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Comparing deliantra/server/common/object.C (file contents):
Revision 1.17 by root, Mon Sep 4 17:27:13 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 1.17 2006/09/04 17:27:13 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
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* 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
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * 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
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * 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.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 1);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * 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
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 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)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * 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.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * 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.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * 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
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* 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
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * 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
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 472/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
577 * 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,
578 * 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
579 * will point at garbage. 478 * will point at garbage.
580 */ 479 */
581 480void
582void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
583{ 482{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 485
587 op2->clone (op); 486 *(object_copy *)dst = *this;
588 487
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
591 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
592 if (op2->speed < 0) 494 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 496
595 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 498 if (key_values)
597 { 499 {
598 key_value *tail = NULL; 500 key_value *tail = 0;
599 key_value *i; 501 key_value *i;
600 502
601 op->key_values = NULL; 503 dst->key_values = 0;
602 504
603 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
604 { 506 {
605 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
606 508
607 new_link->next = NULL; 509 new_link->next = 0;
608 new_link->key = i->key; 510 new_link->key = i->key;
609 new_link->value = i->value; 511 new_link->value = i->value;
610 512
611 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 514 if (!dst->key_values)
613 { 515 {
614 op->key_values = new_link; 516 dst->key_values = new_link;
615 tail = new_link; 517 tail = new_link;
616 } 518 }
617 else 519 else
618 { 520 {
619 tail->next = new_link; 521 tail->next = new_link;
620 tail = new_link; 522 tail = new_link;
621 } 523 }
622 } 524 }
623 } 525 }
624 526
625 update_ob_speed (op); 527 dst->set_speed (dst->speed);
626} 528}
627 529
628/* 530object *
629 * get_object() grabs an object from the list of unused objects, makes 531object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 532{
636 object *op = new object; 533 object *neu = create ();
637 534 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 535 return neu;
658} 536}
659 537
660/* 538/*
661 * 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
662 * 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
663 * 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.
664 */ 542 */
665 543void
666void update_turn_face(object *op) { 544update_turn_face (object *op)
545{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
668 return; 547 return;
548
669 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
671} 551}
672 552
673/* 553/*
674 * 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
675 * 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.
676 * 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.
677 */ 557 */
678 558void
679void update_ob_speed(object *op) { 559object::set_speed (float speed)
680 extern int arch_init; 560{
681 561 if (flag [FLAG_FREED] && speed)
682 /* No reason putting the archetypes objects on the speed list, 562 {
683 * since they never really need to be updated.
684 */
685
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
688#ifdef MANY_CORES
689 abort();
690#else
691 op->speed = 0; 564 speed = 0;
692#endif
693 } 565 }
694 if (arch_init) {
695 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 566
702 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
703 * of the list. */ 568
704 op->active_next = active_objects; 569 if (has_active_speed ())
705 if (op->active_next!=NULL) 570 activate ();
706 op->active_next->active_prev = op;
707 active_objects = op;
708 }
709 else { 571 else
710 /* If not on the active list, nothing needs to be done */ 572 deactivate ();
711 if (!op->active_next && !op->active_prev && op!=active_objects)
712 return;
713
714 if (op->active_prev==NULL) {
715 active_objects = op->active_next;
716 if (op->active_next!=NULL)
717 op->active_next->active_prev = NULL;
718 }
719 else {
720 op->active_prev->active_next = op->active_next;
721 if (op->active_next)
722 op->active_next->active_prev = op->active_prev;
723 }
724 op->active_next = NULL;
725 op->active_prev = NULL;
726 }
727} 573}
728 574
729/* This function removes object 'op' from the list of active
730 * objects.
731 * This should only be used for style maps or other such
732 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object.
736 */
737void remove_from_active_list(object *op)
738{
739 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects)
741 return;
742
743 if (op->active_prev==NULL) {
744 active_objects = op->active_next;
745 if (op->active_next!=NULL)
746 op->active_next->active_prev = NULL;
747 }
748 else {
749 op->active_prev->active_next = op->active_next;
750 if (op->active_next)
751 op->active_next->active_prev = op->active_prev;
752 }
753 op->active_next = NULL;
754 op->active_prev = NULL;
755}
756
757/* 575/*
758 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
759 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
760 * 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
761 * invisible object, etc...) 579 * invisible object, etc...)
762 * 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
763 * 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
764 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
765 * 583 *
766 * 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.
767 * For example, if the only thing that has changed is the face (due to
768 * an animation), we don't need to call update_position until that actually
769 * comes into view of a player. OTOH, many other things, like addition/removal
770 * of walls or living creatures may need us to update the flags now.
771 * current action are: 585 * current action are:
772 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
773 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
774 * 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
775 * 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.
776 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
777 */ 591 */
778 592void
779void update_object(object *op, int action) { 593update_object (object *op, int action)
780 int update_now=0, flags; 594{
781 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
782 596
783 if (op == NULL) { 597 if (op == NULL)
598 {
784 /* this should never happen */ 599 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 601 return;
787 }
788 602 }
789 if(op->env!=NULL) { 603
604 if (op->env)
605 {
790 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
791 * to do in this case. 607 * to do in this case.
792 */ 608 */
793 return; 609 return;
794 } 610 }
795 611
796 /* 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
797 * going to get freed anyways. 613 * going to get freed anyways.
798 */ 614 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 615 if (!op->map || op->map->in_memory == MAP_SAVING)
800 616 return;
617
801 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
802 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)
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 620 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 622#ifdef MANY_CORES
806 abort(); 623 abort ();
807#endif 624#endif
808 return; 625 return;
809 }
810 626 }
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
817 627
628 mapspace &m = op->ms ();
629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
818 if (action == UP_OBJ_INSERT) { 632 else if (action == UP_OBJ_INSERT)
633 {
634 // this is likely overkill, TODO: revisit (schmorp)
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
820 update_now=1;
821
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
823 update_now=1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
824 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
826 update_now=1; 641 || (m.move_on | op->move_on ) != m.move_on
827
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1;
830
831 if ((move_on | op->move_on) != move_on) update_now=1;
832 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
833 /* 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
834 * to have move_allow right now. 645 * to have move_allow right now.
835 */ 646 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
837 update_now=1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 649 m.flags_ = 0;
839 } 650 }
840 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 653 * that is being removed.
