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Comparing deliantra/server/common/object.C (file contents):
Revision 1.11 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.102 by root, Mon Jan 1 17:34:11 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.11 2006/09/03 00:18:40 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 196{
127
128 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
130 204
131 if (ob1->speed != ob2->speed) return 0; 205 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 207 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 208 * used to store nrof).
135 */ 209 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id
239 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0;
251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 259 return 0;
138 260
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 262 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 263 return 0;
145 264
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 266 * if it is valid.
158 */ 267 */
159 } 268 }
160 269
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 270 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 271 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 272 * some items equipped, and we don't want those to merge.
212 */ 273 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275 return 0;
276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0;
283
284 switch (ob1->type)
285 {
286 case SCROLL:
287 if (ob1->level != ob2->level)
288 return 0;
289 break;
290 }
291
292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
294 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 /* One has fields, but the other one doesn't. */
214 return 0; 297 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 298 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 299 return 0;
229 } 300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
230 } 304 {
305 ob1->optimise ();
306 ob2->optimise ();
231 307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
232 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
233 return 1; 313 return 1;
234} 314}
235 315
236/* 316/*
237 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
240 */ 320 */
241signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
242 signed long sum; 324 long sum;
243 object *inv; 325 object *inv;
326
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
245 if (inv->inv) 329 if (inv->inv)
246 sum_weight(inv); 330 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 332 }
333
249 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
251 if(op->carrying != sum) 337 if (op->carrying != sum)
252 op->carrying = sum; 338 op->carrying = sum;
339
253 return sum; 340 return sum;
254} 341}
255 342
256/** 343/**
257 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
258 */ 345 */
259 346
347object *
260object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
261 while (op->env != NULL) 350 while (op->env != NULL)
262 op = op->env; 351 op = op->env;
263 return op; 352 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 353}
278 354
279/* 355/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 357 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
283 */ 359 */
284 360
285void dump_object2(object *op) { 361char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 362dump_object (object *op)
332 if(op==NULL) { 363{
333 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
334 return; 365 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 366
340void dump_all_objects(void) { 367 object_freezer freezer;
341 object *op; 368 save_object (freezer, op, 1);
342 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 370}
347 371
348/* 372/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
352 */ 376 */
353 377
378object *
354object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
355 object *tmp,*closest; 381 object *tmp, *closest;
356 int last_dist,i; 382 int last_dist, i;
383
357 if(op->more==NULL) 384 if (op->more == NULL)
358 return op; 385 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
362 return closest; 389 return closest;
363} 390}
364 391
365/* 392/*
366 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
367 */ 394 */
368 395
396object *
369object *find_object(tag_t i) { 397find_object (tag_t i)
370 object *op; 398{
371 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 400 if (op->count == i)
373 break; 401 return op;
402
374 return op; 403 return 0;
375} 404}
376 405
377/* 406/*
378 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
381 */ 410 */
382 411
412object *
383object *find_object_name(const char *str) { 413find_object_name (const char *str)
384 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
385 object *op; 416 object *op;
417
386 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 419 if (op->name == str_)
388 break; 420 break;
389 421
390 return op; 422 return op;
391} 423}
392 424
425void
393void free_all_object_data(void) { 426free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 427{
435 if (!op) return; 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 429}
443
444
445 430
446/* 431/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 433 * skill and experience objects.
449 */ 434 */
450void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
451{ 437{
452 if(owner==NULL||op==NULL) 438 if (!owner)
453 return; 439 return;
454 440
455 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
461 */ 447 */
462 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
464 450
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 451 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 452}
518 453
519/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 455 * refcounts and freeing the links.
521 */ 456 */
457static void
522static void free_key_values(object * op) 458free_key_values (object *op)
523{ 459{
524 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
525 { 461 {
526 key_value *next = i->next; 462 key_value *next = i->next;
527 delete i; 463 delete i;
464
528 i = next; 465 i = next;
529 } 466 }
530 467
531 op->key_values = 0; 468 op->key_values = 0;
532} 469}
533 470
534/* 471/*
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{
541 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585}
586
587/*
588 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 477 * will point at garbage.
594 */ 478 */
595 479void
596void copy_object(object *op2, object *op) 480object::copy_to (object *dst)
597{ 481{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 484
600 op->clear (); 485 *(object_copy *)dst = *this;
601 486
602 free_key_values (op); 487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
603 489
604 *(object_special *)op = *(object_special *)op2; 490 if (is_removed)
605 op2->clone (op); 491 SET_FLAG (dst, FLAG_REMOVED);
606 492
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0) 493 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 495
613 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 497 if (key_values)
498 {
615 key_value *tail = NULL; 499 key_value *tail = 0;
616 key_value *i; 500 key_value *i;
617 501
618 op->key_values = NULL; 502 dst->key_values = 0;
619 503
620 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
621 { 505 {
622 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
623 507
624 new_link->next = NULL; 508 new_link->next = 0;
625 new_link->key = i->key; 509 new_link->key = i->key;
626 new_link->value = i->value; 510 new_link->value = i->value;
627 511
628 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 513 if (!dst->key_values)
630 { 514 {
631 op->key_values = new_link; 515 dst->key_values = new_link;
632 tail = new_link; 516 tail = new_link;
633 } 517 }
634 else 518 else
635 { 519 {
636 tail->next = new_link; 520 tail->next = new_link;
637 tail = new_link; 521 tail = new_link;
638 } 522 }
639 } 523 }
640 } 524 }
641 525
642 update_ob_speed (op); 526 dst->set_speed (dst->speed);
643} 527}
644 528
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 529object *
685 530object::clone ()
686 if(free_objects==NULL) 531{
687 expand_objects(); 532 object *neu = create ();
688 533 copy_to (neu);
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 534 return neu;
720} 535}
721 536
722/* 537/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
726 */ 541 */
727 542void
728void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
730 return; 546 return;
547
731 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
733} 550}
734 551
735/* 552/*
736 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
739 */ 556 */
740 557void
741void update_ob_speed(object *op) { 558object::set_speed (float speed)
742 extern int arch_init; 559{
743 560 if (flag [FLAG_FREED] && speed)
744 /* No reason putting the archetypes objects on the speed list, 561 {
745 * since they never really need to be updated.
746 */
747
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0; 563 speed = 0;
754#endif
755 } 564 }
756 if (arch_init) {
757 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 565
764 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
765 * of the list. */ 567
766 op->active_next = active_objects; 568 if (has_active_speed ())
767 if (op->active_next!=NULL) 569 activate ();
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else { 570 else
772 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
773 if (!op->active_next && !op->active_prev && op!=active_objects)
774 return;
775
776 if (op->active_prev==NULL) {
777 active_objects = op->active_next;
778 if (op->active_next!=NULL)
779 op->active_next->active_prev = NULL;
780 }
781 else {
782 op->active_prev->active_next = op->active_next;
783 if (op->active_next)
784 op->active_next->active_prev = op->active_prev;
785 }
786 op->active_next = NULL;
787 op->active_prev = NULL;
788 }
789} 572}
790 573
791/* This function removes object 'op' from the list of active
792 * objects.
793 * This should only be used for style maps or other such
794 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object.
798 */
799void remove_from_active_list(object *op)
800{
801 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects)
803 return;
804
805 if (op->active_prev==NULL) {
806 active_objects = op->active_next;
807 if (op->active_next!=NULL)
808 op->active_next->active_prev = NULL;
809 }
810 else {
811 op->active_prev->active_next = op->active_next;
812 if (op->active_next)
813 op->active_next->active_prev = op->active_prev;
814 }
815 op->active_next = NULL;
816 op->active_prev = NULL;
817}
818
819/* 574/*
820 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 578 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
827 * 582 *
828 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 584 * current action are:
834 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
839 */ 590 */
840 591void
841void update_object(object *op, int action) { 592update_object (object *op, int action)
842 int update_now=0, flags; 593{
843 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
844 595
845 if (op == NULL) { 596 if (op == NULL)
597 {
846 /* this should never happen */ 598 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 600 return;
849 }
850 601 }
851 if(op->env!=NULL) { 602
603 if (op->env)
604 {
852 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
853 * to do in this case. 606 * to do in this case.
854 */ 607 */
855 return; 608 return;
856 } 609 }
857 610
858 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 612 * going to get freed anyways.
860 */ 613 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
862 615 return;
616
863 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 621#ifdef MANY_CORES
868 abort(); 622 abort ();
869#endif 623#endif
870 return; 624 return;
871 }
872 625 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
880 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 644 * to have move_allow right now.
897 */ 645 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
901 } 649 }
902 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 652 * that is being removed.
905 */ 653 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 655 m.flags_ = 0;
908 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
910 }
911 else { 658 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 660
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 661 if (op->more)
921 update_object(op->more, action); 662 update_object (op->more, action);
922} 663}
923 664
665object *object::first;
924 666
925/* 667object::object ()
926 * free_object() frees everything allocated by an object, removes 668{
927 * it from the list of used objects, and puts it on the list of
928 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for
930 * this function to succeed.
931 *
932 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground.
934 */
935
936void free_object(object *ob) {
937 free_object2(ob, 0);
938}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941
942 ob->clear ();
943
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
945 LOG(llevDebug,"Free object called with non removed object\n");
946 dump_object(ob);
947#ifdef MANY_CORES
948 abort();
949#endif
950 }
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
952 LOG(llevMonster,"Warning: tried to free friendly object.\n");
953 remove_friendly_object(ob);
954 }
955 if(QUERY_FLAG(ob,FLAG_FREED)) {
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return;
959 }
960 if(ob->more!=NULL) {
961 free_object2(ob->more, free_inventory);
962 ob->more=NULL;
963 }
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects
967 * drop on that space.
