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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 1.109 by root, Sun Jan 7 21:54:59 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 41
53object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57short freearr_x[SIZEOFFREE]= 45short 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}; 46 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]= 47};
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, 48short 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}; 49 -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]= 50};
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, 51int 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}; 52 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
53};
66int freedir[SIZEOFFREE]= { 54int 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, 55 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}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
69 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
70 135
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
73 key_value * wants_field; 140 key_value *wants_field;
74 141
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* 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 143 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
78 */ 145 */
79 146
80 /* For each field in wants, */ 147 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
82 key_value * has_field; 150 key_value *has_field;
83 151
84 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
86 156 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 157 /* No field with that name. */
89 return FALSE; 158 return FALSE;
90 }
91 159 }
160
92 /* Found the matching field. */ 161 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
94 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 165 return FALSE;
96 } 166 }
97 167
98 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 169 }
170
101 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 172 return TRUE;
103} 173}
104 174
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
107 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
109 */ 181 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 183}
112 184
113/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 186 * they can be merged together.
115 * 187 *
116 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
119 * 191 *
120 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
121 * 193 *
122 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
123 * check weight 195 * check weight
124 */ 196 */
125 197bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 198{
127
128 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
205 return 0;
130 206
131 if (ob1->speed != ob2->speed) return 0; 207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 210 * used to store nrof).
135 */ 211 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0;
214
215 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning.
220 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name
230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id
241 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0;
253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 261 return 0;
138 262
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 263 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 264 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; 265 return 0;
145 266
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 267 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 268 * if it is valid.
158 */ 269 */
159 } 270 }
160 271
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, 272 /* 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 273 * 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. 274 * some items equipped, and we don't want those to merge.
212 */ 275 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277 return 0;
278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
286 switch (ob1->type)
287 {
288 case SCROLL:
289 if (ob1->level != ob2->level)
290 return 0;
291 break;
292 }
293
294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
296 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 /* One has fields, but the other one doesn't. */
214 return 0; 299 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)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
230 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
231 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
232 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
233 return 1; 315 return 1;
234} 316}
235 317
236/* 318/*
237 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
240 */ 322 */
241signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
242 signed long sum; 326 long sum;
243 object *inv; 327 object *inv;
328
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
245 if (inv->inv) 331 if (inv->inv)
246 sum_weight(inv); 332 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 334 }
335
249 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
251 if(op->carrying != sum) 339 if (op->carrying != sum)
252 op->carrying = sum; 340 op->carrying = sum;
341
253 return sum; 342 return sum;
254} 343}
255 344
256/** 345/**
257 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
258 */ 347 */
259 348
349object *
260object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
261 while (op->env != NULL) 352 while (op->env != NULL)
262 op = op->env; 353 op = op->env;
263 return op; 354 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} 355}
278 356
279/* 357/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 359 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
283 */ 361 */
284 362
285void dump_object2(object *op) { 363char *
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) { 364dump_object (object *op)
332 if(op==NULL) { 365{
333 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
334 return; 367 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 368
340void dump_all_objects(void) { 369 object_freezer freezer;
341 object *op; 370 save_object (freezer, op, 1);
342 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 372}
347 373
348/* 374/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
352 */ 378 */
353 379
380object *
354object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
355 object *tmp,*closest; 383 object *tmp, *closest;
356 int last_dist,i; 384 int last_dist, i;
385
357 if(op->more==NULL) 386 if (op->more == NULL)
358 return op; 387 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
362 return closest; 391 return closest;
363} 392}
364 393
365/* 394/*
366 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
367 */ 396 */
368 397object *
369object *find_object(tag_t i) { 398find_object (tag_t i)
370 object *op; 399{
371 for(op=objects;op!=NULL;op=op->next) 400 return ((unsigned int)i) < objects.size ()
372 if(op->count==i) 401 ? objects [i]
373 break; 402 : 0;
374 return op;
375} 403}
376 404
377/* 405/*
378 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
381 */ 409 */
382 410object *
383object *find_object_name(const char *str) { 411find_object_name (const char *str)
384 const char *name = shstr::find (str); 412{
413 shstr_cmp str_ (str);
385 object *op; 414 object *op;
386 for(op=objects;op!=NULL;op=op->next) 415
416 for_all_objects (op)
387 if(&op->name == name) 417 if (op->name == str_)
388 break; 418 break;
389 419
390 return op; 420 return op;
391} 421}
392 422
423void
393void free_all_object_data(void) { 424free_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{ 425{
435 if (!op) return; 426 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} 427}
443
444
445 428
446/* 429/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 431 * skill and experience objects.
449 */ 432 */
450void set_owner (object *op, object *owner) 433void
434object::set_owner (object *owner)
451{ 435{
452 if(owner==NULL||op==NULL) 436 if (!owner)
453 return; 437 return;
454 438
455 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* 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 441 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 443 * 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. 444 * didn't match, this check is valid and I believe that cause is valid.
461 */ 445 */
462 while (owner->owner && owner!=owner->owner && 446 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 447 owner = owner->owner;
464 448
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; 449 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} 450}
518 451
519/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 453 * refcounts and freeing the links.
521 */ 454 */
455static void
522static void free_key_values(object * op) 456free_key_values (object *op)
523{ 457{
524 for (key_value *i = op->key_values; i != 0; ) 458 for (key_value *i = op->key_values; i != 0;)
525 { 459 {
526 key_value *next = i->next; 460 key_value *next = i->next;
527 delete i; 461 delete i;
462
528 i = next; 463 i = next;
529 } 464 }
530 465
531 op->key_values = 0; 466 op->key_values = 0;
532} 467}
533 468
534/* 469/*
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, 470 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * 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 474 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 475 * will point at garbage.
594 */ 476 */
595 477void
596void copy_object(object *op2, object *op) 478object::copy_to (object *dst)
597{ 479{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 482
600 op->clear (); 483 *(object_copy *)dst = *this;
601 484
602 free_key_values (op); 485 if (is_freed)
486 SET_FLAG (dst, FLAG_FREED);
603 487
604 *(object_special *)op = *(object_special *)op2; 488 if (is_removed)
605 op2->clone (op); 489 SET_FLAG (dst, FLAG_REMOVED);
606 490
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0) 491 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 493
613 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 495 if (key_values)
496 {
615 key_value *tail = NULL; 497 key_value *tail = 0;
616 key_value *i; 498 key_value *i;
617 499
618 op->key_values = NULL; 500 dst->key_values = 0;
619 501
620 for (i = op2->key_values; i != NULL; i = i->next) 502 for (i = key_values; i; i = i->next)
621 { 503 {
622 key_value *new_link = new key_value; 504 key_value *new_link = new key_value;
623 505
624 new_link->next = NULL; 506 new_link->next = 0;
625 new_link->key = i->key; 507 new_link->key = i->key;
626 new_link->value = i->value; 508 new_link->value = i->value;
627 509
628 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 511 if (!dst->key_values)
630 { 512 {
631 op->key_values = new_link; 513 dst->key_values = new_link;
632 tail = new_link; 514 tail = new_link;
633 } 515 }
634 else 516 else
635 { 517 {
636 tail->next = new_link; 518 tail->next = new_link;
637 tail = new_link; 519 tail = new_link;
638 } 520 }
639 } 521 }
640 } 522 }
641 523
642 update_ob_speed (op); 524 dst->set_speed (dst->speed);
643} 525}
644 526
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; 527object *
685 528object::clone ()
686 if(free_objects==NULL) 529{
687 expand_objects(); 530 object *neu = create ();
688 531 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; 532 return neu;
720} 533}
721 534
722/* 535/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * 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 537 * 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. 538 * be called to update the face variable, _and_ how it looks on the map.
726 */ 539 */
727 540void
728void update_turn_face(object *op) { 541update_turn_face (object *op)
542{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
730 return; 544 return;
545
731 SET_ANIMATION(op, op->direction); 546 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
733} 548}
734 549
735/* 550/*
736 * Updates the speed of an object. If the speed changes from 0 to another 551 * 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. 552 * 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. 553 * This function needs to be called whenever the speed of an object changes.
739 */ 554 */
740 555void
741void update_ob_speed(object *op) { 556object::set_speed (float speed)
742 extern int arch_init; 557{
743 558 if (flag [FLAG_FREED] && speed)
744 /* No reason putting the archetypes objects on the speed list, 559 {
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); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0; 561 speed = 0;
754#endif
755 } 562 }
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;
763 563
764 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
765 * of the list. */ 565
766 op->active_next = active_objects; 566 if (has_active_speed ())
767 if (op->active_next!=NULL) 567 activate ();
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else { 568 else
772 /* If not on the active list, nothing needs to be done */ 569 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} 570}
790 571
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/* 572/*
820 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 576 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 577 * 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 578 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
827 * 580 *
828 * action is a hint of what the caller believes need to be done. 581 * 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: 582 * current action are:
834 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * 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. 586 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
839 */ 588 */
840 589void
841void update_object(object *op, int action) { 590update_object (object *op, int action)
842 int update_now=0, flags; 591{
843 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
844 593
845 if (op == NULL) { 594 if (op == NULL)
595 {
846 /* this should never happen */ 596 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 598 return;
849 }
850 599 }
851 if(op->env!=NULL) { 600
601 if (op->env)
602 {
852 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
853 * to do in this case. 604 * to do in this case.
854 */ 605 */
855 return; 606 return;
856 } 607 }
857 608
858 /* If the map is saving, don't do anything as everything is 609 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 610 * going to get freed anyways.
860 */ 611 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 612 if (!op->map || op->map->in_memory == MAP_SAVING)
862 613 return;
614
863 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 616 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)) { 617 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 619#ifdef MANY_CORES
868 abort(); 620 abort ();
869#endif 621#endif
870 return; 622 return;
871 }
872 623 }
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);
879 624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
880 if (action == UP_OBJ_INSERT) { 629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 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)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 638 || (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; 639 || (m.move_off | op->move_off ) != m.move_off
640 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 642 * to have move_allow right now.