843 */ 654 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 656 m.flags_ = 0;
846 } else if (action == UP_OBJ_FACE) { 657 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 658 /* Nothing to do for that case */ ;
848 }
849 else { 659 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 661
853 if (update_now) {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y);
856 }
857
858 if(op->more!=NULL) 662 if (op->more)
859 update_object(op->more, action); 663 update_object (op->more, action);
860} 664}
861 665
666object *object::first;
862 667
863/* 668object::object ()
864 * free_object() frees everything allocated by an object, removes 669{
865 * it from the list of used objects, and puts it on the list of 670 SET_FLAG (this, FLAG_REMOVED);
866 * free objects. The IS_FREED() flag is set in the object. 671
867 * The object must have been removed by remove_ob() first for 672 expmul = 1.0;
868 * this function to succeed. 673 face = blank_face;
869 * 674}
870 * If free_inventory is set, free inventory as well. Else drop items in 675
871 * inventory to the ground. 676object::~object ()
872 */ 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}
873 713
874void 714void
875free_object (object * ob) 715object::activate ()
876{ 716{
877 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 }
878} 732}
879 733
880void 734void
881free_object2 (object * ob, int free_inventory) 735object::activate_recursive ()
882{ 736{
883 object *tmp, *op; 737 activate ();
884 738
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 739 for (object *op = inv; op; op = op->below)
886 { 740 op->activate_recursive ();
887 LOG (llevDebug, "Free object called with non removed object\n"); 741}
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893 742
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 743/* This function removes object 'op' from the list of active
895 { 744 * objects.
896 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 745 * This should only be used for style maps or other such
897 remove_friendly_object (ob); 746 * reference maps where you don't want an object that isn't
898 } 747 * in play chewing up cpu time getting processed.
899 748 * The reverse of this is to call update_ob_speed, which
900 if (QUERY_FLAG (ob, FLAG_FREED)) 749 * will do the right thing based on the speed of the object.
901 { 750 */
902 dump_object (ob); 751void
903 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 ())
904 return; 756 return;
905 }
906 757
907 if (ob->more != NULL) 758 if (active_prev == 0)
908 {
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912
913 if (ob->inv)
914 {
915 /* Only if the space blocks everything do we not process -
916 * if some form of movement is allowed, let objects
917 * drop on that space.
918 */
919 if (free_inventory || ob->map == NULL
920 || ob->map->in_memory != MAP_IN_MEMORY
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
922 {
923 op = ob->inv;
924
925 while (op != NULL)
926 { 759 {
927 tmp = op->below; 760 active_objects = active_next;
928 remove_ob (op); 761 if (active_next)
929 free_object2 (op, free_inventory); 762 active_next->active_prev = 0;
930 op = tmp;
931 }
932 }
933 else
934 { /* Put objects in inventory onto this space */
935 op = ob->inv;
936
937 while (op != NULL)
938 {
939 tmp = op->below;
940 remove_ob (op);
941
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
945 free_object (op);
946 else
947 {
948 op->x = ob->x;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
951 }
952
953 op = tmp;
954 }
955 }
956 }
957
958 /* Remove object from the active list */
959 ob->speed = 0;
960 update_ob_speed (ob);
961
962 SET_FLAG (ob, FLAG_FREED);
963 ob->count = 0;
964
965 /* Remove this object from the list of used objects */
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 } 763 }
973 else 764 else
974 { 765 {
975 ob->prev->next = ob->next; 766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
976 770
977 if (ob->next != NULL) 771 active_next = 0;
978 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;
979 } 887 }
980 888
981 free_key_values (ob); 889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
982 893
983 /* Now link it with the free_objects list: */ 894 head = 0;
984 ob->prev = 0;
985 ob->next = 0;
986 895
987 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 ();
988} 921}
989 922
990/* 923/*
991 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
992 * 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)).
993 */ 926 */
994 927void
995void sub_weight (object *op, signed long weight) { 928sub_weight (object *op, signed long weight)
929{
996 while (op != NULL) { 930 while (op != NULL)
931 {
997 if (op->type == CONTAINER) { 932 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 934
1000 op->carrying-=weight; 935 op->carrying -= weight;
1001 op = op->env; 936 op = op->env;
1002 } 937 }
1003} 938}
1004 939
1005/* remove_ob(op): 940/* op->remove ():
1006 * 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
1007 * 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
1008 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 945 * the previous environment.
1011 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1012 */ 947 */
1013 948void
1014void remove_ob(object *op) { 949object::remove ()
950{
1015 object *tmp,*last=NULL; 951 object *tmp, *last = 0;
1016 object *otmp; 952 object *otmp;
1017 tag_t tag;
1018 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 953
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1024 dump_object(op); 955 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 956
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1043 959
960 if (more)
961 more->remove ();
962
1044 /* 963 /*
1045 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1046 * inventory. 965 * inventory.
1047 */ 966 */
1048 if(op->env!=NULL) { 967 if (env)
968 {
1049 if(op->nrof) 969 if (nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 970 sub_weight (env, weight * nrof);
1051 else 971 else
1052 sub_weight(op->env, op->weight+op->carrying); 972 sub_weight (env, weight + carrying);
1053 973
1054 /* 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
1055 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 976 * to save cpu time.
1057 */ 977 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 979 otmp->update_stats ();
1060 fix_player(otmp);
1061 980
1062 if(op->above!=NULL) 981 if (above)
1063 op->above->below=op->below; 982 above->below = below;
1064 else 983 else
1065 op->env->inv=op->below; 984 env->inv = below;
1066 985
1067 if(op->below!=NULL) 986 if (below)
1068 op->below->above=op->above; 987 below->above = above;
1069 988
1070 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1071 * 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
1072 * 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
1073 */ 1022 */
1074 op->x=op->env->x,op->y=op->env->y; 1023 if (GET_MAP_OB (map, x, y) != this)
1075 op->map=op->env->map; 1024 {
1076 op->above=NULL,op->below=NULL; 1025 char *dump = dump_object (this);
1077 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)
1078 return; 1041 return;
1079 }
1080 1042
1081 /* If we get here, we are removing it from a map */ 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1082 if (op->map == NULL) return;
1083 1044
1084 x = op->x; 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 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);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 } 1046 {
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1137 /* 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
1138 * being removed. 1048 * being removed.