968 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
971 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below;
975 remove_ob(op);
976 free_object2(op, free_inventory);
977 op=tmp;
978 }
979 }
980 else { /* Put objects in inventory onto this space */
981 op=ob->inv;
982 while(op!=NULL) {
983 tmp=op->below;
984 remove_ob(op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
987 free_object(op);
988 else {
989 op->x=ob->x;
990 op->y=ob->y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
992 }
993 op=tmp;
994 }
995 }
996 }
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000
1001 SET_FLAG(ob, FLAG_FREED); 669 SET_FLAG (this, FLAG_REMOVED);
1002 ob->count = 0;
1003 670
671 expmul = 1.0;
672 face = blank_face;
673}
674
675object::~object ()
676{
677 free_key_values (this);
678}
679
680void object::link ()
681{
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692}
693
694void object::unlink ()
695{
696 if (this == object::first)
697 object::first = next;
698
1004 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
1005 if(ob->prev==NULL) { 700 if (prev) prev->next = next;
1006 objects=ob->next; 701 if (next) next->prev = prev;
1007 if(objects!=NULL) 702
1008 objects->prev=NULL; 703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
1009 } 721 {
1010 else { 722 /* process_events() expects us to insert the object at the beginning
1011 ob->prev->next=ob->next; 723 * of the list. */
1012 if(ob->next!=NULL) 724 active_next = active_objects;
1013 ob->next->prev=ob->prev; 725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
1014 } 758 {
1015 759 active_objects = active_next;
1016 ob->name = 0; 760 if (active_next)
1017 ob->name_pl = 0; 761 active_next->active_prev = 0;
1018 ob->title = 0; 762 }
1019 ob->race = 0; 763 else
1020 ob->slaying = 0; 764 {
1021 ob->skill = 0; 765 active_prev->active_next = active_next;
1022 ob->lore = 0; 766 if (active_next)
1023 ob->msg = 0; 767 active_next->active_prev = active_prev;
1024 ob->materialname = 0; 768 }
1025 769
1026 free_key_values (ob); 770 active_next = 0;
1027 771 active_prev = 0;
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037} 772}
1038 773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
1039/* 783/*
1040 * count_free() returns the number of objects on the list of free objects. 784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
1041 */ 801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
1042 818
1043int count_free () 819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
831object *object::create ()
1044{ 832{
1045 int i=0;
1046 object *tmp=free_objects; 833 object *op = new object;
1047 while(tmp!=NULL) 834 op->link ();
1048 tmp=tmp->next, i++;
1049 return i; 835 return op;
1050} 836}
1051 837
1052/* 838void
1053 * count_used() returns the number of objects on the list of used objects. 839object::do_destroy ()
1054 */
1055
1056int count_used()
1057{ 840{
1058 int i=0; 841 if (flag [FLAG_IS_LINKED])
1059 object *tmp=objects; 842 remove_button_link (this);
1060 while(tmp!=NULL) 843
1061 tmp=tmp->next, i++; 844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
1062 return i; 851 return;
1063}
1064 852
1065/* 853 set_speed (0);
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068 854
1069int count_active() 855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
890 // clear those pointers that likely might have circular references to us
891 owner = 0;
892 enemy = 0;
893 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897}
898
899void
900object::destroy (bool destroy_inventory)
1070{ 901{
1071 int i=0; 902 if (destroyed ())
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i; 903 return;
904
905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
1076} 909}
1077 910
1078/* 911/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1081 */ 914 */
1082 915void
1083void sub_weight (object *op, signed long weight) { 916sub_weight (object *op, signed long weight)
917{
1084 while (op != NULL) { 918 while (op != NULL)
919 {
1085 if (op->type == CONTAINER) { 920 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 922
1088 op->carrying-=weight; 923 op->carrying -= weight;
1089 op = op->env; 924 op = op->env;
1090 } 925 }
1091} 926}
1092 927
1093/* remove_ob(op): 928/* op->remove ():
1094 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 933 * the previous environment.
1099 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1100 */ 935 */
1101 936void
1102void remove_ob(object *op) { 937object::remove ()
938{
1103 object *tmp,*last=NULL; 939 object *tmp, *last = 0;
1104 object *otmp; 940 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 941
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 943 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 944
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1131 947
948 if (more)
949 more->remove ();
950
1132 /* 951 /*
1133 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1134 * inventory. 953 * inventory.
1135 */ 954 */
1136 if(op->env!=NULL) { 955 if (env)
956 {
1137 if(op->nrof) 957 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 958 sub_weight (env, weight * nrof);
1139 else 959 else
1140 sub_weight(op->env, op->weight+op->carrying); 960 sub_weight (env, weight + carrying);
1141 961
1142 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 964 * to save cpu time.
1145 */ 965 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 967 otmp->update_stats ();
1148 fix_player(otmp);
1149 968
1150 if(op->above!=NULL) 969 if (above)
1151 op->above->below=op->below; 970 above->below = below;
1152 else 971 else
1153 op->env->inv=op->below; 972 env->inv = below;
1154 973
1155 if(op->below!=NULL) 974 if (below)
1156 op->below->above=op->above; 975 below->above = above;
1157 976
1158 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
980 */
981 x = env->x, y = env->y;
982 map = env->map;
983 above = 0, below = 0;
984 env = 0;
985 }
986 else if (map)
987 {
988 if (type == PLAYER)
989 {
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
995
996 /* link the object above us */
997 if (above)
998 above->below = below;
999 else
1000 map->at (x, y).top = below; /* we were top, set new top */
1001
1002 /* Relink the object below us, if there is one */
1003 if (below)
1004 below->above = above;
1005 else
1006 {
1007 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is
1009 * evident
1161 */ 1010 */
1162 op->x=op->env->x,op->y=op->env->y; 1011 if (GET_MAP_OB (map, x, y) != this)
1163 op->ox=op->x,op->oy=op->y; 1012 {
1164 op->map=op->env->map; 1013 char *dump = dump_object (this);
1165 op->above=NULL,op->below=NULL; 1014 LOG (llevError,
1166 op->env=NULL; 1015 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021
1022 map->at (x, y).bot = above; /* goes on above it. */
1023 }
1024
1025 above = 0;
1026 below = 0;
1027
1028 if (map->in_memory == MAP_SAVING)
1167 return; 1029 return;
1168 }
1169 1030
1170 /* If we get here, we are removing it from a map */ 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1171 if (op->map == NULL) return;
1172 1032
1173 x = op->x; 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1174 y = op->y;
1175 m = get_map_from_coord(op->map, &x, &y);
1176
1177 if (!m) {
1178 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1179 op->map->path, op->x, op->y);
1180 /* in old days, we used to set x and y to 0 and continue.
1181 * it seems if we get into this case, something is probablye
1182 * screwed up and should be fixed.
1183 */
1184 abort();
1185 }
1186 if (op->map != m) {
1187 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1188 op->map->path, m->path, op->x, op->y, x, y);
1189 }
1190
1191 /* Re did the following section of code - it looks like it had
1192 * lots of logic for things we no longer care about
1193 */
1194
1195 /* link the object above us */
1196 if (op->above)
1197 op->above->below=op->below;
1198 else
1199 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1200
1201 /* Relink the object below us, if there is one */
1202 if(op->below) {
1203 op->below->above=op->above;
1204 } else {
1205 /* Nothing below, which means we need to relink map object for this space
1206 * use translated coordinates in case some oddness with map tiling is
1207 * evident
1208 */
1209 if(GET_MAP_OB(m,x,y)!=op) {
1210 dump_object(op);
1211 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);
1212 dump_object(GET_MAP_OB(m,x,y));
1213 LOG(llevError,"%s\n",errmsg);
1214 } 1034 {
1215 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1216 }
1217 op->above=NULL;
1218 op->below=NULL;
1219
1220 if (op->map->in_memory == MAP_SAVING)
1221 return;
1222
1223 tag = op->count;
1224 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1225 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1226 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1227 * being removed. 1036 * being removed.
1228 */ 1037 */
1229 1038
1230 if(tmp->type==PLAYER && tmp!=op) { 1039 if (tmp->type == PLAYER && tmp != this)
1040 {
1231 /* If a container that the player is currently using somehow gets 1041 /* If a container that the player is currently using somehow gets
1232 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1233 * appropriately. 1043 * appropriately.
1234 */ 1044 */
1235 if (tmp->container==op) { 1045 if (tmp->container == this)
1236 CLEAR_FLAG(op, FLAG_APPLIED); 1046 {
1047 flag [FLAG_APPLIED] = 0;
1237 tmp->container=NULL; 1048 tmp->container = 0;
1049 }
1050
1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1238 } 1053 }
1239 tmp->contr->socket.update_look=1; 1054
1240 }
1241 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1242 if (check_walk_off && ((op->move_type & tmp->move_off) && 1056 if (check_walk_off
1057 && ((move_type & tmp->move_off)
1243 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1244 1059 {
1245 move_apply(tmp, op, NULL); 1060 move_apply (tmp, this, 0);
1061
1246 if (was_destroyed (op, tag)) { 1062 if (destroyed ())
1247 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1248 "leaving object\n", &tmp->name, &tmp->arch->name);
1249 } 1064 }
1250 }
1251 1065
1252 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1253 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1254 if(tmp->above == tmp) 1068 if (tmp->above == tmp)
1255 tmp->above = NULL; 1069 tmp->above = 0;
1070
1256 last=tmp; 1071 last = tmp;
1257 } 1072 }
1073
1258 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1259 if (last==NULL) { 1075 //TODO: this makes little sense, why only update the topmost object?
1260 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1076 if (!last)
1261 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1077 map->at (x, y).flags_ = 0;
1262 * those out anyways, and if there are any flags set right now, they won't
1263 * be correct anyways.
1264 */
1265 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1266 update_position(op->map, op->x, op->y);
1267 }
1268 else 1078 else
1269 update_object(last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1270 1080
1271 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1272 update_all_los(op->map, op->x, op->y); 1082 update_all_los (map, x, y);
1273 1083 }
1274} 1084}
1275 1085
1276/* 1086/*
1277 * merge_ob(op,top): 1087 * merge_ob(op,top):
1278 * 1088 *
1279 * This function goes through all objects below and including top, and 1089 * This function goes through all objects below and including top, and
1280 * merges op to the first matching object. 1090 * merges op to the first matching object.