897 */ 643 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 645 || 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; 646 m.flags_ = 0;
901 } 647 }
902 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 650 * that is being removed.
905 */ 651 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 653 m.flags_ = 0;
908 } else if (action == UP_OBJ_FACE) { 654 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
910 }
911 else { 656 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 658
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) 659 if (op->more)
921 update_object(op->more, action); 660 update_object (op->more, action);
922} 661}
923 662
663object *object::first;
924 664
925/* 665object::object ()
926 * free_object() frees everything allocated by an object, removes 666{
927 * it from the list of used objects, and puts it on the list of 667 SET_FLAG (this, FLAG_REMOVED);
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 */
935 668
936void free_object(object *ob) { 669 expmul = 1.0;
937 free_object2(ob, 0); 670 face = blank_face;
938} 671}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941 672
942 ob->clear (); 673object::~object ()
674{
675 free_key_values (this);
676}
943 677
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 678void object::link ()
945 LOG(llevDebug,"Free object called with non removed object\n"); 679{
946 dump_object(ob); 680 uuid = gen_uuid ();
947#ifdef MANY_CORES 681
948 abort(); 682 refcnt_inc ();
949#endif 683 objects.insert (this);
950 } 684}
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 685
952 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 686void object::unlink ()
953 remove_friendly_object(ob); 687{
954 } 688 objects.erase (this);
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 689 refcnt_dec ();
956 dump_object(ob); 690}
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 691
692void
693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
958 return; 697 return;
698
699 if (has_active_speed ())
700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
959 } 743 {
960 if(ob->more!=NULL) { 744 op->flag [flag] = value;
961 free_object2(ob->more, free_inventory); 745 op->set_flag_inv (flag, value);
962 ob->more=NULL;
963 } 746 }
964 if (ob->inv) { 747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
965 /* Only if the space blocks everything do we not process - 764 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 765 * if some form of movement is allowed, let objects
967 * drop on that space. 766 * drop on that space.
968 */ 767 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 768 if (!drop_to_ground
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 769 || !map
971 { 770 || map->in_memory != MAP_IN_MEMORY
972 op=ob->inv; 771 || ms ().move_block == MOVE_ALL)
973 while(op!=NULL) { 772 {
974 tmp=op->below; 773 while (inv)
975 remove_ob(op);
976 free_object2(op, free_inventory);
977 op=tmp;
978 }
979 } 774 {
980 else { /* Put objects in inventory onto this space */ 775 inv->destroy_inv (drop_to_ground);
981 op=ob->inv; 776 inv->destroy ();
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 } 777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
995 } 782 {
996 } 783 object *op = inv;
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000 784
1001 SET_FLAG(ob, FLAG_FREED); 785 if (op->flag [FLAG_STARTEQUIP]
1002 ob->count = 0; 786 || op->flag [FLAG_NO_DROP]
1003 787 || op->type == RUNE
1004 /* Remove this object from the list of used objects */ 788 || op->type == TRAP
1005 if(ob->prev==NULL) { 789 || op->flag [FLAG_IS_A_TEMPLATE])
1006 objects=ob->next; 790 op->destroy ();
1007 if(objects!=NULL) 791 else
1008 objects->prev=NULL; 792 map->insert (op, x, y);
793 }
1009 } 794 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025
1026 free_key_values (ob);
1027
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} 795}
1038 796
1039/* 797object *object::create ()
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042
1043int count_free ()
1044{ 798{
1045 int i=0;
1046 object *tmp=free_objects; 799 object *op = new object;
1047 while(tmp!=NULL) 800 op->link ();
1048 tmp=tmp->next, i++;
1049 return i; 801 return op;
1050} 802}
1051 803
1052/* 804void
1053 * count_used() returns the number of objects on the list of used objects. 805object::do_destroy ()
1054 */
1055
1056int count_used()
1057{ 806{
1058 int i=0; 807 if (flag [FLAG_IS_LINKED])
1059 object *tmp=objects; 808 remove_button_link (this);
1060 while(tmp!=NULL) 809
1061 tmp=tmp->next, i++; 810 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this);
812
813 if (!flag [FLAG_REMOVED])
814 remove ();
815
816 if (flag [FLAG_FREED])
1062 return i; 817 return;
1063}
1064 818
1065/* 819 set_speed (0);
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068 820
1069int count_active() 821 flag [FLAG_FREED] = 1;
822
823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827
828 // hack to ensure that freed objects still have a valid map
829 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes
831
832 if (!freed_map)
833 {
834 freed_map = new maptile;
835
836 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3;
838 freed_map->height = 3;
839
840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
842 }
843
844 map = freed_map;
845 x = 1;
846 y = 1;
847 }
848
849 head = 0;
850
851 if (more)
852 {
853 more->destroy ();
854 more = 0;
855 }
856
857 // clear those pointers that likely might have circular references to us
858 owner = 0;
859 enemy = 0;
860 attacked_by = 0;
861}
862
863void
864object::destroy (bool destroy_inventory)
1070{ 865{
1071 int i=0; 866 if (destroyed ())
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i; 867 return;
868
869 if (destroy_inventory)
870 destroy_inv (false);
871
872 attachable::destroy ();
1076} 873}
1077 874
1078/* 875/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 877 * weight of an object (and what is carried by it's environment(s)).
1081 */ 878 */
1082 879void
1083void sub_weight (object *op, signed long weight) { 880sub_weight (object *op, signed long weight)
881{
1084 while (op != NULL) { 882 while (op != NULL)
883 {
1085 if (op->type == CONTAINER) { 884 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 885 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 886
1088 op->carrying-=weight; 887 op->carrying -= weight;
1089 op = op->env; 888 op = op->env;
1090 } 889 }
1091} 890}
1092 891
1093/* remove_ob(op): 892/* op->remove ():
1094 * This function removes the object op from the linked list of objects 893 * 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 894 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 895 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 896 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 897 * the previous environment.
1099 * Beware: This function is called from the editor as well! 898 * Beware: This function is called from the editor as well!
1100 */ 899 */
1101 900void
1102void remove_ob(object *op) { 901object::remove ()
902{
1103 object *tmp,*last=NULL; 903 object *tmp, *last = 0;
1104 object *otmp; 904 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 905
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 906 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 907 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 908
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); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
1131 911
912 if (more)
913 more->remove ();
914
1132 /* 915 /*
1133 * In this case, the object to be removed is in someones 916 * In this case, the object to be removed is in someones
1134 * inventory. 917 * inventory.
1135 */ 918 */
1136 if(op->env!=NULL) { 919 if (env)
920 {
1137 if(op->nrof) 921 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 922 sub_weight (env, weight * nrof);
1139 else 923 else
1140 sub_weight(op->env, op->weight+op->carrying); 924 sub_weight (env, weight + carrying);
1141 925
1142 /* NO_FIX_PLAYER is set when a great many changes are being 926 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 927 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 928 * to save cpu time.
1145 */ 929 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 931 otmp->update_stats ();
1148 fix_player(otmp);
1149 932
1150 if(op->above!=NULL) 933 if (above)
1151 op->above->below=op->below; 934 above->below = below;
1152 else 935 else
1153 op->env->inv=op->below; 936 env->inv = below;
1154 937
1155 if(op->below!=NULL) 938 if (below)
1156 op->below->above=op->above; 939 below->above = above;
1157 940
1158 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 943 * to the caller to decide what we want to do.
944 */
945 x = env->x, y = env->y;
946 map = env->map;
947 above = 0, below = 0;
948 env = 0;
949 }
950 else if (map)
951 {
952 if (type == PLAYER)
953 {
954 --map->players;
955 map->touch ();
956 }
957
958 map->dirty = true;
959
960 /* link the object above us */
961 if (above)
962 above->below = below;
963 else
964 map->at (x, y).top = below; /* we were top, set new top */
965
966 /* Relink the object below us, if there is one */
967 if (below)
968 below->above = above;
969 else
970 {
971 /* Nothing below, which means we need to relink map object for this space
972 * use translated coordinates in case some oddness with map tiling is
973 * evident
1161 */ 974 */
1162 op->x=op->env->x,op->y=op->env->y; 975 if (GET_MAP_OB (map, x, y) != this)
1163 op->ox=op->x,op->oy=op->y; 976 {
1164 op->map=op->env->map; 977 char *dump = dump_object (this);
1165 op->above=NULL,op->below=NULL; 978 LOG (llevError,
1166 op->env=NULL; 979 "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);
980 free (dump);
981 dump = dump_object (GET_MAP_OB (map, x, y));
982 LOG (llevError, "%s\n", dump);
983 free (dump);
984 }
985
986 map->at (x, y).bot = above; /* goes on above it. */
987 }
988
989 above = 0;
990 below = 0;
991
992 if (map->in_memory == MAP_SAVING)
1167 return; 993 return;
1168 }
1169 994
1170 /* If we get here, we are removing it from a map */ 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1171 if (op->map == NULL) return;
1172 996
1173 x = op->x; 997 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 } 998 {
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 999 /* No point updating the players look faces if he is the object
1227 * being removed. 1000 * being removed.
1228 */ 1001 */
1229 1002
1230 if(tmp->type==PLAYER && tmp!=op) { 1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1231 /* If a container that the player is currently using somehow gets 1005 /* If a container that the player is currently using somehow gets
1232 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1233 * appropriately. 1007 * appropriately.
1234 */ 1008 */
1235 if (tmp->container==op) { 1009 if (tmp->container == this)
1236 CLEAR_FLAG(op, FLAG_APPLIED); 1010 {
1011 flag [FLAG_APPLIED] = 0;
1237 tmp->container=NULL; 1012 tmp->container = 0;
1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1238 } 1017 }
1239 tmp->contr->socket.update_look=1; 1018
1240 }
1241 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1242 if (check_walk_off && ((op->move_type & tmp->move_off) && 1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1243 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1244 1023 {
1245 move_apply(tmp, op, NULL); 1024 move_apply (tmp, this, 0);
1025
1246 if (was_destroyed (op, tag)) { 1026 if (destroyed ())
1247 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1248 "leaving object\n", &tmp->name, &tmp->arch->name);
1249 } 1028 }
1250 }
1251 1029
1252 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1253 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1254 if(tmp->above == tmp) 1032 if (tmp->above == tmp)
1255 tmp->above = NULL; 1033 tmp->above = 0;
1034
1256 last=tmp; 1035 last = tmp;
1257 } 1036 }
1037
1258 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1259 if (last==NULL) { 1039 //TODO: this makes little sense, why only update the topmost object?