1139 */ 1049 */
1140 1050
1141 if(tmp->type==PLAYER && tmp!=op) { 1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1142 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1144 * appropriately. 1055 * appropriately.
1145 */ 1056 */
1146 if (tmp->container==op) { 1057 if (tmp->container == this)
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1058 {
1059 flag [FLAG_APPLIED] = 0;
1148 tmp->container=NULL; 1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1149 } 1065 }
1150 tmp->contr->socket.update_look=1; 1066
1151 }
1152 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 1071 {
1156 move_apply(tmp, op, NULL); 1072 move_apply (tmp, this, 0);
1073
1157 if (was_destroyed (op, tag)) { 1074 if (destroyed ())
1158 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 ());
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 } 1076 }
1161 }
1162 1077
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1165 if(tmp->above == tmp) 1080 if (tmp->above == tmp)
1166 tmp->above = NULL; 1081 tmp->above = 0;
1082
1167 last=tmp; 1083 last = tmp;
1168 } 1084 }
1085
1169 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1170 if (last==NULL) { 1087 //TODO: this makes little sense, why only update the topmost object?
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1088 if (!last)
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1089 map->at (x, y).flags_ = 0;
1173 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways.
1175 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y);
1178 }
1179 else 1090 else
1180 update_object(last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1181 1092
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1183 update_all_los(op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1184 1095 }
1185} 1096}
1186 1097
1187/* 1098/*
1188 * merge_ob(op,top): 1099 * merge_ob(op,top):
1189 * 1100 *
1190 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1102 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1193 * 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
1194 */ 1105 */
1195 1106object *
1196object *merge_ob(object *op, object *top) { 1107merge_ob (object *op, object *top)
1108{
1197 if(!op->nrof) 1109 if (!op->nrof)
1198 return 0; 1110 return 0;
1199 if(top==NULL) 1111
1112 if (top)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1201 for(;top!=NULL;top=top->below) { 1116 for (; top; top = top->below)
1117 {
1202 if(top==op) 1118 if (top == op)
1203 continue; 1119 continue;
1204 if (CAN_MERGE(op,top)) 1120
1205 { 1121 if (object::can_merge (op, top))
1122 {
1206 top->nrof+=op->nrof; 1123 top->nrof += op->nrof;
1124
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1127 op->destroy ();
1210 free_object(op);
1211 return top; 1128 return top;
1212 } 1129 }
1213 } 1130 }
1131
1214 return NULL; 1132 return 0;
1215} 1133}
1216 1134
1217/* 1135/*
1218 * 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
1219 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1220 */ 1138 */
1139object *
1221object *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)
1222 object* tmp; 1141{
1223 if (op->head) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1224 op=op->head; 1143 {
1225 for (tmp=op;tmp;tmp=tmp->more){
1226 tmp->x=x+tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1228 } 1146 }
1147
1229 return insert_ob_in_map (op, m, originator, flag); 1148 return insert_ob_in_map (op, m, originator, flag);
1230} 1149}
1231 1150
1232/* 1151/*
1233 * insert_ob_in_map (op, map, originator, flag): 1152 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1153 * This function inserts the object in the two-way linked list
1247 * Return value: 1166 * Return value:
1248 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1169 * just 'op' otherwise
1251 */ 1170 */
1252 1171object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1173{
1255 object *tmp, *top, *floor=NULL; 1174 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1175 sint16 x, y;
1257 1176
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1177 if (QUERY_FLAG (op, FLAG_FREED))
1178 {
1259 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1260 return NULL; 1180 return NULL;
1181 }
1182
1183 if (!m)
1261 } 1184 {
1262 if(m==NULL) {
1263 dump_object(op); 1185 char *dump = dump_object (op);
1264 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);
1265 return op; 1188 return op;
1266 } 1189 }
1190
1267 if(out_of_map(m,op->x,op->y)) { 1191 if (out_of_map (m, op->x, op->y))
1192 {
1268 dump_object(op); 1193 char *dump = dump_object (op);
1269 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);
1270#ifdef MANY_CORES 1195#ifdef MANY_CORES
1271 /* 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
1272 * 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
1273 * improperly inserted. 1198 * improperly inserted.
1274 */ 1199 */
1275 abort(); 1200 abort ();
1276#endif 1201#endif
1202 free (dump);
1277 return op; 1203 return op;
1278 } 1204 }
1205
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1280 dump_object(op); 1208 char *dump = dump_object (op);
1281 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);
1282 return op; 1211 return op;
1212 }
1213
1214 if (op->more)
1283 } 1215 {
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1286 1217
1287 object *more = op->more; 1218 object *more = op->more;
1288 1219
1289 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1290 * 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
1291 * 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
1292 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1293 */ 1224 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1295 more->map = get_map_from_coord(m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1296 } else if (!more->map) { 1227 else if (!more->map)
1228 {
1297 /* For backwards compatibility - when not dealing with tiled maps, 1229 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent. 1230 * more->map should always point to the parent.
1299 */ 1231 */
1300 more->map = m; 1232 more->map = m;
1301 } 1233 }
1302 1234
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1304 if ( ! op->head) 1237 if (!op->head)
1305 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
1306 return NULL; 1240 return 0;
1307 } 1241 }
1308 } 1242 }
1243
1309 CLEAR_FLAG(op,FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1310 1245
1311 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * 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
1313 * need extra work 1248 * need extra work
1314 */ 1249 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y); 1250 op->map = get_map_from_coord (m, &op->x, &op->y);
1316 x = op->x; 1251 x = op->x;
1317 y = op->y; 1252 y = op->y;
1318 1253
1319 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1320 */ 1255 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) { 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1322 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)
1323 if (CAN_MERGE(op,tmp)) { 1258 if (object::can_merge (op, tmp))
1259 {
1324 op->nrof+=tmp->nrof; 1260 op->nrof += tmp->nrof;
1325 remove_ob(tmp); 1261 tmp->destroy ();
1326 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;
1327 } 1322 }
1328 }
1329 1323
1330 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 */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1325 top = last;
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334 1326
1335 if (flag & INS_BELOW_ORIGINATOR) { 1327 /* We let update_position deal with figuring out what the space
1336 if (originator->map != op->map || originator->x != op->x || 1328 * looks like instead of lots of conditions here.
1337 originator->y != op->y) { 1329 * makes things faster, and effectively the same result.