1281 * If top is NULL, it is calculated. 1091 * If top is NULL, it is calculated.
1282 * Returns pointer to object if it succeded in the merge, otherwise NULL 1092 * Returns pointer to object if it succeded in the merge, otherwise NULL
1283 */ 1093 */
1284 1094object *
1285object *merge_ob(object *op, object *top) { 1095merge_ob (object *op, object *top)
1096{
1286 if(!op->nrof) 1097 if (!op->nrof)
1287 return 0; 1098 return 0;
1288 if(top==NULL) 1099
1100 if (top)
1289 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1103
1290 for(;top!=NULL;top=top->below) { 1104 for (; top; top = top->below)
1105 {
1291 if(top==op) 1106 if (top == op)
1292 continue; 1107 continue;
1293 if (CAN_MERGE(op,top)) 1108
1294 { 1109 if (object::can_merge (op, top))
1110 {
1295 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1296/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1297 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1298 remove_ob(op); 1115 op->destroy ();
1299 free_object(op);
1300 return top; 1116 return top;
1301 } 1117 }
1302 } 1118 }
1119
1303 return NULL; 1120 return 0;
1304} 1121}
1305 1122
1306/* 1123/*
1307 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1308 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1309 */ 1126 */
1127object *
1310object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1311 object* tmp; 1129{
1312 if (op->head) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1313 op=op->head; 1131 {
1314 for (tmp=op;tmp;tmp=tmp->more){
1315 tmp->x=x+tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y=y+tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1317 } 1134 }
1135
1318 return insert_ob_in_map (op, m, originator, flag); 1136 return insert_ob_in_map (op, m, originator, flag);
1319} 1137}
1320 1138
1321/* 1139/*
1322 * insert_ob_in_map (op, map, originator, flag): 1140 * insert_ob_in_map (op, map, originator, flag):
1323 * This function inserts the object in the two-way linked list 1141 * This function inserts the object in the two-way linked list
1336 * Return value: 1154 * Return value:
1337 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1338 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1339 * just 'op' otherwise 1157 * just 'op' otherwise
1340 */ 1158 */
1341 1159object *
1342object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1343{ 1161{
1344 object *tmp, *top, *floor=NULL; 1162 object *tmp, *top, *floor = NULL;
1345 sint16 x,y; 1163 sint16 x, y;
1346 1164
1347 if (QUERY_FLAG (op, FLAG_FREED)) { 1165 if (QUERY_FLAG (op, FLAG_FREED))
1166 {
1348 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1349 return NULL; 1168 return NULL;
1169 }
1170
1171 if (!m)
1350 } 1172 {
1351 if(m==NULL) {
1352 dump_object(op); 1173 char *dump = dump_object (op);
1353 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1354 return op; 1176 return op;
1355 } 1177 }
1178
1356 if(out_of_map(m,op->x,op->y)) { 1179 if (out_of_map (m, op->x, op->y))
1180 {
1357 dump_object(op); 1181 char *dump = dump_object (op);
1358 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1359#ifdef MANY_CORES 1183#ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1361 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted. 1186 * improperly inserted.
1363 */ 1187 */
1364 abort(); 1188 abort ();
1365#endif 1189#endif
1190 free (dump);
1366 return op; 1191 return op;
1367 } 1192 }
1193
1368 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1369 dump_object(op); 1196 char *dump = dump_object (op);
1370 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1371 return op; 1199 return op;
1200 }
1201
1202 if (op->more)
1372 } 1203 {
1373 if(op->more!=NULL) {
1374 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1375 1205
1376 object *more = op->more; 1206 object *more = op->more;
1377 1207
1378 /* We really need the caller to normalize coordinates - if 1208 /* We really need the caller to normalize coordinates - if
1379 * we set the map, that doesn't work if the location is within 1209 * we set the map, that doesn't work if the location is within
1380 * a map and this is straddling an edge. So only if coordinate 1210 * a map and this is straddling an edge. So only if coordinate
1381 * is clear wrong do we normalize it. 1211 * is clear wrong do we normalize it.
1382 */ 1212 */
1383 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1384 /* Debugging information so you can see the last coordinates this object had */
1385 more->ox = more->x;
1386 more->oy = more->y;
1387 more->map = get_map_from_coord(m, &more->x, &more->y); 1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1388 } else if (!more->map) { 1215 else if (!more->map)
1216 {
1389 /* For backwards compatibility - when not dealing with tiled maps, 1217 /* For backwards compatibility - when not dealing with tiled maps,
1390 * more->map should always point to the parent. 1218 * more->map should always point to the parent.
1391 */ 1219 */
1392 more->map = m; 1220 more->map = m;
1393 } 1221 }
1394 1222
1395 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1396 if ( ! op->head) 1225 if (!op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1398 return NULL; 1228 return 0;
1399 } 1229 }
1400 } 1230 }
1231
1401 CLEAR_FLAG(op,FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1402 1233
1403 /* Debugging information so you can see the last coordinates this object had */
1404 op->ox=op->x;
1405 op->oy=op->y;
1406
1407 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1408 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1409 * need extra work 1236 * need extra work
1410 */ 1237 */
1411 op->map=get_map_from_coord(m, &op->x, &op->y); 1238 op->map = get_map_from_coord (m, &op->x, &op->y);
1412 x = op->x; 1239 x = op->x;
1413 y = op->y; 1240 y = op->y;
1414 1241
1415 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1416 */ 1243 */
1417 if(op->nrof && !(flag & INS_NO_MERGE)) { 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1418 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1419 if (CAN_MERGE(op,tmp)) { 1246 if (object::can_merge (op, tmp))
1247 {
1420 op->nrof+=tmp->nrof; 1248 op->nrof += tmp->nrof;
1421 remove_ob(tmp); 1249 tmp->destroy ();
1422 free_object(tmp); 1250 }
1251
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1254
1255 if (!QUERY_FLAG (op, FLAG_ALIVE))
1256 CLEAR_FLAG (op, FLAG_NO_STEAL);
1257
1258 if (flag & INS_BELOW_ORIGINATOR)
1259 {
1260 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1261 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort ();
1264 }
1265
1266 op->above = originator;
1267 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op;
1276 }
1277 else
1278 {
1279 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1281 {
1282 object *last = 0;
1283
1284 /*
1285 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1289 * floor, we want to insert above that and no further.
1290 * Also, if there are spell objects on this space, we stop processing
1291 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects.
1295 */
1296 while (top)
1297 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top;
1300
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1302 {
1303 /* We insert above top, so we want this object below this */
1304 top = top->below;
1305 break;
1306 }
1307
1308 last = top;
1309 top = top->above;
1423 } 1310 }
1424 }
1425 1311
1426 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1312 /* Don't want top to be NULL, so set it to the last valid object */
1427 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1313 top = last;
1428 if (!QUERY_FLAG(op, FLAG_ALIVE))
1429 CLEAR_FLAG(op, FLAG_NO_STEAL);
1430 1314
1431 if (flag & INS_BELOW_ORIGINATOR) { 1315 /* We let update_position deal with figuring out what the space
1432 if (originator->map != op->map || originator->x != op->x || 1316 * looks like instead of lots of conditions here.
1433 originator->y != op->y) { 1317 * makes things faster, and effectively the same result.
1434 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1435 abort();
1436 }
1437 op->above = originator;
1438 op->below = originator->below;
1439 if (op->below) op->below->above = op;
1440 else SET_MAP_OB(op->map, op->x, op->y, op);
1441 /* since *below* originator, no need to update top */
1442 originator->below = op;
1443 } else {
1444 /* If there are other objects, then */
1445 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1446 object *last=NULL;
1447 /* 1318 */
1448 * If there are multiple objects on this space, we do some trickier handling. 1319
1449 * We've already dealt with merging if appropriate. 1320 /* Have object 'fall below' other objects that block view.
1450 * Generally, we want to put the new object on top. But if 1321 * Unless those objects are exits, type 66
1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1322 * If INS_ON_TOP is used, don't do this processing
1452 * floor, we want to insert above that and no further. 1323 * Need to find the object that in fact blocks view, otherwise
1453 * Also, if there are spell objects on this space, we stop processing 1324 * stacking is a bit odd.
1454 * once we get to them. This reduces the need to traverse over all of 1325 */
1455 * them when adding another one - this saves quite a bit of cpu time 1326 if (!(flag & INS_ON_TOP) &&
1456 * when lots of spells are cast in one area. Currently, it is presumed 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1457 * that flying non pickable objects are spell objects. 1328 {
1329 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break;
1332 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we
1335 * set top to the object below us.
1458 */ 1336 */
1459 1337 if (last && last->below && last != floor)
1460 while (top != NULL) {
1461 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1462 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1463 if (QUERY_FLAG(top, FLAG_NO_PICK)
1464 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1465 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1466 {
1467 /* We insert above top, so we want this object below this */
1468 top=top->below;
1469 break;
1470 }
1471 last = top;
1472 top = top->above; 1338 top = last->below;
1473 } 1339 }
1474 /* Don't want top to be NULL, so set it to the last valid object */
1475 top = last;
1476
1477 /* We let update_position deal with figuring out what the space
1478 * looks like instead of lots of conditions here.
1479 * makes things faster, and effectively the same result.
1480 */
1481
1482 /* Have object 'fall below' other objects that block view.
1483 * Unless those objects are exits, type 66
1484 * If INS_ON_TOP is used, don't do this processing
1485 * Need to find the object that in fact blocks view, otherwise
1486 * stacking is a bit odd.
1487 */
1488 if (!(flag & INS_ON_TOP) &&
1489 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1490 (op->face && !op->face->visibility)) {
1491 for (last=top; last != floor; last=last->below)
1492 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1493 /* Check to see if we found the object that blocks view,
1494 * and make sure we have a below pointer for it so that
1495 * we can get inserted below this one, which requires we
1496 * set top to the object below us.