1260 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1040 if (!last)
1261 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1041 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 1042 else
1269 update_object(last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1270 1044
1271 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1272 update_all_los(op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1273 1047 }
1274} 1048}
1275 1049
1276/* 1050/*
1277 * merge_ob(op,top): 1051 * merge_ob(op,top):
1278 * 1052 *
1279 * This function goes through all objects below and including top, and 1053 * This function goes through all objects below and including top, and
1280 * merges op to the first matching object. 1054 * merges op to the first matching object.
1281 * If top is NULL, it is calculated. 1055 * If top is NULL, it is calculated.
1282 * Returns pointer to object if it succeded in the merge, otherwise NULL 1056 * Returns pointer to object if it succeded in the merge, otherwise NULL
1283 */ 1057 */
1284 1058object *
1285object *merge_ob(object *op, object *top) { 1059merge_ob (object *op, object *top)
1060{
1286 if(!op->nrof) 1061 if (!op->nrof)
1287 return 0; 1062 return 0;
1288 if(top==NULL) 1063
1064 if (top)
1289 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1067
1290 for(;top!=NULL;top=top->below) { 1068 for (; top; top = top->below)
1069 {
1291 if(top==op) 1070 if (top == op)
1292 continue; 1071 continue;
1293 if (CAN_MERGE(op,top)) 1072
1294 { 1073 if (object::can_merge (op, top))
1074 {
1295 top->nrof+=op->nrof; 1075 top->nrof += op->nrof;
1076
1296/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1297 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1298 remove_ob(op); 1079 op->destroy ();
1299 free_object(op);
1300 return top; 1080 return top;
1301 } 1081 }
1302 } 1082 }
1083
1303 return NULL; 1084 return 0;
1304} 1085}
1305 1086
1306/* 1087/*
1307 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1308 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1309 */ 1090 */
1091object *
1310object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1311 object* tmp; 1093{
1312 if (op->head) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1313 op=op->head; 1095 {
1314 for (tmp=op;tmp;tmp=tmp->more){
1315 tmp->x=x+tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y=y+tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1317 } 1098 }
1099
1318 return insert_ob_in_map (op, m, originator, flag); 1100 return insert_ob_in_map (op, m, originator, flag);
1319} 1101}
1320 1102
1321/* 1103/*
1322 * insert_ob_in_map (op, map, originator, flag): 1104 * insert_ob_in_map (op, map, originator, flag):
1323 * This function inserts the object in the two-way linked list 1105 * This function inserts the object in the two-way linked list
1336 * Return value: 1118 * Return value:
1337 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1338 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1339 * just 'op' otherwise 1121 * just 'op' otherwise
1340 */ 1122 */
1341 1123object *
1342object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1343{ 1125{
1344 object *tmp, *top, *floor=NULL; 1126 object *tmp, *top, *floor = NULL;
1345 sint16 x,y; 1127 sint16 x, y;
1346 1128
1347 if (QUERY_FLAG (op, FLAG_FREED)) { 1129 if (QUERY_FLAG (op, FLAG_FREED))
1130 {
1348 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1349 return NULL; 1132 return NULL;
1133 }
1134
1135 if (!m)
1350 } 1136 {
1351 if(m==NULL) {
1352 dump_object(op); 1137 char *dump = dump_object (op);
1353 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1354 return op; 1140 return op;
1355 } 1141 }
1142
1356 if(out_of_map(m,op->x,op->y)) { 1143 if (out_of_map (m, op->x, op->y))
1144 {
1357 dump_object(op); 1145 char *dump = dump_object (op);
1358 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1359#ifdef MANY_CORES 1147#ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object 1148 /* 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 1149 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted. 1150 * improperly inserted.
1363 */ 1151 */
1364 abort(); 1152 abort ();
1365#endif 1153#endif
1154 free (dump);
1366 return op; 1155 return op;
1367 } 1156 }
1157
1368 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1159 {
1369 dump_object(op); 1160 char *dump = dump_object (op);
1370 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1371 return op; 1163 return op;
1164 }
1165
1166 if (op->more)
1372 } 1167 {
1373 if(op->more!=NULL) {
1374 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1375 1169
1376 object *more = op->more; 1170 object *more = op->more;
1377 1171
1378 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1379 * we set the map, that doesn't work if the location is within 1173 * 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 1174 * a map and this is straddling an edge. So only if coordinate
1381 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1382 */ 1176 */
1383 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1177 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); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1388 } else if (!more->map) { 1179 else if (!more->map)
1180 {
1389 /* For backwards compatibility - when not dealing with tiled maps, 1181 /* For backwards compatibility - when not dealing with tiled maps,
1390 * more->map should always point to the parent. 1182 * more->map should always point to the parent.
1391 */ 1183 */
1392 more->map = m; 1184 more->map = m;
1393 } 1185 }
1394 1186
1395 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1188 {
1396 if ( ! op->head) 1189 if (!op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1191
1398 return NULL; 1192 return 0;
1399 } 1193 }
1400 } 1194 }
1195
1401 CLEAR_FLAG(op,FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1402 1197
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 1198 /* 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 1199 * of areas of callers (eg, anything that uses find_free_spot would now
1409 * need extra work 1200 * need extra work
1410 */ 1201 */
1411 op->map=get_map_from_coord(m, &op->x, &op->y); 1202 op->map = get_map_from_coord (m, &op->x, &op->y);
1412 x = op->x; 1203 x = op->x;
1413 y = op->y; 1204 y = op->y;
1414 1205
1415 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1416 */ 1207 */
1417 if(op->nrof && !(flag & INS_NO_MERGE)) { 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1418 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1419 if (CAN_MERGE(op,tmp)) { 1210 if (object::can_merge (op, tmp))
1211 {
1420 op->nrof+=tmp->nrof; 1212 op->nrof += tmp->nrof;
1421 remove_ob(tmp); 1213 tmp->destroy ();
1422 free_object(tmp); 1214 }
1215
1216 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1217 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1218
1219 if (!QUERY_FLAG (op, FLAG_ALIVE))
1220 CLEAR_FLAG (op, FLAG_NO_STEAL);
1221
1222 if (flag & INS_BELOW_ORIGINATOR)
1223 {
1224 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1225 {
1226 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1227 abort ();
1228 }
1229
1230 op->above = originator;
1231 op->below = originator->below;
1232
1233 if (op->below)
1234 op->below->above = op;
1235 else
1236 op->ms ().bot = op;
1237
1238 /* since *below* originator, no need to update top */
1239 originator->below = op;
1240 }
1241 else
1242 {
1243 /* If there are other objects, then */
1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1245 {
1246 object *last = 0;
1247
1248 /*
1249 * If there are multiple objects on this space, we do some trickier handling.
1250 * We've already dealt with merging if appropriate.
1251 * Generally, we want to put the new object on top. But if
1252 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1253 * floor, we want to insert above that and no further.
1254 * Also, if there are spell objects on this space, we stop processing
1255 * once we get to them. This reduces the need to traverse over all of
1256 * them when adding another one - this saves quite a bit of cpu time
1257 * when lots of spells are cast in one area. Currently, it is presumed
1258 * that flying non pickable objects are spell objects.
1259 */
1260 while (top)
1261 {
1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1263 floor = top;
1264
1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1266 {
1267 /* We insert above top, so we want this object below this */
1268 top = top->below;
1269 break;
1270 }
1271
1272 last = top;
1273 top = top->above;
1423 } 1274 }
1424 }
1425 1275
1426 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1276 /* Don't want top to be NULL, so set it to the last valid object */
1427 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1277 top = last;
1428 if (!QUERY_FLAG(op, FLAG_ALIVE))
1429 CLEAR_FLAG(op, FLAG_NO_STEAL);
1430 1278
1431 if (flag & INS_BELOW_ORIGINATOR) { 1279 /* We let update_position deal with figuring out what the space
1432 if (originator->map != op->map || originator->x != op->x || 1280 * looks like instead of lots of conditions here.
1433 originator->y != op->y) { 1281 * 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 /* 1282 */
1448 * If there are multiple objects on this space, we do some trickier handling. 1283
1449 * We've already dealt with merging if appropriate. 1284 /* Have object 'fall below' other objects that block view.
1450 * Generally, we want to put the new object on top. But if 1285 * Unless those objects are exits, type 66
1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1286 * If INS_ON_TOP is used, don't do this processing
1452 * floor, we want to insert above that and no further. 1287 * Need to find the object that in fact blocks view, otherwise
1453 * Also, if there are spell objects on this space, we stop processing 1288 * stacking is a bit odd.
1454 * once we get to them. This reduces the need to traverse over all of 1289 */
1455 * them when adding another one - this saves quite a bit of cpu time 1290 if (!(flag & INS_ON_TOP) &&
1456 * when lots of spells are cast in one area. Currently, it is presumed 1291 (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. 1292 {
1293 for (last = top; last != floor; last = last->below)
1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1295 break;
1296 /* Check to see if we found the object that blocks view,
1297 * and make sure we have a below pointer for it so that
1298 * we can get inserted below this one, which requires we
1299 * set top to the object below us.
1458 */ 1300 */
1459 1301 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; 1302 top = last->below;
1473 } 1303 }
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 */ 1304 } /* If objects on this space */
1305
1501 if (flag & INS_MAP_LOAD) 1306 if (flag & INS_MAP_LOAD)
1502 top = GET_MAP_TOP(op->map,op->x,op->y); 1307 top = GET_MAP_TOP (op->map, op->x, op->y);
1308
1503 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1309 if (flag & INS_ABOVE_FLOOR_ONLY)
1310 top = floor;
1504 1311
1505 /* Top is the object that our object (op) is going to get inserted above. 1312 /* Top is the object that our object (op) is going to get inserted above.
