ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.13 by root, Sun Sep 3 22:45:55 2006 UTC vs.
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.13 2006/09/03 22:45:55 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 for_all_objects (op)
372 if(op->count==i) 401 if (op->count == i)
373 break;
374 return op; 402 return op;
403
404 return 0;
375} 405}
376 406
377/* 407/*
378 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
381 */ 411 */
382 412object *
383object *find_object_name(const char *str) { 413find_object_name (const char *str)
384 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
385 object *op; 416 object *op;
386 for(op=objects;op!=NULL;op=op->next) 417
418 for_all_objects (op)
387 if(&op->name == name) 419 if (op->name == str_)
388 break; 420 break;
389 421
390 return op; 422 return op;
391} 423}
392 424
425void
393void free_all_object_data(void) { 426free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 427{
435 if (!op) return; 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 429}
443
444
445 430
446/* 431/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 433 * skill and experience objects.
449 */ 434 */
450void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
451{ 437{
452 if(owner==NULL||op==NULL) 438 if (!owner)
453 return; 439 return;
454 440
455 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
461 */ 447 */
462 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
464 450
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 451 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 452}
518 453
519/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 455 * refcounts and freeing the links.
521 */ 456 */
457static void
522static void free_key_values(object * op) 458free_key_values (object *op)
523{ 459{
524 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
525 { 461 {
526 key_value *next = i->next; 462 key_value *next = i->next;
527 delete i; 463 delete i;
464
528 i = next; 465 i = next;
529 } 466 }
530 467
531 op->key_values = 0; 468 op->key_values = 0;
532} 469}
533 470
534/* 471/*
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{
541 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585}
586
587/*
588 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 477 * will point at garbage.
594 */ 478 */
595 479void
596void copy_object(object *op2, object *op) 480object::copy_to (object *dst)
597{ 481{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 484
600 op->clear (); 485 *(object_copy *)dst = *this;
601 486
602 free_key_values (op); 487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
603 489
604 *(object_special *)op = *(object_special *)op2; 490 if (is_removed)
605 op2->clone (op); 491 SET_FLAG (dst, FLAG_REMOVED);
606 492
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0) 493 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 495
613 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 497 if (key_values)
498 {
615 key_value *tail = NULL; 499 key_value *tail = 0;
616 key_value *i; 500 key_value *i;
617 501
618 op->key_values = NULL; 502 dst->key_values = 0;
619 503
620 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
621 { 505 {
622 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
623 507
624 new_link->next = NULL; 508 new_link->next = 0;
625 new_link->key = i->key; 509 new_link->key = i->key;
626 new_link->value = i->value; 510 new_link->value = i->value;
627 511
628 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 513 if (!dst->key_values)
630 { 514 {
631 op->key_values = new_link; 515 dst->key_values = new_link;
632 tail = new_link; 516 tail = new_link;
633 } 517 }
634 else 518 else
635 { 519 {
636 tail->next = new_link; 520 tail->next = new_link;
637 tail = new_link; 521 tail = new_link;
638 } 522 }
639 } 523 }
640 } 524 }
641 525
642 update_ob_speed (op); 526 dst->set_speed (dst->speed);
643} 527}
644 528
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 529object *
685 530object::clone ()
686 if(free_objects==NULL) 531{
687 expand_objects(); 532 object *neu = create ();
688 533 copy_to (neu);
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 534 return neu;
720} 535}
721 536
722/* 537/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
726 */ 541 */
727 542void
728void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
730 return; 546 return;
547
731 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
733} 550}
734 551
735/* 552/*
736 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
739 */ 556 */
740 557void
741void update_ob_speed(object *op) { 558object::set_speed (float speed)
742 extern int arch_init; 559{
743 560 if (flag [FLAG_FREED] && speed)
744 /* No reason putting the archetypes objects on the speed list, 561 {
745 * since they never really need to be updated.