1497 */
1498 if (last && last->below && last != floor) top=last->below;
1499 }
1500 } /* If objects on this space */ 1340 } /* If objects on this space */
1341
1501 if (flag & INS_MAP_LOAD) 1342 if (flag & INS_MAP_LOAD)
1502 top = GET_MAP_TOP(op->map,op->x,op->y); 1343 top = GET_MAP_TOP (op->map, op->x, op->y);
1344
1503 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1345 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor;
1504 1347
1505 /* Top is the object that our object (op) is going to get inserted above. 1348 /* Top is the object that our object (op) is going to get inserted above.
1506 */ 1349 */
1507 1350
1508 /* First object on this space */ 1351 /* First object on this space */
1509 if (!top) { 1352 if (!top)
1353 {
1510 op->above = GET_MAP_OB(op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1355
1356 if (op->above)
1511 if (op->above) op->above->below = op; 1357 op->above->below = op;
1358
1512 op->below = NULL; 1359 op->below = 0;
1513 SET_MAP_OB(op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1361 }
1362 else
1514 } else { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1515 op->above = top->above; 1364 op->above = top->above;
1365
1366 if (op->above)
1516 if (op->above) op->above->below = op; 1367 op->above->below = op;
1368
1517 op->below = top; 1369 op->below = top;
1518 top->above = op; 1370 top->above = op;
1519 } 1371 }
1372
1520 if (op->above==NULL) 1373 if (!op->above)
1521 SET_MAP_TOP(op->map,op->x, op->y, op); 1374 op->ms ().top = op;
1522 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1523 1376
1524 if(op->type==PLAYER) 1377 if (op->type == PLAYER)
1378 {
1525 op->contr->do_los=1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->touch ();
1382 }
1526 1383
1384 op->map->dirty = true;
1385
1527 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1528 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1529 */ 1388 */
1530 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1531 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1390 if (object *pl = op->ms ().player ())
1532 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1533 tmp->contr->socket.update_look=1; 1392 pl->contr->ns->floorbox_update ();
1534 }
1535 1393
1536 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1537 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1538 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1539 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1540 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1541 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1542 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1543 * of effect may be sufficient. 1401 * of effect may be sufficient.
1544 */ 1402 */
1545 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1546 update_all_los(op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1547 1405
1548
1549 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1550 update_object(op,UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1551 1408
1409 INVOKE_OBJECT (INSERT, op);
1552 1410
1553 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1554 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1555 * 1413 *
1556 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1557 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1558 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1559 * update_object(). 1417 * update_object().
1560 */ 1418 */
1561 1419
1562 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1563
1564 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1422 {
1565 if (check_move_on(op, originator)) 1423 if (check_move_on (op, originator))
1566 return NULL; 1424 return 0;
1567 1425
1568 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1569 * walk on's. 1427 * walk on's.
1570 */ 1428 */
1571 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1572 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1573 return NULL; 1431 return 0;
1574 } 1432 }
1433
1575 return op; 1434 return op;
1576} 1435}
1577 1436
1578/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1579 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1580 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1581 */ 1440 */
1441void
1582void replace_insert_ob_in_map(const char *arch_string, object *op) { 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1583 object *tmp; 1443{
1584 object *tmp1; 1444 object *tmp, *tmp1;
1585 1445
1586 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1587 1447
1588 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1589 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1590 remove_ob(tmp); 1450 tmp->destroy ();
1591 free_object(tmp);
1592 }
1593 }
1594 1451
1595 tmp1=arch_to_object(find_archetype(arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1596 1453
1597 1454 tmp1->x = op->x;
1598 tmp1->x = op->x; tmp1->y = op->y; 1455 tmp1->y = op->y;
1599 insert_ob_in_map(tmp1,op->map,op,0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1600} 1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1463}
1601 1464
1602/* 1465/*
1603 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1604 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1605 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1606 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1607 * global static errmsg array. 1470 * global static errmsg array.
1608 */ 1471 */
1609 1472object *
1610object *get_split_ob(object *orig_ob, uint32 nr) { 1473get_split_ob (object *orig_ob, uint32 nr)
1474{
1611 object *newob; 1475 object *newob;
1612 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1477
1614 if(orig_ob->nrof<nr) { 1478 if (orig_ob->nrof < nr)
1615 sprintf(errmsg,"There are only %d %ss.", 1479 {
1616 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1481 return NULL;
1618 } 1482 }
1483
1619 newob = object_create_clone(orig_ob); 1484 newob = object_create_clone (orig_ob);
1485
1620 if((orig_ob->nrof-=nr)<1) { 1486 if ((orig_ob->nrof -= nr) < 1)
1621 if ( ! is_removed) 1487 orig_ob->destroy (1);
1622 remove_ob(orig_ob);
1623 free_object2(orig_ob, 1);
1624 }
1625 else if ( ! is_removed) { 1488 else if (!is_removed)
1489 {
1626 if(orig_ob->env!=NULL) 1490 if (orig_ob->env != NULL)
1627 sub_weight (orig_ob->env,orig_ob->weight*nr); 1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1628 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1493 {
1629 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1494 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1630 LOG(llevDebug,
1631 "Error, Tried to split object whose map is not in memory.\n"); 1495 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1632 return NULL; 1496 return NULL;
1633 } 1497 }
1634 } 1498 }
1499
1635 newob->nrof=nr; 1500 newob->nrof = nr;
1636 1501
1637 return newob; 1502 return newob;
1638} 1503}
1639 1504
1640/* 1505/*
1641 * decrease_ob_nr(object, number) decreases a specified number from 1506 * decrease_ob_nr(object, number) decreases a specified number from
1642 * the amount of an object. If the amount reaches 0, the object 1507 * the amount of an object. If the amount reaches 0, the object
1643 * is subsequently removed and freed. 1508 * is subsequently removed and freed.
1644 * 1509 *
1645 * Return value: 'op' if something is left, NULL if the amount reached 0 1510 * Return value: 'op' if something is left, NULL if the amount reached 0
1646 */ 1511 */
1647 1512
1513object *
1648object *decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1649{ 1515{
1650 object *tmp; 1516 object *tmp;
1651 player *pl;
1652 1517
1653 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1654 return op; 1519 return op;
1655 1520
1656 if (i > op->nrof) 1521 if (i > op->nrof)
1657 i = op->nrof; 1522 i = op->nrof;
1658 1523
1659 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1525 op->nrof -= i;
1526 else if (op->env)
1527 {
1528 /* is this object in the players inventory, or sub container
1529 * therein?
1530 */
1531 tmp = op->in_player ();
1532 /* nope. Is this a container the player has opened?
1533 * If so, set tmp to that player.
1534 * IMO, searching through all the players will mostly
1535 * likely be quicker than following op->env to the map,
1536 * and then searching the map for a player.
1537 */
1538 if (!tmp)
1539 for_all_players (pl)
1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1543 break;
1544 }
1545
1546 if (i < op->nrof)
1547 {
1548 sub_weight (op->env, op->weight * i);
1549 op->nrof -= i;
1550 if (tmp)
1551 esrv_send_item (tmp, op);
1552 }
1553 else
1554 {
1555 op->remove ();
1556 op->nrof = 0;
1557 if (tmp)
1558 esrv_del_item (tmp->contr, op->count);
1559 }
1660 { 1560 }
1561 else
1562 {
1563 object *above = op->above;
1564
1565 if (i < op->nrof)
1661 op->nrof -= i; 1566 op->nrof -= i;
1662 } 1567 else
1663 else if (op->env != NULL)
1664 {
1665 /* is this object in the players inventory, or sub container
1666 * therein?
1667 */
1668 tmp = is_player_inv (op->env);
1669 /* nope. Is this a container the player has opened?
1670 * If so, set tmp to that player.
1671 * IMO, searching through all the players will mostly
1672 * likely be quicker than following op->env to the map,
1673 * and then searching the map for a player.
1674 */
1675 if (!tmp) {
1676 for (pl=first_player; pl; pl=pl->next)
1677 if (pl->ob->container == op->env) break;
1678 if (pl) tmp=pl->ob;
1679 else tmp=NULL;
1680 } 1568 {
1681
1682 if (i < op->nrof) {
1683 sub_weight (op->env, op->weight * i);
1684 op->nrof -= i;
1685 if (tmp) {
1686 esrv_send_item(tmp, op);
1687 }
1688 } else {
1689 remove_ob (op); 1569 op->remove ();
1690 op->nrof = 0; 1570 op->nrof = 0;
1691 if (tmp) {
1692 esrv_del_item(tmp->contr, op->count);
1693 } 1571 }
1694 }
1695 }
1696 else
1697 {
1698 object *above = op->above;
1699 1572
1700 if (i < op->nrof) {
1701 op->nrof -= i;
1702 } else {
1703 remove_ob (op);
1704 op->nrof = 0;
1705 }
1706 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1708 if (tmp->type == PLAYER) { 1575 if (tmp->type == PLAYER)
1576 {
1709 if (op->nrof) 1577 if (op->nrof)
1710 esrv_send_item(tmp, op); 1578 esrv_send_item (tmp, op);
1711 else 1579 else
1712 esrv_del_item(tmp->contr, op->count); 1580 esrv_del_item (tmp->contr, op->count);
1713 } 1581 }
1714 } 1582 }
1715 1583
1716 if (op->nrof) { 1584 if (op->nrof)
1717 return op; 1585 return op;
1718 } else { 1586 else
1719 free_object (op); 1587 {
1588 op->destroy ();
1720 return NULL; 1589 return 0;
1721 } 1590 }
1722} 1591}
1723 1592
1724/* 1593/*
1725 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1726 * and also updates how much the environment(s) is/are carrying. 1595 * and also updates how much the environment(s) is/are carrying.