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339 abort();
1340 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else {
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /* 1330 */
1352 * If there are multiple objects on this space, we do some trickier handling. 1331
1353 * We've already dealt with merging if appropriate. 1332 /* Have object 'fall below' other objects that block view.
1354 * Generally, we want to put the new object on top. But if 1333 * Unless those objects are exits, type 66
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1334 * If INS_ON_TOP is used, don't do this processing
1356 * floor, we want to insert above that and no further. 1335 * Need to find the object that in fact blocks view, otherwise
1357 * Also, if there are spell objects on this space, we stop processing 1336 * stacking is a bit odd.
1358 * once we get to them. This reduces the need to traverse over all of 1337 */
1359 * them when adding another one - this saves quite a bit of cpu time 1338 if (!(flag & INS_ON_TOP) &&
1360 * 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))
1361 * 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.
1362 */ 1348 */
1363 1349 if (last && last->below && last != floor)
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above; 1350 top = last->below;
1377 } 1351 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */ 1352 } /* If objects on this space */
1353
1405 if (flag & INS_MAP_LOAD) 1354 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y); 1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1357 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor;
1408 1359
1409 /* 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.
1410 */ 1361 */
1411 1362
1412 /* First object on this space */ 1363 /* First object on this space */
1413 if (!top) { 1364 if (!top)
1365 {
1414 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)
1415 if (op->above) op->above->below = op; 1369 op->above->below = op;
1370
1416 op->below = NULL; 1371 op->below = 0;
1417 SET_MAP_OB(op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1373 }
1374 else
1418 } else { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1419 op->above = top->above; 1376 op->above = top->above;
1377
1378 if (op->above)
1420 if (op->above) op->above->below = op; 1379 op->above->below = op;
1380
1421 op->below = top; 1381 op->below = top;
1422 top->above = op; 1382 top->above = op;
1423 } 1383 }
1384
1424 if (op->above==NULL) 1385 if (!op->above)
1425 SET_MAP_TOP(op->map,op->x, op->y, op); 1386 op->ms ().top = op;
1426 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1427 1388
1428 if(op->type==PLAYER) 1389 if (op->type == PLAYER)
1390 {
1429 op->contr->do_los=1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1430 1395
1396 op->map->dirty = true;
1397
1431 /* 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
1432 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1433 */ 1400 */
1434 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1435 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 ())
1436 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1437 tmp->contr->socket.update_look=1; 1404 pl->contr->ns->floorbox_update ();
1438 }
1439 1405
1440 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1441 * 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
1442 * 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
1443 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1444 * 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 -
1445 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1447 * of effect may be sufficient. 1413 * of effect may be sufficient.
1448 */ 1414 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1451 1417
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1455 1420
1421 INVOKE_OBJECT (INSERT, op);
1456 1422
1457 /* 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,
1458 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1459 * 1425 *
1460 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object(). 1429 * update_object().
1464 */ 1430 */
1465 1431
1466 /* 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 */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1434 {
1469 if (check_move_on(op, originator)) 1435 if (check_move_on (op, originator))
1470 return NULL; 1436 return 0;
1471 1437
1472 /* 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
1473 * walk on's. 1439 * walk on's.
1474 */ 1440 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1477 return NULL; 1443 return 0;
1478 } 1444 }
1445
1479 return op; 1446 return op;
1480} 1447}
1481 1448
1482/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1483 * 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.
1484 * 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.
1485 */ 1452 */
1453void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1487 object *tmp; 1455{
1488 object *tmp1; 1456 object *tmp, *tmp1;
1489 1457
1490 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1491 1459
1492 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)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1494 remove_ob(tmp); 1462 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1463
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1465
1501 1466 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1467 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 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}
1505 1476
1506/* 1477/*
1507 * 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
1508 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1509 * 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).
1510 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1482 * global static errmsg array.
1512 */ 1483 */
1513 1484object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1485get_split_ob (object *orig_ob, uint32 nr)
1486{
1515 object *newob; 1487 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1489
1518 if(orig_ob->nrof<nr) { 1490 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1491 {
1520 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);
1521 return NULL; 1493 return NULL;
1522 } 1494 }
1495
1523 newob = object_create_clone(orig_ob); 1496 newob = object_create_clone (orig_ob);
1497
1524 if((orig_ob->nrof-=nr)<1) { 1498 if ((orig_ob->nrof -= nr) < 1)
1525 if ( ! is_removed) 1499 orig_ob->destroy (1);
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) { 1500 else if (!is_removed)
1501 {
1530 if(orig_ob->env!=NULL) 1502 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 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 {
1533 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.");
1534 LOG(llevDebug,
1535 "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");
1536 return NULL; 1508 return NULL;
1537 } 1509 }
1538 } 1510 }
1511
1539 newob->nrof=nr; 1512 newob->nrof = nr;
1540 1513
1541 return newob; 1514 return newob;
1542} 1515}
1543 1516
1544/* 1517/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1518 * decrease_ob_nr(object, number) decreases a specified number from
1546 * 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
1547 * is subsequently removed and freed. 1520 * is subsequently removed and freed.
1548 * 1521 *
1549 * 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
1550 */ 1523 */
1551 1524
1525object *
1552object *decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1553{ 1527{
1554 object *tmp; 1528 object *tmp;
1555 player *pl;
1556 1529
1557 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1531 return op;
1559 1532
1560 if (i > op->nrof) 1533 if (i > op->nrof)
1561 i = op->nrof; 1534 i = op->nrof;
1562 1535
1563 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 }
1564 { 1572 }
1573 else
1574 {
1575 object *above = op->above;
1576
1577 if (i < op->nrof)
1565 op->nrof -= i; 1578 op->nrof -= i;
1566 } 1579 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */
1572 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1580 {
1585
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op); 1581 op->remove ();
1594 op->nrof = 0; 1582 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 } 1583 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603 1584
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1587 if (tmp->type == PLAYER)
1588 {
1613 if (op->nrof) 1589 if (op->nrof)
1614 esrv_send_item(tmp, op); 1590 esrv_send_item (tmp, op);
1615 else 1591 else
1616 esrv_del_item(tmp->contr, op->count); 1592 esrv_del_item (tmp->contr, op->count);
1617 } 1593 }
1618 } 1594 }
1619 1595
1620 if (op->nrof) { 1596 if (op->nrof)
1621 return op; 1597 return op;
1622 } else { 1598 else
1623 free_object (op); 1599 {
1600 op->destroy ();
1624 return NULL; 1601 return 0;
1625 } 1602 }
1626} 1603}
1627 1604
1628/* 1605/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1607 * and also updates how much the environment(s) is/are carrying.