1506 */ 1313 */
1507 1314
1508 /* First object on this space */ 1315 /* First object on this space */
1509 if (!top) { 1316 if (!top)
1317 {
1510 op->above = GET_MAP_OB(op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1319
1320 if (op->above)
1511 if (op->above) op->above->below = op; 1321 op->above->below = op;
1322
1512 op->below = NULL; 1323 op->below = 0;
1513 SET_MAP_OB(op->map, op->x, op->y, op); 1324 op->ms ().bot = op;
1325 }
1326 else
1514 } else { /* get inserted into the stack above top */ 1327 { /* get inserted into the stack above top */
1515 op->above = top->above; 1328 op->above = top->above;
1329
1330 if (op->above)
1516 if (op->above) op->above->below = op; 1331 op->above->below = op;
1332
1517 op->below = top; 1333 op->below = top;
1518 top->above = op; 1334 top->above = op;
1519 } 1335 }
1336
1520 if (op->above==NULL) 1337 if (!op->above)
1521 SET_MAP_TOP(op->map,op->x, op->y, op); 1338 op->ms ().top = op;
1522 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1523 1340
1524 if(op->type==PLAYER) 1341 if (op->type == PLAYER)
1342 {
1525 op->contr->do_los=1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1526 1347
1348 op->map->dirty = true;
1349
1527 /* If we have a floor, we know the player, if any, will be above 1350 /* 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. 1351 * it, so save a few ticks and start from there.
1529 */ 1352 */
1530 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1531 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1354 if (object *pl = op->ms ().player ())
1532 if (tmp->type == PLAYER) 1355 if (pl->contr->ns)
1533 tmp->contr->socket.update_look=1; 1356 pl->contr->ns->floorbox_update ();
1534 }
1535 1357
1536 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1537 * visible to others on this map. But update_all_los is really 1359 * 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 1360 * 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 1361 * on the map will get recalculated. The players could very well
1540 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1541 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1542 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1543 * of effect may be sufficient. 1365 * of effect may be sufficient.
1544 */ 1366 */
1545 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1546 update_all_los(op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1547 1369
1548
1549 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1550 update_object(op,UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1551 1372
1373 INVOKE_OBJECT (INSERT, op);
1552 1374
1553 /* Don't know if moving this to the end will break anything. However, 1375 /* 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. 1376 * we want to have floorbox_update called before calling this.
1555 * 1377 *
1556 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1557 * check_move_on() depends on correct map flags (so functions like 1379 * check_move_on() depends on correct map flags (so functions like
1558 * blocked() and wall() work properly), and these flags are updated by 1380 * blocked() and wall() work properly), and these flags are updated by
1559 * update_object(). 1381 * update_object().
1560 */ 1382 */
1561 1383
1562 /* if this is not the head or flag has been passed, don't check walk on status */ 1384 /* 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) { 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1386 {
1565 if (check_move_on(op, originator)) 1387 if (check_move_on (op, originator))
1566 return NULL; 1388 return 0;
1567 1389
1568 /* If we are a multi part object, lets work our way through the check 1390 /* If we are a multi part object, lets work our way through the check
1569 * walk on's. 1391 * walk on's.
1570 */ 1392 */
1571 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1572 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1573 return NULL; 1395 return 0;
1574 } 1396 }
1397
1575 return op; 1398 return op;
1576} 1399}
1577 1400
1578/* this function inserts an object in the map, but if it 1401/* 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. 1402 * 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. 1403 * op is the object to insert it under: supplies x and the map.
1581 */ 1404 */
1405void
1582void replace_insert_ob_in_map(const char *arch_string, object *op) { 1406replace_insert_ob_in_map (const char *arch_string, object *op)
1583 object *tmp; 1407{
1584 object *tmp1; 1408 object *tmp, *tmp1;
1585 1409
1586 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1587 1411
1588 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1589 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1590 remove_ob(tmp); 1414 tmp->destroy ();
1591 free_object(tmp);
1592 }
1593 }
1594 1415
1595 tmp1=arch_to_object(find_archetype(arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1596 1417
1597 1418 tmp1->x = op->x;
1598 tmp1->x = op->x; tmp1->y = op->y; 1419 tmp1->y = op->y;
1599 insert_ob_in_map(tmp1,op->map,op,0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1600} 1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1427}
1601 1428
1602/* 1429/*
1603 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * 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 1431 * is returned contains nr objects, and the remaining parts contains
1605 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1606 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1607 * global static errmsg array. 1434 * global static errmsg array.
1608 */ 1435 */
1609 1436object *
1610object *get_split_ob(object *orig_ob, uint32 nr) { 1437get_split_ob (object *orig_ob, uint32 nr)
1438{
1611 object *newob; 1439 object *newob;
1612 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1441
1614 if(orig_ob->nrof<nr) { 1442 if (orig_ob->nrof < nr)
1615 sprintf(errmsg,"There are only %d %ss.", 1443 {
1616 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1444 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1445 return NULL;
1618 } 1446 }
1447
1619 newob = object_create_clone(orig_ob); 1448 newob = object_create_clone (orig_ob);
1449
1620 if((orig_ob->nrof-=nr)<1) { 1450 if ((orig_ob->nrof -= nr) < 1)
1621 if ( ! is_removed) 1451 orig_ob->destroy (1);
1622 remove_ob(orig_ob);
1623 free_object2(orig_ob, 1);
1624 }
1625 else if ( ! is_removed) { 1452 else if (!is_removed)
1453 {
1626 if(orig_ob->env!=NULL) 1454 if (orig_ob->env != NULL)
1627 sub_weight (orig_ob->env,orig_ob->weight*nr); 1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1628 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1456 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1457 {
1629 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1458 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"); 1459 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1632 return NULL; 1460 return NULL;
1633 } 1461 }
1634 } 1462 }
1463
1635 newob->nrof=nr; 1464 newob->nrof = nr;
1636 1465
1637 return newob; 1466 return newob;
1638} 1467}
1639 1468
1640/* 1469/*
1641 * decrease_ob_nr(object, number) decreases a specified number from 1470 * decrease_ob_nr(object, number) decreases a specified number from
1642 * the amount of an object. If the amount reaches 0, the object 1471 * the amount of an object. If the amount reaches 0, the object
1643 * is subsequently removed and freed. 1472 * is subsequently removed and freed.
1644 * 1473 *
1645 * Return value: 'op' if something is left, NULL if the amount reached 0 1474 * Return value: 'op' if something is left, NULL if the amount reached 0
1646 */ 1475 */
1647 1476
1477object *
1648object *decrease_ob_nr (object *op, uint32 i) 1478decrease_ob_nr (object *op, uint32 i)
1649{ 1479{
1650 object *tmp; 1480 object *tmp;
1651 player *pl;
1652 1481
1653 if (i == 0) /* objects with op->nrof require this check */ 1482 if (i == 0) /* objects with op->nrof require this check */
1654 return op; 1483 return op;
1655 1484
1656 if (i > op->nrof) 1485 if (i > op->nrof)
1657 i = op->nrof; 1486 i = op->nrof;
1658 1487
1659 if (QUERY_FLAG (op, FLAG_REMOVED)) 1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1489 op->nrof -= i;
1490 else if (op->env)
1491 {
1492 /* is this object in the players inventory, or sub container
1493 * therein?
1494 */
1495 tmp = op->in_player ();
1496 /* nope. Is this a container the player has opened?
1497 * If so, set tmp to that player.
1498 * IMO, searching through all the players will mostly
1499 * likely be quicker than following op->env to the map,
1500 * and then searching the map for a player.
1501 */
1502 if (!tmp)
1503 for_all_players (pl)
1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1507 break;
1508 }
1509
1510 if (i < op->nrof)
1511 {
1512 sub_weight (op->env, op->weight * i);
1513 op->nrof -= i;
1514 if (tmp)
1515 esrv_send_item (tmp, op);
1516 }
1517 else
1518 {
1519 op->remove ();
1520 op->nrof = 0;
1521 if (tmp)
1522 esrv_del_item (tmp->contr, op->count);
1523 }
1660 { 1524 }
1525 else
1526 {
1527 object *above = op->above;
1528
1529 if (i < op->nrof)
1661 op->nrof -= i; 1530 op->nrof -= i;
1662 } 1531 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 } 1532 {
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); 1533 op->remove ();
1690 op->nrof = 0; 1534 op->nrof = 0;
1691 if (tmp) {
1692 esrv_del_item(tmp->contr, op->count);
1693 } 1535 }
1694 }
1695 }
1696 else
1697 {
1698 object *above = op->above;
1699 1536
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 */ 1537 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above) 1538 for (tmp = above; tmp; tmp = tmp->above)
1708 if (tmp->type == PLAYER) { 1539 if (tmp->type == PLAYER)
1540 {
1709 if (op->nrof) 1541 if (op->nrof)
1710 esrv_send_item(tmp, op); 1542 esrv_send_item (tmp, op);
1711 else 1543 else
1712 esrv_del_item(tmp->contr, op->count); 1544 esrv_del_item (tmp->contr, op->count);
1713 } 1545 }
1714 } 1546 }
1715 1547
1716 if (op->nrof) { 1548 if (op->nrof)
1717 return op; 1549 return op;
1718 } else { 1550 else
1719 free_object (op); 1551 {
1552 op->destroy ();
1720 return NULL; 1553 return 0;
1721 } 1554 }
1722} 1555}
1723 1556
1724/* 1557/*
1725 * add_weight(object, weight) adds the specified weight to an object, 1558 * add_weight(object, weight) adds the specified weight to an object,
1726 * and also updates how much the environment(s) is/are carrying. 1559 * and also updates how much the environment(s) is/are carrying.