1727 */ 1596 */
1728 1597
1598void
1729void add_weight (object *op, signed long weight) { 1599add_weight (object *op, signed long weight)
1600{
1730 while (op!=NULL) { 1601 while (op != NULL)
1602 {
1731 if (op->type == CONTAINER) { 1603 if (op->type == CONTAINER)
1732 weight=(signed long)(weight*(100-op->stats.Str)/100); 1604 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1733 } 1605
1734 op->carrying+=weight; 1606 op->carrying += weight;
1735 op=op->env; 1607 op = op->env;
1736 } 1608 }
1737} 1609}
1738 1610
1611object *
1612insert_ob_in_ob (object *op, object *where)
1613{
1614 if (!where)
1615 {
1616 char *dump = dump_object (op);
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump);
1619 return op;
1620 }
1621
1622 if (where->head)
1623 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head;
1626 }
1627
1628 return where->insert (op);
1629}
1630
1739/* 1631/*
1740 * insert_ob_in_ob(op,environment): 1632 * env->insert (op)
1741 * This function inserts the object op in the linked list 1633 * This function inserts the object op in the linked list
1742 * inside the object environment. 1634 * inside the object environment.
1743 * 1635 *
1744 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1745 * the inventory at the last position or next to other objects of the same
1746 * type.
1747 * Frank: Now sorted by type, archetype and magic!
1748 *
1749 * The function returns now pointer to inserted item, and return value can 1636 * The function returns now pointer to inserted item, and return value can
1750 * be != op, if items are merged. -Tero 1637 * be != op, if items are merged. -Tero
1751 */ 1638 */
1752 1639
1753object *insert_ob_in_ob(object *op,object *where) { 1640object *
1641object::insert (object *op)
1642{
1754 object *tmp, *otmp; 1643 object *tmp, *otmp;
1755 1644
1756 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 dump_object(op); 1646 op->remove ();
1758 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1647
1759 return op;
1760 }
1761 if(where==NULL) {
1762 dump_object(op);
1763 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1764 return op;
1765 }
1766 if (where->head) {
1767 LOG(llevDebug,
1768 "Warning: Tried to insert object wrong part of multipart object.\n");
1769 where = where->head;
1770 }
1771 if (op->more) { 1648 if (op->more)
1649 {
1772 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1773 &op->name, op->count);
1774 return op; 1651 return op;
1775 } 1652 }
1653
1776 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1777 CLEAR_FLAG(op, FLAG_REMOVED); 1655 CLEAR_FLAG (op, FLAG_REMOVED);
1778 if(op->nrof) { 1656 if (op->nrof)
1657 {
1779 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1780 if ( CAN_MERGE(tmp,op) ) { 1659 if (object::can_merge (tmp, op))
1660 {
1781 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1782 (client needs the original object) */ 1662 (client needs the original object) */
1783 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1784 /* Weight handling gets pretty funky. Since we are adding to 1664 /* Weight handling gets pretty funky. Since we are adding to
1785 * tmp->nrof, we need to increase the weight. 1665 * tmp->nrof, we need to increase the weight.
1786 */ 1666 */
1787 add_weight (where, op->weight*op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1788 SET_FLAG(op, FLAG_REMOVED); 1668 SET_FLAG (op, FLAG_REMOVED);
1789 free_object(op); /* free the inserted object */ 1669 op->destroy (); /* free the inserted object */
1790 op = tmp; 1670 op = tmp;
1791 remove_ob (op); /* and fix old object's links */ 1671 op->remove (); /* and fix old object's links */
1792 CLEAR_FLAG(op, FLAG_REMOVED); 1672 CLEAR_FLAG (op, FLAG_REMOVED);
1793 break; 1673 break;
1794 } 1674 }
1795 1675
1796 /* I assume combined objects have no inventory 1676 /* I assume combined objects have no inventory
1797 * We add the weight - this object could have just been removed 1677 * We add the weight - this object could have just been removed
1798 * (if it was possible to merge). calling remove_ob will subtract 1678 * (if it was possible to merge). calling remove_ob will subtract
1799 * the weight, so we need to add it in again, since we actually do 1679 * the weight, so we need to add it in again, since we actually do
1800 * the linking below 1680 * the linking below
1801 */ 1681 */
1802 add_weight (where, op->weight*op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1683 }
1803 } else 1684 else
1804 add_weight (where, (op->weight+op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1805 1686
1806 otmp=is_player_inv(where); 1687 otmp = this->in_player ();
1807 if (otmp&&otmp->contr!=NULL) { 1688 if (otmp && otmp->contr)
1808 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1809 fix_player(otmp); 1690 otmp->update_stats ();
1810 }
1811 1691
1812 op->map=NULL; 1692 op->map = 0;
1813 op->env=where; 1693 op->env = this;
1814 op->above=NULL; 1694 op->above = 0;
1815 op->below=NULL; 1695 op->below = 0;
1816 op->x=0,op->y=0; 1696 op->x = 0, op->y = 0;
1817 op->ox=0,op->oy=0;
1818 1697
1819 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1820 if((op->glow_radius!=0)&&where->map) 1699 if ((op->glow_radius != 0) && map)
1821 { 1700 {
1822#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1823 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1824 op->name);
1825#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1826 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1704 if (map->darkness)
1705 update_all_los (map, x, y);
1827 } 1706 }
1828 1707
1829 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1830 * It sure simplifies this function... 1709 * It sure simplifies this function...
1831 */ 1710 */
1832 if (where->inv==NULL) 1711 if (!inv)
1833 where->inv=op; 1712 inv = op;
1834 else { 1713 else
1714 {
1835 op->below = where->inv; 1715 op->below = inv;
1836 op->below->above = op; 1716 op->below->above = op;
1837 where->inv = op; 1717 inv = op;
1838 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1721
1839 return op; 1722 return op;
1840} 1723}
1841 1724
1842/* 1725/*
1843 * Checks if any objects has a move_type that matches objects 1726 * Checks if any objects has a move_type that matches objects
1857 * 1740 *
1858 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1859 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1860 * on top. 1743 * on top.
1861 */ 1744 */
1862 1745int
1863int check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1864{ 1747{
1865 object *tmp; 1748 object *tmp;
1866 tag_t tag;
1867 mapstruct *m=op->map; 1749 maptile *m = op->map;
1868 int x=op->x, y=op->y; 1750 int x = op->x, y = op->y;
1751
1869 MoveType move_on, move_slow, move_block; 1752 MoveType move_on, move_slow, move_block;
1870 1753
1871 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1872 return 0; 1755 return 0;
1873 1756
1874 tag = op->count;
1875
1876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1877 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1878 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1879 1760
1880 /* if nothing on this space will slow op down or be applied, 1761 /* if nothing on this space will slow op down or be applied,
1881 * no need to do checking below. have to make sure move_type 1762 * no need to do checking below. have to make sure move_type
1882 * is set, as lots of objects don't have it set - we treat that 1763 * is set, as lots of objects don't have it set - we treat that
1883 * as walking. 1764 * as walking.
1884 */ 1765 */
1885 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1886 return 0; 1767 return 0;
1887 1768
1888 /* This is basically inverse logic of that below - basically, 1769 /* This is basically inverse logic of that below - basically,
1889 * if the object can avoid the move on or slow move, they do so, 1770 * if the object can avoid the move on or slow move, they do so,
1890 * but can't do it if the alternate movement they are using is 1771 * but can't do it if the alternate movement they are using is
1891 * blocked. Logic on this seems confusing, but does seem correct. 1772 * blocked. Logic on this seems confusing, but does seem correct.
1892 */ 1773 */
1893 if ((op->move_type & ~move_on & ~move_block) != 0 && 1774 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1894 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1775 return 0;
1895 1776
1896 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1897 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1898 */ 1779 */
1899 1780
1900 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1901 tmp->above!=NULL; tmp=tmp->above) { 1782 {
1902 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1903 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1904 * we don't need to check all of them. 1785 * we don't need to check all of them.
1905 */ 1786 */
1906 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 }
1790
1791 for (; tmp; tmp = tmp->below)
1907 } 1792 {
1908 for(;tmp!=NULL; tmp=tmp->below) { 1793 if (tmp == op)
1909 if (tmp == op) continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1910 1795
1911 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
1912 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1913 * (~slow_move) is not blocked on this space - just because the 1798 * (~slow_move) is not blocked on this space - just because the
1914 * space doesn't slow down swimming (for example), if you can't actually 1799 * space doesn't slow down swimming (for example), if you can't actually
1915 * swim on that space, can't use it to avoid the penalty. 1800 * swim on that space, can't use it to avoid the penalty.
1916 */ 1801 */
1917 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 {
1918 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1919 ((op->move_type & tmp->move_slow) &&
1920 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 {
1921 1807
1922 float diff; 1808 float
1923
1924 diff = tmp->move_slow_penalty*FABS(op->speed); 1809 diff = tmp->move_slow_penalty * FABS (op->speed);
1810
1925 if (op->type == PLAYER) { 1811 if (op->type == PLAYER)
1926 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1927 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1928 diff /= 4.0; 1814 diff /= 4.0;
1929 } 1815
1930 }
1931 op->speed_left -= diff; 1816 op->speed_left -= diff;
1932 } 1817 }
1933 } 1818 }
1934 1819
1935 /* Basically same logic as above, except now for actual apply. */ 1820 /* Basically same logic as above, except now for actual apply. */
1936 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1937 ((op->move_type & tmp->move_on) &&
1938 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1939 1823 {
1940 move_apply(tmp, op, originator); 1824 move_apply (tmp, op, originator);
1825
1941 if (was_destroyed (op, tag)) 1826 if (op->destroyed ())
1942 return 1; 1827 return 1;
1943 1828
1944 /* what the person/creature stepped onto has moved the object 1829 /* what the person/creature stepped onto has moved the object
1945 * someplace new. Don't process any further - if we did, 1830 * someplace new. Don't process any further - if we did,
1946 * have a feeling strange problems would result. 1831 * have a feeling strange problems would result.