1631 */ 1608 */
1632 1609
1610void
1633void add_weight (object *op, signed long weight) { 1611add_weight (object *op, signed long weight)
1612{
1634 while (op!=NULL) { 1613 while (op != NULL)
1614 {
1635 if (op->type == CONTAINER) { 1615 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1617
1638 op->carrying+=weight; 1618 op->carrying += weight;
1639 op=op->env; 1619 op = op->env;
1640 } 1620 }
1641} 1621}
1642 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
1643/* 1643/*
1644 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1645 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1646 * inside the object environment. 1646 * inside the object environment.
1647 * 1647 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * 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
1654 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1655 */ 1650 */
1656 1651
1657object *insert_ob_in_ob(object *op,object *where) { 1652object *
1653object::insert (object *op)
1654{
1658 object *tmp, *otmp; 1655 object *tmp, *otmp;
1659 1656
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 dump_object(op); 1658 op->remove ();
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1659
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1660 if (op->more)
1661 {
1676 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);
1677 &op->name, op->count);
1678 return op; 1663 return op;
1679 } 1664 }
1665
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1668 if (op->nrof)
1669 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1671 if (object::can_merge (tmp, op))
1672 {
1685 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1674 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1690 */ 1678 */
1691 add_weight (where, op->weight*op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1694 op = tmp; 1682 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1685 break;
1698 } 1686 }
1699 1687
1700 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1690 * (if it was possible to merge). calling remove_ob will subtract
1703 * 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
1704 * the linking below 1692 * the linking below
1705 */ 1693 */
1706 add_weight (where, op->weight*op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1695 }
1707 } else 1696 else
1708 add_weight (where, (op->weight+op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1709 1698
1710 otmp=is_player_inv(where); 1699 otmp = this->in_player ();
1711 if (otmp&&otmp->contr!=NULL) { 1700 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1702 otmp->update_stats ();
1714 }
1715 1703
1716 op->map=NULL; 1704 op->map = 0;
1717 op->env=where; 1705 op->env = this;
1718 op->above=NULL; 1706 op->above = 0;
1719 op->below=NULL; 1707 op->below = 0;
1720 op->x=0,op->y=0; 1708 op->x = 0, op->y = 0;
1721 1709
1722 /* 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 */
1723 if((op->glow_radius!=0)&&where->map) 1711 if ((op->glow_radius != 0) && map)
1724 { 1712 {
1725#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1726 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);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1729 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);
1730 } 1718 }
1731 1719
1732 /* 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.
1733 * It sure simplifies this function... 1721 * It sure simplifies this function...
1734 */ 1722 */
1735 if (where->inv==NULL) 1723 if (!inv)
1736 where->inv=op; 1724 inv = op;
1737 else { 1725 else
1726 {
1738 op->below = where->inv; 1727 op->below = inv;
1739 op->below->above = op; 1728 op->below->above = op;
1740 where->inv = op; 1729 inv = op;
1741 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1742 return op; 1734 return op;
1743} 1735}
1744 1736
1745/* 1737/*
1746 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1760 * 1752 *
1761 * 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
1762 * 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
1763 * on top. 1755 * on top.
1764 */ 1756 */
1765 1757int
1766int check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1767{ 1759{
1768 object *tmp; 1760 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1761 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1762 int x = op->x, y = op->y;
1763
1772 MoveType move_on, move_slow, move_block; 1764 MoveType move_on, move_slow, move_block;
1773 1765
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1766 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1767 return 0;
1776 1768
1777 tag = op->count;
1778
1779 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);
1780 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);
1781 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);
1782 1772
1783 /* 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,
1784 * 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
1785 * 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
1786 * as walking. 1776 * as walking.
1787 */ 1777 */
1788 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))
1789 return 0; 1779 return 0;
1790 1780
1791 /* This is basically inverse logic of that below - basically, 1781 /* This is basically inverse logic of that below - basically,
1792 * 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,
1793 * 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
1794 * blocked. Logic on this seems confusing, but does seem correct. 1784 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1785 */
1796 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)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1787 return 0;
1798 1788
1799 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1801 */ 1791 */
1802 1792
1803 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)
1804 tmp->above!=NULL; tmp=tmp->above) { 1794 {
1805 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1806 * 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,
1807 * we don't need to check all of them. 1797 * we don't need to check all of them.
1808 */ 1798 */
1809 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)
1810 } 1804 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1805 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1806 continue; /* Can't apply yourself */
1813 1807
1814 /* 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.
1815 * Second check makes sure that the movement types not being slowed 1809 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1810 * (~slow_move) is not blocked on this space - just because the
1817 * 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
1818 * 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.
1819 */ 1813 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1814 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1815 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (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 {
1824 1819
1825 float diff; 1820 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1821 diff = tmp->move_slow_penalty * FABS (op->speed);
1822
1828 if (op->type == PLAYER) { 1823 if (op->type == PLAYER)
1829 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)) ||
1830 (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)))
1831 diff /= 4.0; 1826 diff /= 4.0;
1832 } 1827
1833 }
1834 op->speed_left -= diff; 1828 op->speed_left -= diff;
1835 } 1829 }
1836 } 1830 }
1837 1831
1838 /* Basically same logic as above, except now for actual apply. */ 1832 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (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))
1842 1835 {
1843 move_apply(tmp, op, originator); 1836 move_apply (tmp, op, originator);
1837
1844 if (was_destroyed (op, tag)) 1838 if (op->destroyed ())
1845 return 1; 1839 return 1;
1846 1840
1847 /* what the person/creature stepped onto has moved the object 1841 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1842 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1843 * have a feeling strange problems would result.