1727 */ 1560 */
1728 1561
1562void
1729void add_weight (object *op, signed long weight) { 1563add_weight (object *op, signed long weight)
1564{
1730 while (op!=NULL) { 1565 while (op != NULL)
1566 {
1731 if (op->type == CONTAINER) { 1567 if (op->type == CONTAINER)
1732 weight=(signed long)(weight*(100-op->stats.Str)/100); 1568 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1733 } 1569
1734 op->carrying+=weight; 1570 op->carrying += weight;
1735 op=op->env; 1571 op = op->env;
1736 } 1572 }
1737} 1573}
1738 1574
1575object *
1576insert_ob_in_ob (object *op, object *where)
1577{
1578 if (!where)
1579 {
1580 char *dump = dump_object (op);
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump);
1583 return op;
1584 }
1585
1586 if (where->head)
1587 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head;
1590 }
1591
1592 return where->insert (op);
1593}
1594
1739/* 1595/*
1740 * insert_ob_in_ob(op,environment): 1596 * env->insert (op)
1741 * This function inserts the object op in the linked list 1597 * This function inserts the object op in the linked list
1742 * inside the object environment. 1598 * inside the object environment.
1743 * 1599 *
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 1600 * The function returns now pointer to inserted item, and return value can
1750 * be != op, if items are merged. -Tero 1601 * be != op, if items are merged. -Tero
1751 */ 1602 */
1752 1603
1753object *insert_ob_in_ob(object *op,object *where) { 1604object *
1605object::insert (object *op)
1606{
1754 object *tmp, *otmp; 1607 object *tmp, *otmp;
1755 1608
1756 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 dump_object(op); 1610 op->remove ();
1758 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1611
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) { 1612 if (op->more)
1613 {
1772 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1614 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1773 &op->name, op->count);
1774 return op; 1615 return op;
1775 } 1616 }
1617
1776 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1777 CLEAR_FLAG(op, FLAG_REMOVED); 1619 CLEAR_FLAG (op, FLAG_REMOVED);
1778 if(op->nrof) { 1620 if (op->nrof)
1621 {
1779 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1780 if ( CAN_MERGE(tmp,op) ) { 1623 if (object::can_merge (tmp, op))
1624 {
1781 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1782 (client needs the original object) */ 1626 (client needs the original object) */
1783 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1784 /* Weight handling gets pretty funky. Since we are adding to 1628 /* Weight handling gets pretty funky. Since we are adding to
1785 * tmp->nrof, we need to increase the weight. 1629 * tmp->nrof, we need to increase the weight.
1786 */ 1630 */
1787 add_weight (where, op->weight*op->nrof); 1631 add_weight (this, op->weight * op->nrof);
1788 SET_FLAG(op, FLAG_REMOVED); 1632 SET_FLAG (op, FLAG_REMOVED);
1789 free_object(op); /* free the inserted object */ 1633 op->destroy (); /* free the inserted object */
1790 op = tmp; 1634 op = tmp;
1791 remove_ob (op); /* and fix old object's links */ 1635 op->remove (); /* and fix old object's links */
1792 CLEAR_FLAG(op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1793 break; 1637 break;
1794 } 1638 }
1795 1639
1796 /* I assume combined objects have no inventory 1640 /* I assume combined objects have no inventory
1797 * We add the weight - this object could have just been removed 1641 * We add the weight - this object could have just been removed
1798 * (if it was possible to merge). calling remove_ob will subtract 1642 * (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 1643 * the weight, so we need to add it in again, since we actually do
1800 * the linking below 1644 * the linking below
1801 */ 1645 */
1802 add_weight (where, op->weight*op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1647 }
1803 } else 1648 else
1804 add_weight (where, (op->weight+op->carrying)); 1649 add_weight (this, (op->weight + op->carrying));
1805 1650
1806 otmp=is_player_inv(where); 1651 otmp = this->in_player ();
1807 if (otmp&&otmp->contr!=NULL) { 1652 if (otmp && otmp->contr)
1808 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1809 fix_player(otmp); 1654 otmp->update_stats ();
1810 }
1811 1655
1812 op->map=NULL; 1656 op->map = 0;
1813 op->env=where; 1657 op->env = this;
1814 op->above=NULL; 1658 op->above = 0;
1815 op->below=NULL; 1659 op->below = 0;
1816 op->x=0,op->y=0; 1660 op->x = 0, op->y = 0;
1817 op->ox=0,op->oy=0;
1818 1661
1819 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1820 if((op->glow_radius!=0)&&where->map) 1663 if ((op->glow_radius != 0) && map)
1821 { 1664 {
1822#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1823 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1824 op->name);
1825#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1826 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1668 if (map->darkness)
1669 update_all_los (map, x, y);
1827 } 1670 }
1828 1671
1829 /* Client has no idea of ordering so lets not bother ordering it here. 1672 /* Client has no idea of ordering so lets not bother ordering it here.
1830 * It sure simplifies this function... 1673 * It sure simplifies this function...
1831 */ 1674 */
1832 if (where->inv==NULL) 1675 if (!inv)
1833 where->inv=op; 1676 inv = op;
1834 else { 1677 else
1678 {
1835 op->below = where->inv; 1679 op->below = inv;
1836 op->below->above = op; 1680 op->below->above = op;
1837 where->inv = op; 1681 inv = op;
1838 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1839 return op; 1686 return op;
1840} 1687}
1841 1688
1842/* 1689/*
1843 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1857 * 1704 *
1858 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * 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 1706 * object being inserted. insert_ob_in_map may not put new objects
1860 * on top. 1707 * on top.
1861 */ 1708 */
1862 1709int
1863int check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1864{ 1711{
1865 object *tmp; 1712 object *tmp;
1866 tag_t tag;
1867 mapstruct *m=op->map; 1713 maptile *m = op->map;
1868 int x=op->x, y=op->y; 1714 int x = op->x, y = op->y;
1715
1869 MoveType move_on, move_slow, move_block; 1716 MoveType move_on, move_slow, move_block;
1870 1717
1871 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1718 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1872 return 0; 1719 return 0;
1873 1720
1874 tag = op->count;
1875
1876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1721 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); 1722 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); 1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1879 1724
1880 /* if nothing on this space will slow op down or be applied, 1725 /* 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 1726 * 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 1727 * is set, as lots of objects don't have it set - we treat that
1883 * as walking. 1728 * as walking.
1884 */ 1729 */
1885 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1730 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1886 return 0; 1731 return 0;
1887 1732
1888 /* This is basically inverse logic of that below - basically, 1733 /* This is basically inverse logic of that below - basically,
1889 * if the object can avoid the move on or slow move, they do so, 1734 * 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 1735 * but can't do it if the alternate movement they are using is
1891 * blocked. Logic on this seems confusing, but does seem correct. 1736 * blocked. Logic on this seems confusing, but does seem correct.
1892 */ 1737 */
1893 if ((op->move_type & ~move_on & ~move_block) != 0 && 1738 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; 1739 return 0;
1895 1740
1896 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1897 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1898 */ 1743 */
1899 1744
1900 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1901 tmp->above!=NULL; tmp=tmp->above) { 1746 {
1902 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1903 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1904 * we don't need to check all of them. 1749 * we don't need to check all of them.
1905 */ 1750 */
1906 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1751 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1752 break;
1753 }
1754
1755 for (; tmp; tmp = tmp->below)
1907 } 1756 {
1908 for(;tmp!=NULL; tmp=tmp->below) { 1757 if (tmp == op)
1909 if (tmp == op) continue; /* Can't apply yourself */ 1758 continue; /* Can't apply yourself */
1910 1759
1911 /* Check to see if one of the movement types should be slowed down. 1760 /* 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 1761 * Second check makes sure that the movement types not being slowed
1913 * (~slow_move) is not blocked on this space - just because the 1762 * (~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 1763 * 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. 1764 * swim on that space, can't use it to avoid the penalty.
1916 */ 1765 */
1917 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1766 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1767 {
1918 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1768 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)) { 1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 {
1921 1771
1922 float diff; 1772 float
1923
1924 diff = tmp->move_slow_penalty*FABS(op->speed); 1773 diff = tmp->move_slow_penalty * FABS (op->speed);
1774
1925 if (op->type == PLAYER) { 1775 if (op->type == PLAYER)
1926 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1776 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))) { 1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1928 diff /= 4.0; 1778 diff /= 4.0;
1929 } 1779
1930 }
1931 op->speed_left -= diff; 1780 op->speed_left -= diff;
1932 } 1781 }
1933 } 1782 }
1934 1783
1935 /* Basically same logic as above, except now for actual apply. */ 1784 /* Basically same logic as above, except now for actual apply. */
1936 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1785 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)) { 1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1939 1787 {
1940 move_apply(tmp, op, originator); 1788 move_apply (tmp, op, originator);
1789
1941 if (was_destroyed (op, tag)) 1790 if (op->destroyed ())
1942 return 1; 1791 return 1;
1943 1792
1944 /* what the person/creature stepped onto has moved the object 1793 /* what the person/creature stepped onto has moved the object
1945 * someplace new. Don't process any further - if we did, 1794 * someplace new. Don't process any further - if we did,
1946 * have a feeling strange problems would result. 1795 * have a feeling strange problems would result.