1947 */ 1832 */
1948 if (op->map != m || op->x != x || op->y != y) return 0; 1833 if (op->map != m || op->x != x || op->y != y)
1834 return 0;
1949 } 1835 }
1950 } 1836 }
1837
1951 return 0; 1838 return 0;
1952} 1839}
1953 1840
1954/* 1841/*
1955 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1956 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1957 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1958 */ 1845 */
1959 1846object *
1960object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1847present_arch (const archetype *at, maptile *m, int x, int y)
1961 object *tmp; 1848{
1962 if(m==NULL || out_of_map(m,x,y)) { 1849 if (m == NULL || out_of_map (m, x, y))
1850 {
1963 LOG(llevError,"Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1964 return NULL; 1852 return NULL;
1965 } 1853 }
1854
1966 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1967 if(tmp->arch == at) 1856 if (tmp->arch == at)
1968 return tmp; 1857 return tmp;
1858
1969 return NULL; 1859 return NULL;
1970} 1860}
1971 1861
1972/* 1862/*
1973 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1974 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1975 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1976 */ 1866 */
1977 1867object *
1978object *present(unsigned char type,mapstruct *m, int x,int y) { 1868present (unsigned char type, maptile *m, int x, int y)
1979 object *tmp; 1869{
1980 if(out_of_map(m,x,y)) { 1870 if (out_of_map (m, x, y))
1871 {
1981 LOG(llevError,"Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1873 return NULL;
1983 } 1874 }
1875
1984 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1985 if(tmp->type==type) 1877 if (tmp->type == type)
1986 return tmp; 1878 return tmp;
1879
1987 return NULL; 1880 return NULL;
1988} 1881}
1989 1882
1990/* 1883/*
1991 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1994 */ 1887 */
1995 1888object *
1996object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
1997 object *tmp; 1890{
1998 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if(tmp->type==type) 1892 if (tmp->type == type)
2000 return tmp; 1893 return tmp;
1894
2001 return NULL; 1895 return NULL;
2002} 1896}
2003 1897
2004/* 1898/*
2005 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1910 * to be unique.
2017 */ 1911 */
2018 1912object *
2019object *present_in_ob_by_name(int type, const char *str, const object *op) { 1913present_in_ob_by_name (int type, const char *str, const object *op)
2020 object *tmp; 1914{
2021
2022 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2023 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2024 return tmp; 1917 return tmp;
2025 } 1918
2026 return NULL; 1919 return 0;
2027} 1920}
2028 1921
2029/* 1922/*
2030 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2031 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2032 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2033 */ 1926 */
2034 1927object *
2035object *present_arch_in_ob(const archetype *at, const object *op) { 1928present_arch_in_ob (const archetype *at, const object *op)
2036 object *tmp; 1929{
2037 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2038 if( tmp->arch == at) 1931 if (tmp->arch == at)
2039 return tmp; 1932 return tmp;
1933
2040 return NULL; 1934 return NULL;
2041} 1935}
2042 1936
2043/* 1937/*
2044 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2045 */ 1939 */
1940void
2046void flag_inv(object*op, int flag){ 1941flag_inv (object *op, int flag)
2047 object *tmp; 1942{
2048 if(op->inv) 1943 if (op->inv)
2049 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1945 {
2050 SET_FLAG(tmp, flag); 1946 SET_FLAG (tmp, flag);
2051 flag_inv(tmp,flag); 1947 flag_inv (tmp, flag);
2052 } 1948 }
1949}
1950
2053}/* 1951/*
2054 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2055 */ 1953 */
1954void
2056void unflag_inv(object*op, int flag){ 1955unflag_inv (object *op, int flag)
2057 object *tmp; 1956{
2058 if(op->inv) 1957 if (op->inv)
2059 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
2060 CLEAR_FLAG(tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2061 unflag_inv(tmp,flag); 1961 unflag_inv (tmp, flag);
2062 } 1962 }
2063} 1963}
2064 1964
2065/* 1965/*
2066 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2067 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2068 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2069 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2070 */ 1970 */
2071 1971void
2072void set_cheat(object *op) { 1972set_cheat (object *op)
1973{
2073 SET_FLAG(op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv(op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2075} 1976}
2076 1977
2077/* 1978/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
2079 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 1997 * customized, changed states, etc.
2097 */ 1998 */
2098 1999int
2099int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{
2100 int i,index=0, flag; 2002 int index = 0, flag;
2101 static int altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2102 2004
2103 for(i=start;i<stop;i++) { 2005 for (int i = start; i < stop; i++)
2006 {
2104 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2105 if(!flag) 2008 if (!flag)
2106 altern[index++]=i; 2009 altern [index++] = i;
2107 2010
2108 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2109 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2110 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2111 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2112 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2113 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2114 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2115 */ 2018 */
2116 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2117 stop=maxfree[i]; 2020 stop = maxfree[i];
2118 } 2021 }
2119 if(!index) return -1; 2022
2023 if (!index)
2024 return -1;
2025
2120 return altern[RANDOM()%index]; 2026 return altern[RANDOM () % index];
2121} 2027}
2122 2028
2123/* 2029/*
2124 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2125 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2126 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2127 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2128 */ 2034 */
2129 2035int
2130int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2131 int i; 2037{
2132 for(i=0;i<SIZEOFFREE;i++) { 2038 for (int i = 0; i < SIZEOFFREE; i++)
2133 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2134 return i; 2040 return i;
2135 } 2041
2136 return -1; 2042 return -1;
2137} 2043}
2138 2044
2139/* 2045/*
2140 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2141 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2142 */ 2049 */
2050static void
2143static void permute(int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2144{ 2052{
2145 int i, j, tmp, len; 2053 arr += begin;
2054 end -= begin;
2146 2055
2147 len = end-begin; 2056 while (--end)
2148 for(i = begin; i < end; i++) 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2149 {
2150 j = begin+RANDOM()%len;
2151
2152 tmp = arr[i];
2153 arr[i] = arr[j];
2154 arr[j] = tmp;
2155 }
2156} 2058}
2157 2059
2158/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2159 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2160 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2161 * monsters to the north first. However, the size of the array passed 2063 * monsters to the north first. However, the size of the array passed
2162 * covers all the spaces, so within that size, all the spaces within 2064 * covers all the spaces, so within that size, all the spaces within
2163 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2164 */ 2066 */
2067void
2165void get_search_arr(int *search_arr) 2068get_search_arr (int *search_arr)
2166{ 2069{
2167 int i; 2070 int i;
2168 2071
2169 for(i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2170 {
2171 search_arr[i] = i; 2073 search_arr[i] = i;
2172 }
2173 2074
2174 permute(search_arr, 1, SIZEOFFREE1+1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2175 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2176 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2177} 2078}
2178 2079
2179/* 2080/*
2180 * find_dir(map, x, y, exclude) will search some close squares in the 2081 * find_dir(map, x, y, exclude) will search some close squares in the
2181 * given map at the given coordinates for live objects. 2082 * given map at the given coordinates for live objects.
2186 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2187 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2188 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2189 * there is capable of. 2090 * there is capable of.
2190 */ 2091 */
2191 2092int
2192int find_dir(mapstruct *m, int x, int y, object *exclude) { 2093find_dir (maptile *m, int x, int y, object *exclude)
2094{
2193 int i,max=SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2096
2194 sint16 nx, ny; 2097 sint16 nx, ny;
2195 object *tmp; 2098 object *tmp;
2196 mapstruct *mp; 2099 maptile *mp;
2100
2197 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2198 2102
2199 if (exclude && exclude->head) { 2103 if (exclude && exclude->head)
2104 {
2200 exclude = exclude->head; 2105 exclude = exclude->head;
2201 move_type = exclude->move_type; 2106 move_type = exclude->move_type;
2202 } else { 2107 }
2108 else
2109 {
2203 /* If we don't have anything, presume it can use all movement types. */ 2110 /* If we don't have anything, presume it can use all movement types. */
2204 move_type=MOVE_ALL; 2111 move_type = MOVE_ALL;
2112 }
2113
2114 for (i = 1; i < max; i++)
2205 } 2115 {
2206
2207 for(i=1;i<max;i++) {
2208 mp = m; 2116 mp = m;
2209 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2210 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2211 2119
2212 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2213 if (mflags & P_OUT_OF_MAP) { 2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i];
2124 else
2125 {
2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type)
2214 max = maxfree[i]; 2131 max = maxfree[i];
2215 } else {
2216 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2217
2218 if ((move_type & blocked) == move_type) {
2219 max=maxfree[i];
2220 } else if (mflags & P_IS_ALIVE) { 2132 else if (mflags & P_IS_ALIVE)
2221 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2133 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2222 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2223 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2224 break; 2137 break;
2225 } 2138
2226 }
2227 if(tmp) { 2139 if (tmp)
2228 return freedir[i]; 2140 return freedir[i];
2229 }
2230 } 2141 }
2231 } 2142 }
2232 } 2143 }
2144
2233 return 0; 2145 return 0;
2234} 2146}
2235 2147
2236/* 2148/*
2237 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2238 * distance between the two given objects. 2150 * distance between the two given objects.