1850 */ 1844 */
1851 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;
1852 } 1847 }
1853 } 1848 }
1849
1854 return 0; 1850 return 0;
1855} 1851}
1856 1852
1857/* 1853/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1861 */ 1857 */
1862 1858object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1859present_arch (const archetype *at, maptile *m, int x, int y)
1864 object *tmp; 1860{
1865 if(m==NULL || out_of_map(m,x,y)) { 1861 if (!m || out_of_map (m, x, y))
1862 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1864 return NULL;
1868 } 1865 }
1869 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)
1870 if(tmp->arch == at) 1868 if (tmp->arch == at)
1871 return tmp; 1869 return tmp;
1870
1872 return NULL; 1871 return NULL;
1873} 1872}
1874 1873
1875/* 1874/*
1876 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1879 */ 1878 */
1880 1879object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1880present (unsigned char type, maptile *m, int x, int y)
1882 object *tmp; 1881{
1883 if(out_of_map(m,x,y)) { 1882 if (out_of_map (m, x, y))
1883 {
1884 LOG(llevError,"Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1885 return NULL;
1886 } 1886 }
1887 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)
1888 if(tmp->type==type) 1889 if (tmp->type == type)
1889 return tmp; 1890 return tmp;
1891
1890 return NULL; 1892 return NULL;
1891} 1893}
1892 1894
1893/* 1895/*
1894 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
1897 */ 1899 */
1898 1900object *
1899object *present_in_ob(unsigned char type, const object *op) { 1901present_in_ob (unsigned char type, const object *op)
1900 object *tmp; 1902{
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 1904 if (tmp->type == type)
1903 return tmp; 1905 return tmp;
1906
1904 return NULL; 1907 return NULL;
1905} 1908}
1906 1909
1907/* 1910/*
1908 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
1916 * 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
1917 * 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
1918 * 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
1919 * to be unique. 1922 * to be unique.
1920 */ 1923 */
1921 1924object *
1922object *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)
1923 object *tmp; 1926{
1924
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 1929 return tmp;
1928 } 1930
1929 return NULL; 1931 return 0;
1930} 1932}
1931 1933
1932/* 1934/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
1936 */ 1938 */
1937 1939object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 1940present_arch_in_ob (const archetype *at, const object *op)
1939 object *tmp; 1941{
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 1943 if (tmp->arch == at)
1942 return tmp; 1944 return tmp;
1945
1943 return NULL; 1946 return NULL;
1944} 1947}
1945 1948
1946/* 1949/*
1947 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
1948 */ 1951 */
1952void
1949void flag_inv(object*op, int flag){ 1953flag_inv (object *op, int flag)
1950 object *tmp; 1954{
1951 if(op->inv) 1955 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1957 {
1953 SET_FLAG(tmp, flag); 1958 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 1959 flag_inv (tmp, flag);
1955 } 1960 }
1961}
1962
1956}/* 1963/*
1957 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
1958 */ 1965 */
1966void
1959void unflag_inv(object*op, int flag){ 1967unflag_inv (object *op, int flag)
1960 object *tmp; 1968{
1961 if(op->inv) 1969 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 {
1963 CLEAR_FLAG(tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 1973 unflag_inv (tmp, flag);
1965 } 1974 }
1966} 1975}
1967 1976
1968/* 1977/*
1969 * 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
1970 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
1971 * 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
1972 * 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.
1973 */ 1982 */
1974 1983void
1975void set_cheat(object *op) { 1984set_cheat (object *op)
1985{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
1978} 1988}
1979 1989
1980/* 1990/*
1981 * 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
1982 * 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
1996 * 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
1997 * 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
1998 * 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
1999 * customized, changed states, etc. 2009 * customized, changed states, etc.
2000 */ 2010 */
2001 2011int
2002int 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{
2003 int i,index=0, flag; 2014 int index = 0, flag;
2004 static int altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2005 2016
2006 for(i=start;i<stop;i++) { 2017 for (int i = start; i < stop; i++)
2018 {
2007 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]);
2008 if(!flag) 2020 if (!flag)
2009 altern[index++]=i; 2021 altern [index++] = i;
2010 2022
2011 /* 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.
2012 * 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.
2013 * 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 -
2014 * 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
2015 * 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
2016 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2018 */ 2030 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2032 stop = maxfree[i];
2021 } 2033 }
2022 if(!index) return -1; 2034
2035 if (!index)
2036 return -1;
2037
2023 return altern[RANDOM()%index]; 2038 return altern[RANDOM () % index];
2024} 2039}
2025 2040
2026/* 2041/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2029 * 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.
2030 * 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.
2031 */ 2046 */
2032 2047int
2033int 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)
2034 int i; 2049{
2035 for(i=0;i<SIZEOFFREE;i++) { 2050 for (int i = 0; i < SIZEOFFREE; i++)
2036 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]))
2037 return i; 2052 return i;
2038 } 2053
2039 return -1; 2054 return -1;
2040} 2055}
2041 2056
2042/* 2057/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2045 */ 2061 */
2062static void
2046static void permute(int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2047{ 2064{
2048 int i, j, tmp, len; 2065 arr += begin;
2066 end -= begin;
2049 2067
2050 len = end-begin; 2068 while (--end)
2051 for(i = begin; i < end; i++) 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2052 {
2053 j = begin+RANDOM()%len;
2054
2055 tmp = arr[i];
2056 arr[i] = arr[j];
2057 arr[j] = tmp;
2058 }
2059} 2070}
2060 2071
2061/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2063 * 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
2064 * 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
2065 * 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
2066 * 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.
2067 */ 2078 */
2079void
2068void get_search_arr(int *search_arr) 2080get_search_arr (int *search_arr)
2069{ 2081{
2070 int i; 2082 int i;
2071 2083
2072 for(i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2073 {
2074 search_arr[i] = i; 2085 search_arr[i] = i;
2075 }
2076 2086
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2090}
2081 2091
2082/* 2092/*
2083 * 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
2084 * given map at the given coordinates for live objects. 2094 * given map at the given coordinates for live objects.
2089 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2090 * 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
2091 * 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
2092 * there is capable of. 2102 * there is capable of.
