->key != canonical_key)
2530 {
2475 last = field; 2531 last = field;
2476 continue; 2532 continue;
2477 } 2533 }
2478 2534
2479 if (value) 2535 if (value)
2480 field->value = value; 2536 field->value = value;
2481 else { 2537 else
2538 {
2482 /* Basically, if the archetype has this key set, 2539 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2540 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2541 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2542 * we get this value back again.
2486 */ 2543 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2544 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2545 field->value = 0;
2546 else
2547 {
2548 if (last)
2549 last->next = field->next;
2489 else 2550 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2551 op->key_values = field->next;
2493 2552
2494 delete field; 2553 delete field;
2495 } 2554 }
2496 } 2555 }
2497 return TRUE; 2556 return TRUE;
2498 } 2557 }
2499 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2500 2559
2501 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2502 2561
2503 if (!add_key) { 2562 if (!add_key)
2504 return FALSE; 2563 return FALSE;
2505 } 2564
2506 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2510 * should pass in "" 2569 * should pass in ""
2511 */ 2570 */
2512 if (value == NULL) return TRUE; 2571 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 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;
2523} 2583}
2524 2584
2525/* 2585/*
2526 * Updates the key in op to value. 2586 * Updates the key in op to value.
2527 * 2587 *
2529 * and not add new ones. 2589 * and not add new ones.
2530 * 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
2531 * 2591 *
2532 * Returns TRUE on success. 2592 * Returns TRUE on success.
2533 */ 2593 */
2594int
2534int 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)
2535{ 2596{
2536 shstr key_ (key); 2597 shstr key_ (key);
2598
2537 return set_ob_key_value_s (op, key_, value, add_key); 2599 return set_ob_key_value_s (op, key_, value, add_key);
2538} 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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