1947 */ 1796 */
1948 if (op->map != m || op->x != x || op->y != y) return 0; 1797 if (op->map != m || op->x != x || op->y != y)
1798 return 0;
1949 } 1799 }
1950 } 1800 }
1801
1951 return 0; 1802 return 0;
1952} 1803}
1953 1804
1954/* 1805/*
1955 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
1956 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
1957 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
1958 */ 1809 */
1959 1810object *
1960object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1811present_arch (const archetype *at, maptile *m, int x, int y)
1961 object *tmp; 1812{
1962 if(m==NULL || out_of_map(m,x,y)) { 1813 if (!m || out_of_map (m, x, y))
1814 {
1963 LOG(llevError,"Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
1964 return NULL; 1816 return NULL;
1965 } 1817 }
1966 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1967 if(tmp->arch == at) 1820 if (tmp->arch == at)
1968 return tmp; 1821 return tmp;
1822
1969 return NULL; 1823 return NULL;
1970} 1824}
1971 1825
1972/* 1826/*
1973 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
1974 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
1975 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1976 */ 1830 */
1977 1831object *
1978object *present(unsigned char type,mapstruct *m, int x,int y) { 1832present (unsigned char type, maptile *m, int x, int y)
1979 object *tmp; 1833{
1980 if(out_of_map(m,x,y)) { 1834 if (out_of_map (m, x, y))
1835 {
1981 LOG(llevError,"Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1837 return NULL;
1983 } 1838 }
1984 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1985 if(tmp->type==type) 1841 if (tmp->type == type)
1986 return tmp; 1842 return tmp;
1843
1987 return NULL; 1844 return NULL;
1988} 1845}
1989 1846
1990/* 1847/*
1991 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
1994 */ 1851 */
1995 1852object *
1996object *present_in_ob(unsigned char type, const object *op) { 1853present_in_ob (unsigned char type, const object *op)
1997 object *tmp; 1854{
1998 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if(tmp->type==type) 1856 if (tmp->type == type)
2000 return tmp; 1857 return tmp;
1858
2001 return NULL; 1859 return NULL;
2002} 1860}
2003 1861
2004/* 1862/*
2005 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1871 * 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 1872 * 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 1873 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1874 * to be unique.
2017 */ 1875 */
2018 1876object *
2019object *present_in_ob_by_name(int type, const char *str, const object *op) { 1877present_in_ob_by_name (int type, const char *str, const object *op)
2020 object *tmp; 1878{
2021
2022 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2023 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2024 return tmp; 1881 return tmp;
2025 } 1882
2026 return NULL; 1883 return 0;
2027} 1884}
2028 1885
2029/* 1886/*
2030 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
2031 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
2032 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2033 */ 1890 */
2034 1891object *
2035object *present_arch_in_ob(const archetype *at, const object *op) { 1892present_arch_in_ob (const archetype *at, const object *op)
2036 object *tmp; 1893{
2037 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2038 if( tmp->arch == at) 1895 if (tmp->arch == at)
2039 return tmp; 1896 return tmp;
1897
2040 return NULL; 1898 return NULL;
2041} 1899}
2042 1900
2043/* 1901/*
2044 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
2045 */ 1903 */
1904void
2046void flag_inv(object*op, int flag){ 1905flag_inv (object *op, int flag)
2047 object *tmp; 1906{
2048 if(op->inv) 1907 if (op->inv)
2049 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1909 {
2050 SET_FLAG(tmp, flag); 1910 SET_FLAG (tmp, flag);
2051 flag_inv(tmp,flag); 1911 flag_inv (tmp, flag);
2052 } 1912 }
1913}
1914
2053}/* 1915/*
2054 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
2055 */ 1917 */
1918void
2056void unflag_inv(object*op, int flag){ 1919unflag_inv (object *op, int flag)
2057 object *tmp; 1920{
2058 if(op->inv) 1921 if (op->inv)
2059 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 {
2060 CLEAR_FLAG(tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
2061 unflag_inv(tmp,flag); 1925 unflag_inv (tmp, flag);
2062 } 1926 }
2063} 1927}
2064 1928
2065/* 1929/*
2066 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2067 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
2068 * If checksums are used, a player will get set_cheat called for 1932 * 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. 1933 * him/her-self and all object carried by a call to this function.
2070 */ 1934 */
2071 1935void
2072void set_cheat(object *op) { 1936set_cheat (object *op)
1937{
2073 SET_FLAG(op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv(op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
2075} 1940}
2076 1941
2077/* 1942/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 1943 * 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 1944 * 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 1958 * 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 1959 * 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 1960 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 1961 * customized, changed states, etc.
2097 */ 1962 */
2098 1963int
2099int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1965{
2100 int i,index=0, flag; 1966 int index = 0, flag;
2101 static int altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
2102 1968
2103 for(i=start;i<stop;i++) { 1969 for (int i = start; i < stop; i++)
1970 {
2104 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2105 if(!flag) 1972 if (!flag)
2106 altern[index++]=i; 1973 altern [index++] = i;
2107 1974
2108 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* 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. 1976 * 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 - 1977 * 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 1978 * 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 1979 * spaces in all the other directions, this will reduce the search space
2113 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
2114 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2115 */ 1982 */
2116 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2117 stop=maxfree[i]; 1984 stop = maxfree[i];
2118 } 1985 }
2119 if(!index) return -1; 1986
1987 if (!index)
1988 return -1;
1989
2120 return altern[RANDOM()%index]; 1990 return altern[RANDOM () % index];
2121} 1991}
2122 1992
2123/* 1993/*
2124 * find_first_free_spot(archetype, mapstruct, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2125 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2126 * But it will return the first available spot, not a random choice. 1996 * 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. 1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2128 */ 1998 */
2129 1999int
2130int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2131 int i; 2001{
2132 for(i=0;i<SIZEOFFREE;i++) { 2002 for (int i = 0; i < SIZEOFFREE; i++)
2133 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2134 return i; 2004 return i;
2135 } 2005
2136 return -1; 2006 return -1;
2137} 2007}
2138 2008
2139/* 2009/*
2140 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2141 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2142 */ 2013 */
2014static void
2143static void permute(int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2144{ 2016{
2145 int i, j, tmp, len; 2017 arr += begin;
2018 end -= begin;
2146 2019
2147 len = end-begin; 2020 while (--end)
2148 for(i = begin; i < end; i++) 2021 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} 2022}
2157 2023
2158/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2159 * This basically returns a randomized array (in the passed pointer) of 2025 * 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 2026 * 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 2027 * 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 2028 * 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. 2029 * the 3x3 area will be searched, just not in a predictable order.
2164 */ 2030 */
2031void
2165void get_search_arr(int *search_arr) 2032get_search_arr (int *search_arr)
2166{ 2033{
2167 int i; 2034 int i;
2168 2035
2169 for(i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2170 {
2171 search_arr[i] = i; 2037 search_arr[i] = i;
2172 }
2173 2038
2174 permute(search_arr, 1, SIZEOFFREE1+1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2175 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2176 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2177} 2042}
2178 2043
2179/* 2044/*
2180 * find_dir(map, x, y, exclude) will search some close squares in the 2045 * find_dir(map, x, y, exclude) will search some close squares in the
2181 * given map at the given coordinates for live objects. 2046 * given map at the given coordinates for live objects.
2186 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * 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 2052 * 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 2053 * because we have to know what movement the thing looking to move
2189 * there is capable of. 2054 * there is capable of.
2190 */ 2055 */
2191 2056int
2192int find_dir(mapstruct *m, int x, int y, object *exclude) { 2057find_dir (maptile *m, int x, int y, object *exclude)
2058{
2193 int i,max=SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2060
2194 sint16 nx, ny; 2061 sint16 nx, ny;
2195 object *tmp; 2062 object *tmp;
2196 mapstruct *mp; 2063 maptile *mp;
2064
2197 MoveType blocked, move_type; 2065 MoveType blocked, move_type;
2198 2066
2199 if (exclude && exclude->head) { 2067 if (exclude && exclude->head)
2068 {
2200 exclude = exclude->head; 2069 exclude = exclude->head;
2201 move_type = exclude->move_type; 2070 move_type = exclude->move_type;
2202 } else { 2071 }
2072 else
2073 {
2203 /* If we don't have anything, presume it can use all movement types. */ 2074 /* If we don't have anything, presume it can use all movement types. */
2204 move_type=MOVE_ALL; 2075 move_type = MOVE_ALL;
2076 }
2077
2078 for (i = 1; i < max; i++)
2205 } 2079 {
2206
2207 for(i=1;i<max;i++) {
2208 mp = m; 2080 mp = m;
2209 nx = x + freearr_x[i]; 2081 nx = x + freearr_x[i];
2210 ny = y + freearr_y[i]; 2082 ny = y + freearr_y[i];
2211 2083
2212 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2213 if (mflags & P_OUT_OF_MAP) { 2086 if (mflags & P_OUT_OF_MAP)
2087 max = maxfree[i];
2088 else
2089 {
2090 mapspace &ms = mp->at (nx, ny);
2091
2092 blocked = ms.move_block;
2093
2094 if ((move_type & blocked) == move_type)
2214 max = maxfree[i]; 2095 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) { 2096 else if (mflags & P_IS_ALIVE)
2221 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2097 {
2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2222 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2223 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2224 break; 2101 break;
2225 } 2102
2226 }
2227 if(tmp) { 2103 if (tmp)
2228 return freedir[i]; 2104 return freedir[i];
2229 }
2230 } 2105 }
2231 } 2106 }
2232 } 2107 }
2108
2233 return 0; 2109 return 0;
2234} 2110}
2235 2111
2236/* 2112/*
2237 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2238 * distance between the two given objects. 2114 * distance between the two given objects.