2093 */ 2103 */
2094 2104int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2105find_dir (maptile *m, int x, int y, object *exclude)
2106{
2096 int i,max=SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2108
2097 sint16 nx, ny; 2109 sint16 nx, ny;
2098 object *tmp; 2110 object *tmp;
2099 mapstruct *mp; 2111 maptile *mp;
2112
2100 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2101 2114
2102 if (exclude && exclude->head) { 2115 if (exclude && exclude->head)
2116 {
2103 exclude = exclude->head; 2117 exclude = exclude->head;
2104 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2105 } else { 2119 }
2120 else
2121 {
2106 /* 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. */
2107 move_type=MOVE_ALL; 2123 move_type = MOVE_ALL;
2124 }
2125
2126 for (i = 1; i < max; i++)
2108 } 2127 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2128 mp = m;
2112 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2114 2131
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2116 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)
2117 max = maxfree[i]; 2143 max = maxfree[i];
2118 } else {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2120
2121 if ((move_type & blocked) == move_type) {
2122 max=maxfree[i];
2123 } else if (mflags & P_IS_ALIVE) { 2144 else if (mflags & P_IS_ALIVE)
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2145 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2127 break; 2149 break;
2128 } 2150
2129 }
2130 if(tmp) { 2151 if (tmp)
2131 return freedir[i]; 2152 return freedir[i];
2132 }
2133 } 2153 }
2134 } 2154 }
2135 } 2155 }
2156
2136 return 0; 2157 return 0;
2137} 2158}
2138 2159
2139/* 2160/*
2140 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2162 * distance between the two given objects.
2142 */ 2163 */
2143 2164int
2144int distance(const object *ob1, const object *ob2) { 2165distance (const object *ob1, const object *ob2)
2145 int i; 2166{
2146 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);
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2148 return i;
2149} 2168}
2150 2169
2151/* 2170/*
2152 * 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
2153 * 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
2154 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2155 */ 2174 */
2156 2175int
2157int find_dir_2(int x, int y) { 2176find_dir_2 (int x, int y)
2177{
2158 int q; 2178 int q;
2159 2179
2160 if(y) 2180 if (y)
2161 q=x*100/y; 2181 q = x * 100 / y;
2162 else if (x) 2182 else if (x)
2163 q= -300*x; 2183 q = -300 * x;
2164 else 2184 else
2165 return 0; 2185 return 0;
2166 2186
2167 if(y>0) { 2187 if (y > 0)
2188 {
2168 if(q < -242) 2189 if (q < -242)
2169 return 3 ; 2190 return 3;
2170 if (q < -41) 2191 if (q < -41)
2171 return 2 ; 2192 return 2;
2172 if (q < 41) 2193 if (q < 41)
2173 return 1 ; 2194 return 1;
2174 if (q < 242) 2195 if (q < 242)
2175 return 8 ; 2196 return 8;
2176 return 7 ; 2197 return 7;
2177 } 2198 }
2178 2199
2179 if (q < -242) 2200 if (q < -242)
2180 return 7 ; 2201 return 7;
2181 if (q < -41) 2202 if (q < -41)
2182 return 6 ; 2203 return 6;
2183 if (q < 41) 2204 if (q < 41)
2184 return 5 ; 2205 return 5;
2185 if (q < 242) 2206 if (q < 242)
2186 return 4 ; 2207 return 4;
2187 2208
2188 return 3 ; 2209 return 3;
2189} 2210}
2190 2211
2191/* 2212/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2213 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2214 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2215 * "overflow" in previous calculations of a direction).
2195 */ 2216 */
2196 2217
2218int
2197int absdir(int d) { 2219absdir (int d)
2198 while(d<1) d+=8; 2220{
2199 while(d>8) d-=8; 2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2200 return d; 2227 return d;
2201} 2228}
2202 2229
2203/* 2230/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2232 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2233 */
2207 2234
2235int
2208int dirdiff(int dir1, int dir2) { 2236dirdiff (int dir1, int dir2)
2237{
2209 int d; 2238 int d;
2239
2210 d = abs(dir1 - dir2); 2240 d = abs (dir1 - dir2);
2211 if(d>4) 2241 if (d > 4)
2212 d = 8 - d; 2242 d = 8 - d;
2243
2213 return d; 2244 return d;
2214} 2245}
2215 2246
2216/* peterm: 2247/* peterm:
2217 * 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.
2220 * 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
2221 * 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.
2222 * 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
2223 * functions. 2254 * functions.
2224 */ 2255 */
2225
2226int reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2262 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2263 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2264 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2265 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2266 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2267 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2268 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2269 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2270 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2271 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2272 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2273 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2274 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2275 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2276 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2277 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2278 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2279 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2280 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2281 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2282 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2283 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2284 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2285 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2286 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2287 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2288 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2289 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2290 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2291 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2292 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2293 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2294 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2295 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2296 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2297 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2298 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2299 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2300 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2301 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2302 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2303 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2304 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2305 {24, 9, -1}
2306}; /* 48 */
2276 2307
2277/* Recursive routine to step back and see if we can 2308/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2311 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2282 */ 2313 */
2283 2314int
2284
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2316{
2286 sint16 dx, dy; 2317 sint16 dx, dy;
2287 int mflags; 2318 int mflags;
2288 2319
2320 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2290 2322
2291 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2324 dy = y + freearr_y[dir];
2293 2325
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2326 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2327
2296 /* This functional arguably was incorrect before - it was 2328 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2329 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2330 * we could move to the monster - this is being more
2299 * 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
2300 * 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
2301 * at least its move type. 2333 * at least its move type.
2302 */ 2334 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2335 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2336 return 0;
2304 2337
2305 /* yes, can see. */ 2338 /* yes, can see. */
2306 if(dir < 9) return 1; 2339 if (dir < 9)
2340 return 1;
2341
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2310} 2345}
2311 2346
2312
2313
2314/* 2347/*
2315 * 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
2316 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2318 * 2351 *
2320 * core dumps if they do. 2353 * core dumps if they do.