2239 */ 2151 */
2240 2152int
2241int distance(const object *ob1, const object *ob2) { 2153distance (const object *ob1, const object *ob2)
2242 int i; 2154{
2243 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2244 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2245 return i;
2246} 2156}
2247 2157
2248/* 2158/*
2249 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2250 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2251 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2252 */ 2162 */
2253 2163int
2254int find_dir_2(int x, int y) { 2164find_dir_2 (int x, int y)
2165{
2255 int q; 2166 int q;
2256 2167
2257 if(y) 2168 if (y)
2258 q=x*100/y; 2169 q = x * 100 / y;
2259 else if (x) 2170 else if (x)
2260 q= -300*x; 2171 q = -300 * x;
2261 else 2172 else
2262 return 0; 2173 return 0;
2263 2174
2264 if(y>0) { 2175 if (y > 0)
2176 {
2265 if(q < -242) 2177 if (q < -242)
2266 return 3 ; 2178 return 3;
2267 if (q < -41) 2179 if (q < -41)
2268 return 2 ; 2180 return 2;
2269 if (q < 41) 2181 if (q < 41)
2270 return 1 ; 2182 return 1;
2271 if (q < 242) 2183 if (q < 242)
2272 return 8 ; 2184 return 8;
2273 return 7 ; 2185 return 7;
2274 } 2186 }
2275 2187
2276 if (q < -242) 2188 if (q < -242)
2277 return 7 ; 2189 return 7;
2278 if (q < -41) 2190 if (q < -41)
2279 return 6 ; 2191 return 6;
2280 if (q < 41) 2192 if (q < 41)
2281 return 5 ; 2193 return 5;
2282 if (q < 242) 2194 if (q < 242)
2283 return 4 ; 2195 return 4;
2284 2196
2285 return 3 ; 2197 return 3;
2286} 2198}
2287 2199
2288/* 2200/*
2289 * absdir(int): Returns a number between 1 and 8, which represent 2201 * absdir(int): Returns a number between 1 and 8, which represent
2290 * the "absolute" direction of a number (it actually takes care of 2202 * the "absolute" direction of a number (it actually takes care of
2291 * "overflow" in previous calculations of a direction). 2203 * "overflow" in previous calculations of a direction).
2292 */ 2204 */
2293 2205
2206int
2294int absdir(int d) { 2207absdir (int d)
2295 while(d<1) d+=8; 2208{
2296 while(d>8) d-=8; 2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2297 return d; 2215 return d;
2298} 2216}
2299 2217
2300/* 2218/*
2301 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2302 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2303 */ 2221 */
2304 2222
2223int
2305int dirdiff(int dir1, int dir2) { 2224dirdiff (int dir1, int dir2)
2225{
2306 int d; 2226 int d;
2227
2307 d = abs(dir1 - dir2); 2228 d = abs (dir1 - dir2);
2308 if(d>4) 2229 if (d > 4)
2309 d = 8 - d; 2230 d = 8 - d;
2231
2310 return d; 2232 return d;
2311} 2233}
2312 2234
2313/* peterm: 2235/* peterm:
2314 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2317 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2318 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2319 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2320 * functions. 2242 * functions.
2321 */ 2243 */
2322
2323int reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2324 {0,0,0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2325 {0,0,0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2326 {0,0,0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2327 {0,0,0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2328 {0,0,0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2329 {0,0,0}, /* 5 */ 2250 {0, 0, 0}, /* 5 */
2330 {0,0,0}, /* 6 */ 2251 {0, 0, 0}, /* 6 */
2331 {0,0,0}, /* 7 */ 2252 {0, 0, 0}, /* 7 */
2332 {0,0,0}, /* 8 */ 2253 {0, 0, 0}, /* 8 */
2333 {8,1,2}, /* 9 */ 2254 {8, 1, 2}, /* 9 */
2334 {1,2,-1}, /* 10 */ 2255 {1, 2, -1}, /* 10 */
2335 {2,10,12}, /* 11 */ 2256 {2, 10, 12}, /* 11 */
2336 {2,3,-1}, /* 12 */ 2257 {2, 3, -1}, /* 12 */
2337 {2,3,4}, /* 13 */ 2258 {2, 3, 4}, /* 13 */
2338 {3,4,-1}, /* 14 */ 2259 {3, 4, -1}, /* 14 */
2339 {4,14,16}, /* 15 */ 2260 {4, 14, 16}, /* 15 */
2340 {5,4,-1}, /* 16 */ 2261 {5, 4, -1}, /* 16 */
2341 {4,5,6}, /* 17 */ 2262 {4, 5, 6}, /* 17 */
2342 {6,5,-1}, /* 18 */ 2263 {6, 5, -1}, /* 18 */
2343 {6,20,18}, /* 19 */ 2264 {6, 20, 18}, /* 19 */
2344 {7,6,-1}, /* 20 */ 2265 {7, 6, -1}, /* 20 */
2345 {6,7,8}, /* 21 */ 2266 {6, 7, 8}, /* 21 */
2346 {7,8,-1}, /* 22 */ 2267 {7, 8, -1}, /* 22 */
2347 {8,22,24}, /* 23 */ 2268 {8, 22, 24}, /* 23 */
2348 {8,1,-1}, /* 24 */ 2269 {8, 1, -1}, /* 24 */
2349 {24,9,10}, /* 25 */ 2270 {24, 9, 10}, /* 25 */
2350 {9,10,-1}, /* 26 */ 2271 {9, 10, -1}, /* 26 */
2351 {10,11,-1}, /* 27 */ 2272 {10, 11, -1}, /* 27 */
2352 {27,11,29}, /* 28 */ 2273 {27, 11, 29}, /* 28 */
2353 {11,12,-1}, /* 29 */ 2274 {11, 12, -1}, /* 29 */
2354 {12,13,-1}, /* 30 */ 2275 {12, 13, -1}, /* 30 */
2355 {12,13,14}, /* 31 */ 2276 {12, 13, 14}, /* 31 */
2356 {13,14,-1}, /* 32 */ 2277 {13, 14, -1}, /* 32 */
2357 {14,15,-1}, /* 33 */ 2278 {14, 15, -1}, /* 33 */
2358 {33,15,35}, /* 34 */ 2279 {33, 15, 35}, /* 34 */
2359 {16,15,-1}, /* 35 */ 2280 {16, 15, -1}, /* 35 */
2360 {17,16,-1}, /* 36 */ 2281 {17, 16, -1}, /* 36 */
2361 {18,17,16}, /* 37 */ 2282 {18, 17, 16}, /* 37 */
2362 {18,17,-1}, /* 38 */ 2283 {18, 17, -1}, /* 38 */
2363 {18,19,-1}, /* 39 */ 2284 {18, 19, -1}, /* 39 */
2364 {41,19,39}, /* 40 */ 2285 {41, 19, 39}, /* 40 */
2365 {19,20,-1}, /* 41 */ 2286 {19, 20, -1}, /* 41 */
2366 {20,21,-1}, /* 42 */ 2287 {20, 21, -1}, /* 42 */
2367 {20,21,22}, /* 43 */ 2288 {20, 21, 22}, /* 43 */
2368 {21,22,-1}, /* 44 */ 2289 {21, 22, -1}, /* 44 */
2369 {23,22,-1}, /* 45 */ 2290 {23, 22, -1}, /* 45 */
2370 {45,47,23}, /* 46 */ 2291 {45, 47, 23}, /* 46 */
2371 {23,24,-1}, /* 47 */ 2292 {23, 24, -1}, /* 47 */
2372 {24,9,-1}}; /* 48 */ 2293 {24, 9, -1}
2294}; /* 48 */
2373 2295
2374/* Recursive routine to step back and see if we can 2296/* Recursive routine to step back and see if we can
2375 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2376 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2377 * can see a direct way to get it 2299 * can see a direct way to get it
2378 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2379 */ 2301 */
2380 2302int
2381
2382int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2304{
2383 sint16 dx, dy; 2305 sint16 dx, dy;
2384 int mflags; 2306 int mflags;
2385 2307
2308 if (dir < 0)
2386 if(dir<0) return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2387 2310
2388 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2389 dy = y + freearr_y[dir]; 2312 dy = y + freearr_y[dir];
2390 2313
2391 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2314 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2392 2315
2393 /* This functional arguably was incorrect before - it was 2316 /* This functional arguably was incorrect before - it was
2394 * checking for P_WALL - that was basically seeing if 2317 * checking for P_WALL - that was basically seeing if
2395 * we could move to the monster - this is being more 2318 * we could move to the monster - this is being more
2396 * literal on if we can see it. To know if we can actually 2319 * literal on if we can see it. To know if we can actually
2397 * move to the monster, we'd need the monster passed in or 2320 * move to the monster, we'd need the monster passed in or
2398 * at least its move type. 2321 * at least its move type.
2399 */ 2322 */
2400 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2323 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2324 return 0;
2401 2325
2402 /* yes, can see. */ 2326 /* yes, can see. */
2403 if(dir < 9) return 1; 2327 if (dir < 9)
2328 return 1;
2329
2404 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2405 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2406 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2407} 2333}
2408 2334
2409
2410
2411/* 2335/*
2412 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2413 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2414 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2415 * 2339 *
2417 * core dumps if they do. 2341 * core dumps if they do.