2239 */ 2115 */
2240 2116int
2241int distance(const object *ob1, const object *ob2) { 2117distance (const object *ob1, const object *ob2)
2242 int i; 2118{
2243 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2119 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} 2120}
2247 2121
2248/* 2122/*
2249 * find_dir_2(delta-x,delta-y) will return a direction in which 2123 * 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 2124 * an object which has subtracted the x and y coordinates of another
2251 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2252 */ 2126 */
2253 2127int
2254int find_dir_2(int x, int y) { 2128find_dir_2 (int x, int y)
2129{
2255 int q; 2130 int q;
2256 2131
2257 if(y) 2132 if (y)
2258 q=x*100/y; 2133 q = x * 100 / y;
2259 else if (x) 2134 else if (x)
2260 q= -300*x; 2135 q = -300 * x;
2261 else 2136 else
2262 return 0; 2137 return 0;
2263 2138
2264 if(y>0) { 2139 if (y > 0)
2140 {
2265 if(q < -242) 2141 if (q < -242)
2266 return 3 ; 2142 return 3;
2267 if (q < -41) 2143 if (q < -41)
2268 return 2 ; 2144 return 2;
2269 if (q < 41) 2145 if (q < 41)
2270 return 1 ; 2146 return 1;
2271 if (q < 242) 2147 if (q < 242)
2272 return 8 ; 2148 return 8;
2273 return 7 ; 2149 return 7;
2274 } 2150 }
2275 2151
2276 if (q < -242) 2152 if (q < -242)
2277 return 7 ; 2153 return 7;
2278 if (q < -41) 2154 if (q < -41)
2279 return 6 ; 2155 return 6;
2280 if (q < 41) 2156 if (q < 41)
2281 return 5 ; 2157 return 5;
2282 if (q < 242) 2158 if (q < 242)
2283 return 4 ; 2159 return 4;
2284 2160
2285 return 3 ; 2161 return 3;
2286} 2162}
2287 2163
2288/* 2164/*
2289 * absdir(int): Returns a number between 1 and 8, which represent 2165 * absdir(int): Returns a number between 1 and 8, which represent
2290 * the "absolute" direction of a number (it actually takes care of 2166 * the "absolute" direction of a number (it actually takes care of
2291 * "overflow" in previous calculations of a direction). 2167 * "overflow" in previous calculations of a direction).
2292 */ 2168 */
2293 2169
2170int
2294int absdir(int d) { 2171absdir (int d)
2295 while(d<1) d+=8; 2172{
2296 while(d>8) d-=8; 2173 while (d < 1)
2174 d += 8;
2175
2176 while (d > 8)
2177 d -= 8;
2178
2297 return d; 2179 return d;
2298} 2180}
2299 2181
2300/* 2182/*
2301 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2302 * between two directions (which are expected to be absolute (see absdir()) 2184 * between two directions (which are expected to be absolute (see absdir())
2303 */ 2185 */
2304 2186
2187int
2305int dirdiff(int dir1, int dir2) { 2188dirdiff (int dir1, int dir2)
2189{
2306 int d; 2190 int d;
2191
2307 d = abs(dir1 - dir2); 2192 d = abs (dir1 - dir2);
2308 if(d>4) 2193 if (d > 4)
2309 d = 8 - d; 2194 d = 8 - d;
2195
2310 return d; 2196 return d;
2311} 2197}
2312 2198
2313/* peterm: 2199/* peterm:
2314 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2200 * 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 2203 * 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. 2204 * 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 2205 * Moved from spell_util.c to object.c with the other related direction
2320 * functions. 2206 * functions.
2321 */ 2207 */
2322
2323int reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2324 {0,0,0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2325 {0,0,0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2326 {0,0,0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2327 {0,0,0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2328 {0,0,0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2329 {0,0,0}, /* 5 */ 2214 {0, 0, 0}, /* 5 */
2330 {0,0,0}, /* 6 */ 2215 {0, 0, 0}, /* 6 */
2331 {0,0,0}, /* 7 */ 2216 {0, 0, 0}, /* 7 */
2332 {0,0,0}, /* 8 */ 2217 {0, 0, 0}, /* 8 */
2333 {8,1,2}, /* 9 */ 2218 {8, 1, 2}, /* 9 */
2334 {1,2,-1}, /* 10 */ 2219 {1, 2, -1}, /* 10 */
2335 {2,10,12}, /* 11 */ 2220 {2, 10, 12}, /* 11 */
2336 {2,3,-1}, /* 12 */ 2221 {2, 3, -1}, /* 12 */
2337 {2,3,4}, /* 13 */ 2222 {2, 3, 4}, /* 13 */
2338 {3,4,-1}, /* 14 */ 2223 {3, 4, -1}, /* 14 */
2339 {4,14,16}, /* 15 */ 2224 {4, 14, 16}, /* 15 */
2340 {5,4,-1}, /* 16 */ 2225 {5, 4, -1}, /* 16 */
2341 {4,5,6}, /* 17 */ 2226 {4, 5, 6}, /* 17 */
2342 {6,5,-1}, /* 18 */ 2227 {6, 5, -1}, /* 18 */
2343 {6,20,18}, /* 19 */ 2228 {6, 20, 18}, /* 19 */
2344 {7,6,-1}, /* 20 */ 2229 {7, 6, -1}, /* 20 */
2345 {6,7,8}, /* 21 */ 2230 {6, 7, 8}, /* 21 */
2346 {7,8,-1}, /* 22 */ 2231 {7, 8, -1}, /* 22 */
2347 {8,22,24}, /* 23 */ 2232 {8, 22, 24}, /* 23 */
2348 {8,1,-1}, /* 24 */ 2233 {8, 1, -1}, /* 24 */
2349 {24,9,10}, /* 25 */ 2234 {24, 9, 10}, /* 25 */
2350 {9,10,-1}, /* 26 */ 2235 {9, 10, -1}, /* 26 */
2351 {10,11,-1}, /* 27 */ 2236 {10, 11, -1}, /* 27 */
2352 {27,11,29}, /* 28 */ 2237 {27, 11, 29}, /* 28 */
2353 {11,12,-1}, /* 29 */ 2238 {11, 12, -1}, /* 29 */
2354 {12,13,-1}, /* 30 */ 2239 {12, 13, -1}, /* 30 */
2355 {12,13,14}, /* 31 */ 2240 {12, 13, 14}, /* 31 */
2356 {13,14,-1}, /* 32 */ 2241 {13, 14, -1}, /* 32 */
2357 {14,15,-1}, /* 33 */ 2242 {14, 15, -1}, /* 33 */
2358 {33,15,35}, /* 34 */ 2243 {33, 15, 35}, /* 34 */
2359 {16,15,-1}, /* 35 */ 2244 {16, 15, -1}, /* 35 */
2360 {17,16,-1}, /* 36 */ 2245 {17, 16, -1}, /* 36 */
2361 {18,17,16}, /* 37 */ 2246 {18, 17, 16}, /* 37 */
2362 {18,17,-1}, /* 38 */ 2247 {18, 17, -1}, /* 38 */
2363 {18,19,-1}, /* 39 */ 2248 {18, 19, -1}, /* 39 */
2364 {41,19,39}, /* 40 */ 2249 {41, 19, 39}, /* 40 */
2365 {19,20,-1}, /* 41 */ 2250 {19, 20, -1}, /* 41 */
2366 {20,21,-1}, /* 42 */ 2251 {20, 21, -1}, /* 42 */
2367 {20,21,22}, /* 43 */ 2252 {20, 21, 22}, /* 43 */
2368 {21,22,-1}, /* 44 */ 2253 {21, 22, -1}, /* 44 */
2369 {23,22,-1}, /* 45 */ 2254 {23, 22, -1}, /* 45 */
2370 {45,47,23}, /* 46 */ 2255 {45, 47, 23}, /* 46 */
2371 {23,24,-1}, /* 47 */ 2256 {23, 24, -1}, /* 47 */
2372 {24,9,-1}}; /* 48 */ 2257 {24, 9, -1}
2258}; /* 48 */
2373 2259
2374/* Recursive routine to step back and see if we can 2260/* Recursive routine to step back and see if we can
2375 * find a path to that monster that we found. If not, 2261 * find a path to that monster that we found. If not,
2376 * we don't bother going toward it. Returns 1 if we 2262 * we don't bother going toward it. Returns 1 if we
2377 * can see a direct way to get it 2263 * can see a direct way to get it
2378 * Modified to be map tile aware -.MSW 2264 * Modified to be map tile aware -.MSW
2379 */ 2265 */
2380 2266int
2381
2382int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2267can_see_monsterP (maptile *m, int x, int y, int dir)
2268{
2383 sint16 dx, dy; 2269 sint16 dx, dy;
2384 int mflags; 2270 int mflags;
2385 2271
2272 if (dir < 0)
2386 if(dir<0) return 0; /* exit condition: invalid direction */ 2273 return 0; /* exit condition: invalid direction */
2387 2274
2388 dx = x + freearr_x[dir]; 2275 dx = x + freearr_x[dir];
2389 dy = y + freearr_y[dir]; 2276 dy = y + freearr_y[dir];
2390 2277
2391 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2278 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2392 2279
2393 /* This functional arguably was incorrect before - it was 2280 /* This functional arguably was incorrect before - it was
2394 * checking for P_WALL - that was basically seeing if 2281 * checking for P_WALL - that was basically seeing if
2395 * we could move to the monster - this is being more 2282 * we could move to the monster - this is being more
2396 * literal on if we can see it. To know if we can actually 2283 * 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 2284 * move to the monster, we'd need the monster passed in or
2398 * at least its move type. 2285 * at least its move type.
2399 */ 2286 */
2400 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2287 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2288 return 0;
2401 2289
2402 /* yes, can see. */ 2290 /* yes, can see. */
2403 if(dir < 9) return 1; 2291 if (dir < 9)
2292 return 1;
2293
2404 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2294 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2405 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2406 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2407} 2297}
2408 2298
2409
2410
2411/* 2299/*
2412 * can_pick(picker, item): finds out if an object is possible to be 2300 * 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 2301 * picked up by the picker. Returnes 1 if it can be
2414 * picked up, otherwise 0. 2302 * picked up, otherwise 0.
2415 * 2303 *
2417 * core dumps if they do. 2305 * core dumps if they do.