2321 * 2354 *
2322 * 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)
2323 */ 2356 */
2324 2357
2358int
2325int can_pick(const object *who, const object *item) { 2359can_pick (const object *who, const object *item)
2360{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2364}
2331
2332 2365
2333/* 2366/*
2334 * create clone from object to another 2367 * create clone from object to another
2335 */ 2368 */
2369object *
2336object *object_create_clone (object *asrc) { 2370object_create_clone (object *asrc)
2371{
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2338 2373
2339 if(!asrc) return NULL; 2374 if (!asrc)
2375 return 0;
2376
2340 src = asrc; 2377 src = asrc;
2341 if(src->head) 2378 if (src->head)
2342 src = src->head; 2379 src = src->head;
2343 2380
2344 prev = NULL; 2381 prev = 0;
2345 for(part = src; part; part = part->more) { 2382 for (part = src; part; part = part->more)
2346 tmp = get_object(); 2383 {
2347 copy_object(part,tmp); 2384 tmp = part->clone ();
2348 tmp->x -= src->x; 2385 tmp->x -= src->x;
2349 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2350 if(!part->head) { 2388 if (!part->head)
2389 {
2351 dst = tmp; 2390 dst = tmp;
2352 tmp->head = NULL; 2391 tmp->head = 0;
2392 }
2353 } else { 2393 else
2354 tmp->head = dst; 2394 tmp->head = dst;
2355 } 2395
2356 tmp->more = NULL; 2396 tmp->more = 0;
2397
2357 if(prev) 2398 if (prev)
2358 prev->more = tmp; 2399 prev->more = tmp;
2400
2359 prev = tmp; 2401 prev = tmp;
2360 } 2402 }
2361 /*** copy inventory ***/ 2403
2362 for(item = src->inv; item; item = item->below) { 2404 for (item = src->inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2364 }
2365 2406
2366 return dst; 2407 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2408}
2376 2409
2377/* GROS - Creates an object using a string representing its content. */ 2410/* GROS - Creates an object using a string representing its content. */
2378/* 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 */
2379/* 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, */
2380/* 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. */
2381/* 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. */
2382/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2383 2416object *
2384object* load_object_str(const char *obstr) 2417load_object_str (const char *obstr)
2385{ 2418{
2386 object *op; 2419 object *op;
2387 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2421
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2423
2390 FILE *tempfile=fopen(filename,"w"); 2424 FILE *tempfile = fopen (filename, "w");
2425
2391 if (tempfile == NULL) 2426 if (tempfile == NULL)
2392 { 2427 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2429 return NULL;
2395 }; 2430 }
2431
2396 fprintf(tempfile,obstr); 2432 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2433 fclose (tempfile);
2398 2434
2399 op=get_object(); 2435 op = object::create ();
2400 2436
2401 object_thawer thawer (filename); 2437 object_thawer thawer (filename);
2402 2438
2403 if (thawer) 2439 if (thawer)
2404 load_object(thawer,op,0); 2440 load_object (thawer, op, 0);
2405 2441
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2443 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2444
2409 return op; 2445 return op;
2410} 2446}
2411 2447
2412/* This returns the first object in who's inventory that 2448/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2449 * has the same type and subtype match.
2414 * returns NULL if no match. 2450 * returns NULL if no match.
2415 */ 2451 */
2452object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2454{
2418 object *tmp;
2419
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2456 if (tmp->type == type && tmp->subtype == subtype)
2457 return tmp;
2422 2458
2423 return NULL; 2459 return 0;
2424} 2460}
2425 2461
2426/* 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,
2427 * otherwise return NULL. 2463 * otherwise return NULL.
2428 * 2464 *
2429 * 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
2430 * do the desired thing. 2466 * do the desired thing.
2431 */ 2467 */
2468key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2469get_ob_key_link (const object *ob, const char *key)
2433 key_value * link; 2470{
2434
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2471 for (key_value *link = ob->key_values; link; link = link->next)
2436 if (link->key == key) { 2472 if (link->key == key)
2437 return link; 2473 return link;
2438 } 2474
2439 } 2475 return 0;
2440 2476}
2441 return NULL;
2442}
2443 2477
2444/* 2478/*
2445 * 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.
2446 * 2480 *
2447 * The argument doesn't need to be a shared string. 2481 * The argument doesn't need to be a shared string.
2448 * 2482 *
2449 * The returned string is shared. 2483 * The returned string is shared.
2450 */ 2484 */
2485const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2486get_ob_key_value (const object *op, const char *const key)
2487{
2452 key_value * link; 2488 key_value *link;
2453 const char * canonical_key; 2489 shstr_cmp canonical_key (key);
2490
2491 if (!canonical_key)
2454 2492 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2497 */
2463 return NULL; 2498 return 0;
2464 } 2499 }
2465 2500
2466 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2468 */ 2503 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2504 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2505 if (link->key == canonical_key)
2471 return link->value; 2506 return link->value;
2472 } 2507
2473 } 2508 return 0;
2474 return NULL;
2475} 2509}
2476 2510
2477 2511
2478/* 2512/*
2479 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2483 * 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
2484 * keys. 2518 * keys.
2485 * 2519 *
2486 * Returns TRUE on success. 2520 * Returns TRUE on success.
2487 */ 2521 */
2522int
2488int 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{
2489 key_value * field = NULL, *last=NULL; 2525 key_value *field = NULL, *last = NULL;
2490 2526
2491 for (field=op->key_values; field != NULL; field=field->next) { 2527 for (field = op->key_values; field != NULL; field = field->next)
2528 {
2492 if (field->key != canonical_key) { 2529 if (field->key != canonical_key)
2530 {
2493 last = field; 2531 last = field;
2494 continue; 2532 continue;
2495 } 2533 }
2496 2534
2497 if (value) 2535 if (value)
2498 field->value = value; 2536 field->value = value;
2499 else { 2537 else
2538 {
2500 /* Basically, if the archetype has this key set, 2539 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2540 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2541 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2542 * we get this value back again.
2504 */ 2543 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2544 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2545 field->value = 0;
2546 else
2547 {
2548 if (last)
2549 last->next = field->next;
2507 else 2550 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2551 op->key_values = field->next;
2511 2552
2512 delete field; 2553 delete field;
2513 } 2554 }
2514 } 2555 }
2515 return TRUE; 2556 return TRUE;
2516 } 2557 }
2517 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2518 2559
2519 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2520 2561
2521 if (!add_key) { 2562 if (!add_key)
2522 return FALSE; 2563 return FALSE;
2523 } 2564
2524 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2528 * should pass in "" 2569 * should pass in ""
2529 */ 2570 */
2530 if (value == NULL) return TRUE; 2571 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 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;
2541} 2583}
2542 2584
2543/* 2585/*
2544 * Updates the key in op to value. 2586 * Updates the key in op to value.
2545 * 2587 *
2547 * and not add new ones. 2589 * and not add new ones.
2548 * 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
2549 * 2591 *
2550 * Returns TRUE on success. 2592 * Returns TRUE on success.
2551 */ 2593 */
2594int
2552int 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)
2553{ 2596{
2554 shstr key_ (key); 2597 shstr key_ (key);
2598
2555 return set_ob_key_value_s (op, key_, value, add_key); 2599 return set_ob_key_value_s (op, key_, value, add_key);
2556} 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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