2418 * 2342 *
2419 * Add a check so we can't pick up invisible objects (0.93.8) 2343 * Add a check so we can't pick up invisible objects (0.93.8)
2420 */ 2344 */
2421 2345
2346int
2422int can_pick(const object *who, const object *item) { 2347can_pick (const object *who, const object *item)
2348{
2423 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2424 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2425 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2426 (who->type==PLAYER||item->weight<who->weight/3));
2427} 2352}
2428
2429 2353
2430/* 2354/*
2431 * create clone from object to another 2355 * create clone from object to another
2432 */ 2356 */
2357object *
2433object *object_create_clone (object *asrc) { 2358object_create_clone (object *asrc)
2359{
2434 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2435 2361
2436 if(!asrc) return NULL; 2362 if (!asrc)
2363 return 0;
2364
2437 src = asrc; 2365 src = asrc;
2438 if(src->head) 2366 if (src->head)
2439 src = src->head; 2367 src = src->head;
2440 2368
2441 prev = NULL; 2369 prev = 0;
2442 for(part = src; part; part = part->more) { 2370 for (part = src; part; part = part->more)
2443 tmp = get_object(); 2371 {
2444 copy_object(part,tmp); 2372 tmp = part->clone ();
2445 tmp->x -= src->x; 2373 tmp->x -= src->x;
2446 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2447 if(!part->head) { 2376 if (!part->head)
2377 {
2448 dst = tmp; 2378 dst = tmp;
2449 tmp->head = NULL; 2379 tmp->head = 0;
2380 }
2450 } else { 2381 else
2451 tmp->head = dst; 2382 tmp->head = dst;
2452 } 2383
2453 tmp->more = NULL; 2384 tmp->more = 0;
2385
2454 if(prev) 2386 if (prev)
2455 prev->more = tmp; 2387 prev->more = tmp;
2388
2456 prev = tmp; 2389 prev = tmp;
2457 } 2390 }
2458 /*** copy inventory ***/ 2391
2459 for(item = src->inv; item; item = item->below) { 2392 for (item = src->inv; item; item = item->below)
2460 (void) insert_ob_in_ob(object_create_clone(item),dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2461 }
2462 2394
2463 return dst; 2395 return dst;
2464}
2465
2466/* return true if the object was destroyed, 0 otherwise */
2467int was_destroyed (const object *op, tag_t old_tag)
2468{
2469 /* checking for FLAG_FREED isn't necessary, but makes this function more
2470 * robust */
2471 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2472} 2396}
2473 2397
2474/* GROS - Creates an object using a string representing its content. */ 2398/* GROS - Creates an object using a string representing its content. */
2475/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2476/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2477/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2478/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2479/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2480 2404object *
2481object* load_object_str(const char *obstr) 2405load_object_str (const char *obstr)
2482{ 2406{
2483 object *op; 2407 object *op;
2484 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2409
2485 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2486 2411
2487 FILE *tempfile=fopen(filename,"w"); 2412 FILE *tempfile = fopen (filename, "w");
2413
2488 if (tempfile == NULL) 2414 if (tempfile == NULL)
2489 { 2415 {
2490 LOG(llevError,"Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2491 return NULL; 2417 return NULL;
2492 }; 2418 }
2419
2493 fprintf(tempfile,obstr); 2420 fprintf (tempfile, obstr);
2494 fclose(tempfile); 2421 fclose (tempfile);
2495 2422
2496 op=get_object(); 2423 op = object::create ();
2497 2424
2498 object_thawer thawer (filename); 2425 object_thawer thawer (filename);
2426
2499 if (thawer) 2427 if (thawer)
2500 load_object(thawer,op,LO_NEWFILE,0); 2428 load_object (thawer, op, 0);
2429
2501 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2502 CLEAR_FLAG(op,FLAG_REMOVED); 2431 CLEAR_FLAG (op, FLAG_REMOVED);
2503 2432
2504 return op; 2433 return op;
2505} 2434}
2506 2435
2507/* This returns the first object in who's inventory that 2436/* This returns the first object in who's inventory that
2508 * has the same type and subtype match. 2437 * has the same type and subtype match.
2509 * returns NULL if no match. 2438 * returns NULL if no match.
2510 */ 2439 */
2440object *
2511object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2512{ 2442{
2513 object *tmp;
2514
2515 for (tmp=who->inv; tmp; tmp=tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2516 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2444 if (tmp->type == type && tmp->subtype == subtype)
2445 return tmp;
2517 2446
2518 return NULL; 2447 return 0;
2519} 2448}
2520 2449
2521/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2522 * otherwise return NULL. 2451 * otherwise return NULL.
2523 * 2452 *
2524 * key must be a passed in shared string - otherwise, this won't 2453 * key must be a passed in shared string - otherwise, this won't
2525 * do the desired thing. 2454 * do the desired thing.
2526 */ 2455 */
2456key_value *
2527key_value * get_ob_key_link(const object * ob, const char * key) { 2457get_ob_key_link (const object *ob, const char *key)
2528 key_value * link; 2458{
2529
2530 for (link = ob->key_values; link != NULL; link = link->next) { 2459 for (key_value *link = ob->key_values; link; link = link->next)
2531 if (link->key == key) { 2460 if (link->key == key)
2532 return link; 2461 return link;
2533 } 2462
2534 } 2463 return 0;
2535 2464}
2536 return NULL;
2537}
2538 2465
2539/* 2466/*
2540 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2541 * 2468 *
2542 * The argument doesn't need to be a shared string. 2469 * The argument doesn't need to be a shared string.
2543 * 2470 *
2544 * The returned string is shared. 2471 * The returned string is shared.
2545 */ 2472 */
2473const char *
2546const char * get_ob_key_value(const object * op, const char * const key) { 2474get_ob_key_value (const object *op, const char *const key)
2475{
2547 key_value * link; 2476 key_value *link;
2548 const char * canonical_key; 2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2549 2480 {
2550 canonical_key = shstr::find (key);
2551
2552 if (canonical_key == NULL) {
2553 /* 1. There being a field named key on any object 2481 /* 1. There being a field named key on any object
2554 * implies there'd be a shared string to find. 2482 * implies there'd be a shared string to find.
2555 * 2. Since there isn't, no object has this field. 2483 * 2. Since there isn't, no object has this field.
2556 * 3. Therefore, *this* object doesn't have this field. 2484 * 3. Therefore, *this* object doesn't have this field.
2557 */ 2485 */
2558 return NULL; 2486 return 0;
2559 } 2487 }
2560 2488
2561 /* This is copied from get_ob_key_link() above - 2489 /* This is copied from get_ob_key_link() above -
2562 * only 4 lines, and saves the function call overhead. 2490 * only 4 lines, and saves the function call overhead.
2563 */ 2491 */
2564 for (link = op->key_values; link != NULL; link = link->next) { 2492 for (link = op->key_values; link; link = link->next)
2565 if (link->key == canonical_key) { 2493 if (link->key == canonical_key)
2566 return link->value; 2494 return link->value;
2567 } 2495
2568 } 2496 return 0;
2569 return NULL;
2570} 2497}
2571 2498
2572 2499
2573/* 2500/*
2574 * Updates the canonical_key in op to value. 2501 * Updates the canonical_key in op to value.
2578 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2579 * keys. 2506 * keys.
2580 * 2507 *
2581 * Returns TRUE on success. 2508 * Returns TRUE on success.
2582 */ 2509 */
2510int
2583int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512{
2584 key_value * field = NULL, *last=NULL; 2513 key_value *field = NULL, *last = NULL;
2585 2514
2586 for (field=op->key_values; field != NULL; field=field->next) { 2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2587 if (field->key != canonical_key) { 2517 if (field->key != canonical_key)
2518 {
2588 last = field; 2519 last = field;
2589 continue; 2520 continue;
2590 } 2521 }
2591 2522
2592 if (value) 2523 if (value)
2593 field->value = value; 2524 field->value = value;
2594 else { 2525 else
2526 {
2595 /* Basically, if the archetype has this key set, 2527 /* Basically, if the archetype has this key set,
2596 * we need to store the null value so when we save 2528 * we need to store the null value so when we save
2597 * it, we save the empty value so that when we load, 2529 * it, we save the empty value so that when we load,
2598 * we get this value back again. 2530 * we get this value back again.
2599 */ 2531 */
2600 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2601 field->value = 0; 2533 field->value = 0;
2534 else
2535 {
2536 if (last)
2537 last->next = field->next;
2602 else 2538 else
2603 {
2604 if (last) last->next = field->next;
2605 else op->key_values = field->next; 2539 op->key_values = field->next;
2606 2540
2607 delete field; 2541 delete field;
2608 } 2542 }
2609 } 2543 }
2610 return TRUE; 2544 return TRUE;
2611 } 2545 }
2612 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2613 2547
2614 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2615 2549
2616 if (!add_key) { 2550 if (!add_key)
2617 return FALSE; 2551 return FALSE;
2618 } 2552
2619 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2620 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2621 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2622 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2623 * should pass in "" 2557 * should pass in ""
2624 */ 2558 */
2625 if (value == NULL) return TRUE; 2559 if (value == NULL)
2626
2627 field = new key_value;
2628
2629 field->key = canonical_key;
2630 field->value = value;
2631 /* Usual prepend-addition. */
2632 field->next = op->key_values;
2633 op->key_values = field;
2634
2635 return TRUE; 2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2636} 2571}
2637 2572
2638/* 2573/*
2639 * Updates the key in op to value. 2574 * Updates the key in op to value.
2640 * 2575 *
2642 * and not add new ones. 2577 * and not add new ones.
2643 * In general, should be little reason FALSE is ever passed in for add_key 2578 * In general, should be little reason FALSE is ever passed in for add_key
2644 * 2579 *
2645 * Returns TRUE on success. 2580 * Returns TRUE on success.
2646 */ 2581 */
2582int
2647int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2648{ 2584{
2649 shstr key_ (key); 2585 shstr key_ (key);
2586
2650 return set_ob_key_value_s (op, key_, value, add_key); 2587 return set_ob_key_value_s (op, key_, value, add_key);
2651} 2588}
2589
2590object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container)
2592{
2593 while (item->inv)
2594 item = item->inv;
2595}
2596
2597void
2598object::depth_iterator::next ()
2599{
2600 if (item->below)
2601 {
2602 item = item->below;
2603
2604 while (item->inv)
2605 item = item->inv;
2606 }
2607 else
2608 item = item->env;
2609}
2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 *p = 0;
2619
2620 for (int i = 0; i < NUM_FLAGS; i++)
2621 {
2622 if (len <= 10) // magic constant!
2623 {
2624 snprintf (p, len, ",...");
2625 break;
2626 }
2627
2628 if (flag [i])
2629 {
2630 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2631 len -= cnt;
2632 p += cnt;
2633 first = false;
2634 }
2635 }
2636
2637 return desc;
2638}
2639
2640// return a suitable string describing an object in enough detail to find it
2641const char *
2642object::debug_desc (char *info) const
2643{
2644 char flagdesc[512];
2645 char info2[256 * 4];
2646 char *p = info;
2647
2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2649 count, uuid.seq,
2650 &name,
2651 title ? "\",title:" : "",
2652 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type);
2654
2655 if (env)
2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2657
2658 if (map)
2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2660
2661 return info;
2662}
2663
2664const char *
2665object::debug_desc () const
2666{
2667 static char info[256 * 4];
2668 return debug_desc (info);
2669}
2670

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