2418 * 2306 *
2419 * Add a check so we can't pick up invisible objects (0.93.8) 2307 * Add a check so we can't pick up invisible objects (0.93.8)
2420 */ 2308 */
2421 2309
2310int
2422int can_pick(const object *who, const object *item) { 2311can_pick (const object *who, const object *item)
2312{
2423 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2424 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2425 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2315 !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} 2316}
2428
2429 2317
2430/* 2318/*
2431 * create clone from object to another 2319 * create clone from object to another
2432 */ 2320 */
2321object *
2433object *object_create_clone (object *asrc) { 2322object_create_clone (object *asrc)
2323{
2434 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2324 object *dst = 0, *tmp, *src, *part, *prev, *item;
2435 2325
2436 if(!asrc) return NULL; 2326 if (!asrc)
2327 return 0;
2328
2437 src = asrc; 2329 src = asrc;
2438 if(src->head) 2330 if (src->head)
2439 src = src->head; 2331 src = src->head;
2440 2332
2441 prev = NULL; 2333 prev = 0;
2442 for(part = src; part; part = part->more) { 2334 for (part = src; part; part = part->more)
2443 tmp = get_object(); 2335 {
2444 copy_object(part,tmp); 2336 tmp = part->clone ();
2445 tmp->x -= src->x; 2337 tmp->x -= src->x;
2446 tmp->y -= src->y; 2338 tmp->y -= src->y;
2339
2447 if(!part->head) { 2340 if (!part->head)
2341 {
2448 dst = tmp; 2342 dst = tmp;
2449 tmp->head = NULL; 2343 tmp->head = 0;
2344 }
2450 } else { 2345 else
2451 tmp->head = dst; 2346 tmp->head = dst;
2452 } 2347
2453 tmp->more = NULL; 2348 tmp->more = 0;
2349
2454 if(prev) 2350 if (prev)
2455 prev->more = tmp; 2351 prev->more = tmp;
2352
2456 prev = tmp; 2353 prev = tmp;
2457 } 2354 }
2458 /*** copy inventory ***/ 2355
2459 for(item = src->inv; item; item = item->below) { 2356 for (item = src->inv; item; item = item->below)
2460 (void) insert_ob_in_ob(object_create_clone(item),dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2461 }
2462 2358
2463 return dst; 2359 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} 2360}
2473 2361
2474/* GROS - Creates an object using a string representing its content. */ 2362/* 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 */ 2363/* 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, */ 2364/* 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. */ 2365/* 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. */ 2366/* Remember not to use load_object_str in a time-critical situation. */
2479/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2480 2368object *
2481object* load_object_str(const char *obstr) 2369load_object_str (const char *obstr)
2482{ 2370{
2483 object *op; 2371 object *op;
2484 char filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2373
2485 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2486 2375
2487 FILE *tempfile=fopen(filename,"w"); 2376 FILE *tempfile = fopen (filename, "w");
2377
2488 if (tempfile == NULL) 2378 if (tempfile == NULL)
2489 { 2379 {
2490 LOG(llevError,"Error - Unable to access load object temp file\n"); 2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2491 return NULL; 2381 return NULL;
2492 }; 2382 }
2383
2493 fprintf(tempfile,obstr); 2384 fprintf (tempfile, obstr);
2494 fclose(tempfile); 2385 fclose (tempfile);
2495 2386
2496 op=get_object(); 2387 op = object::create ();
2497 2388
2498 object_thawer thawer (filename); 2389 object_thawer thawer (filename);
2390
2499 if (thawer) 2391 if (thawer)
2500 load_object(thawer,op,LO_NEWFILE,0); 2392 load_object (thawer, op, 0);
2393
2501 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2502 CLEAR_FLAG(op,FLAG_REMOVED); 2395 CLEAR_FLAG (op, FLAG_REMOVED);
2503 2396
2504 return op; 2397 return op;
2505} 2398}
2506 2399
2507/* This returns the first object in who's inventory that 2400/* This returns the first object in who's inventory that
2508 * has the same type and subtype match. 2401 * has the same type and subtype match.
2509 * returns NULL if no match. 2402 * returns NULL if no match.
2510 */ 2403 */
2404object *
2511object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2512{ 2406{
2513 object *tmp;
2514
2515 for (tmp=who->inv; tmp; tmp=tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2516 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2408 if (tmp->type == type && tmp->subtype == subtype)
2409 return tmp;
2517 2410
2518 return NULL; 2411 return 0;
2519} 2412}
2520 2413
2521/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2522 * otherwise return NULL. 2415 * otherwise return NULL.
2523 * 2416 *
2524 * key must be a passed in shared string - otherwise, this won't 2417 * key must be a passed in shared string - otherwise, this won't
2525 * do the desired thing. 2418 * do the desired thing.
2526 */ 2419 */
2420key_value *
2527key_value * get_ob_key_link(const object * ob, const char * key) { 2421get_ob_key_link (const object *ob, const char *key)
2528 key_value * link; 2422{
2529
2530 for (link = ob->key_values; link != NULL; link = link->next) { 2423 for (key_value *link = ob->key_values; link; link = link->next)
2531 if (link->key == key) { 2424 if (link->key == key)
2532 return link; 2425 return link;
2533 } 2426
2534 } 2427 return 0;
2535 2428}
2536 return NULL;
2537}
2538 2429
2539/* 2430/*
2540 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2541 * 2432 *
2542 * The argument doesn't need to be a shared string. 2433 * The argument doesn't need to be a shared string.
2543 * 2434 *
2544 * The returned string is shared. 2435 * The returned string is shared.
2545 */ 2436 */
2437const char *
2546const char * get_ob_key_value(const object * op, const char * const key) { 2438get_ob_key_value (const object *op, const char *const key)
2439{
2547 key_value * link; 2440 key_value *link;
2548 const char * canonical_key; 2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2549 2444 {
2550 canonical_key = shstr::find (key);
2551
2552 if (canonical_key == NULL) {
2553 /* 1. There being a field named key on any object 2445 /* 1. There being a field named key on any object
2554 * implies there'd be a shared string to find. 2446 * implies there'd be a shared string to find.
2555 * 2. Since there isn't, no object has this field. 2447 * 2. Since there isn't, no object has this field.
2556 * 3. Therefore, *this* object doesn't have this field. 2448 * 3. Therefore, *this* object doesn't have this field.
2557 */ 2449 */
2558 return NULL; 2450 return 0;
2559 } 2451 }
2560 2452
2561 /* This is copied from get_ob_key_link() above - 2453 /* This is copied from get_ob_key_link() above -
2562 * only 4 lines, and saves the function call overhead. 2454 * only 4 lines, and saves the function call overhead.
2563 */ 2455 */
2564 for (link = op->key_values; link != NULL; link = link->next) { 2456 for (link = op->key_values; link; link = link->next)
2565 if (link->key == canonical_key) { 2457 if (link->key == canonical_key)
2566 return link->value; 2458 return link->value;
2567 } 2459
2568 } 2460 return 0;
2569 return NULL;
2570} 2461}
2571 2462
2572 2463
2573/* 2464/*
2574 * Updates the canonical_key in op to value. 2465 * 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 2469 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2579 * keys. 2470 * keys.
2580 * 2471 *
2581 * Returns TRUE on success. 2472 * Returns TRUE on success.
2582 */ 2473 */
2474int
2583int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2476{
2584 key_value * field = NULL, *last=NULL; 2477 key_value *field = NULL, *last = NULL;
2585 2478
2586 for (field=op->key_values; field != NULL; field=field->next) { 2479 for (field = op->key_values; field != NULL; field = field->next)
2480 {
2587 if (field->key != canonical_key) { 2481 if (field->key != canonical_key)
2482 {
2588 last = field; 2483 last = field;
2589 continue; 2484 continue;
2590 } 2485 }
2591 2486
2592 if (value) 2487 if (value)
2593 field->value = value; 2488 field->value = value;
2594 else { 2489 else
2490 {
2595 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2596 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2597 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2598 * we get this value back again. 2494 * we get this value back again.
2599 */ 2495 */
2600 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (&op->arch->clone, canonical_key))
2601 field->value = 0; 2497 field->value = 0;
2498 else
2499 {
2500 if (last)
2501 last->next = field->next;
2602 else 2502 else
2603 {
2604 if (last) last->next = field->next;
2605 else op->key_values = field->next; 2503 op->key_values = field->next;
2606 2504
2607 delete field; 2505 delete field;
2608 } 2506 }
2609 } 2507 }
2610 return TRUE; 2508 return TRUE;
2611 } 2509 }
2612 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2613 2511
2614 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2615 2513
2616 if (!add_key) { 2514 if (!add_key)
2617 return FALSE; 2515 return FALSE;
2618 } 2516
2619 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2620 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2621 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2622 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2623 * should pass in "" 2521 * should pass in ""
2624 */ 2522 */
2625 if (value == NULL) return TRUE; 2523 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; 2524 return TRUE;
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE;
2636} 2535}
2637 2536
2638/* 2537/*
2639 * Updates the key in op to value. 2538 * Updates the key in op to value.
2640 * 2539 *
2642 * and not add new ones. 2541 * and not add new ones.
2643 * In general, should be little reason FALSE is ever passed in for add_key 2542 * In general, should be little reason FALSE is ever passed in for add_key
2644 * 2543 *
2645 * Returns TRUE on success. 2544 * Returns TRUE on success.
2646 */ 2545 */
2546int
2647int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2547set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2648{ 2548{
2649 shstr key_ (key); 2549 shstr key_ (key);
2550
2650 return set_ob_key_value_s (op, key_, value, add_key); 2551 return set_ob_key_value_s (op, key_, value, add_key);
2651} 2552}
2553
2554object::depth_iterator::depth_iterator (object *container)
2555: iterator_base (container)
2556{
2557 while (item->inv)
2558 item = item->inv;
2559}
2560
2561void
2562object::depth_iterator::next ()
2563{
2564 if (item->below)
2565 {
2566 item = item->below;
2567
2568 while (item->inv)
2569 item = item->inv;
2570 }
2571 else
2572 item = item->env;
2573}
2574
2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2604// return a suitable string describing an object in enough detail to find it
2605const char *
2606object::debug_desc (char *info) const
2607{
2608 char flagdesc[512];
2609 char info2[256 * 4];
2610 char *p = info;
2611
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2613 count, uuid.seq,
2614 &name,
2615 title ? "\",title:" : "",
2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2618
2619 if (env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621
2622 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624
2625 return info;
2626}
2627
2628const char *
2629object::debug_desc () const
2630{
2631 static char info[256 * 4];
2632 return debug_desc (info);
2633}
2634

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