746 */
747
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0; 563 speed = 0;
754#endif
755 } 564 }
756 if (arch_init) {
757 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 565
764 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
765 * of the list. */ 567
766 op->active_next = active_objects; 568 if (has_active_speed ())
767 if (op->active_next!=NULL) 569 activate ();
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else { 570 else
772 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
773 if (!op->active_next && !op->active_prev && op!=active_objects)
774 return;
775
776 if (op->active_prev==NULL) {
777 active_objects = op->active_next;
778 if (op->active_next!=NULL)
779 op->active_next->active_prev = NULL;
780 }
781 else {
782 op->active_prev->active_next = op->active_next;
783 if (op->active_next)
784 op->active_next->active_prev = op->active_prev;
785 }
786 op->active_next = NULL;
787 op->active_prev = NULL;
788 }
789} 572}
790 573
791/* This function removes object 'op' from the list of active
792 * objects.
793 * This should only be used for style maps or other such
794 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object.
798 */
799void remove_from_active_list(object *op)
800{
801 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects)
803 return;
804
805 if (op->active_prev==NULL) {
806 active_objects = op->active_next;
807 if (op->active_next!=NULL)
808 op->active_next->active_prev = NULL;
809 }
810 else {
811 op->active_prev->active_next = op->active_next;
812 if (op->active_next)
813 op->active_next->active_prev = op->active_prev;
814 }
815 op->active_next = NULL;
816 op->active_prev = NULL;
817}
818
819/* 574/*
820 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 578 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
827 * 582 *
828 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 584 * current action are:
834 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
839 */ 590 */
840 591void
841void update_object(object *op, int action) { 592update_object (object *op, int action)
842 int update_now=0, flags; 593{
843 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
844 595
845 if (op == NULL) { 596 if (op == NULL)
597 {
846 /* this should never happen */ 598 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 600 return;
849 }
850 601 }
851 if(op->env!=NULL) { 602
603 if (op->env)
604 {
852 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
853 * to do in this case. 606 * to do in this case.
854 */ 607 */
855 return; 608 return;
856 } 609 }
857 610
858 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 612 * going to get freed anyways.
860 */ 613 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
862 615 return;
616
863 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 621#ifdef MANY_CORES
868 abort(); 622 abort ();
869#endif 623#endif
870 return; 624 return;
871 }
872 625 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
880 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 644 * to have move_allow right now.
897 */ 645 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
901 } 649 }
902 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 652 * that is being removed.
905 */ 653 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 655 m.flags_ = 0;
908 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
910 }
911 else { 658 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 660
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 661 if (op->more)
921 update_object(op->more, action); 662 update_object (op->more, action);
922} 663}
923 664
665object *object::first;
924 666
925/* 667object::object ()
926 * free_object() frees everything allocated by an object, removes 668{
927 * it from the list of used objects, and puts it on the list of 669 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 */
935 670
936void free_object(object *ob) { 671 expmul = 1.0;
937 free_object2(ob, 0); 672 face = blank_face;
938} 673}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941 674
942 ob->clear (); 675object::~object ()
676{
677 free_key_values (this);
678}
943 679
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 680static int object_count;
945 LOG(llevDebug,"Free object called with non removed object\n"); 681
946 dump_object(ob); 682void object::link ()
947#ifdef MANY_CORES 683{
948 abort(); 684 assert (!index);//D
949#endif 685 uuid = gen_uuid ();
950 } 686 count = ++object_count;
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 687
952 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 688 refcnt_inc ();
953 remove_friendly_object(ob); 689 objects.insert (this);
954 } 690}
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 691
956 dump_object(ob); 692void object::unlink ()
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 693{
694 assert (index);//D
695 objects.erase (this);
696 refcnt_dec ();
697}
698
699void
700object::activate ()
701{
702 /* If already on active list, don't do anything */
703 if (active)
958 return; 704 return;
705
706 if (has_active_speed ())
707 actives.insert (this);
708}
709
710void
711object::activate_recursive ()
712{
713 activate ();
714
715 for (object *op = inv; op; op = op->below)
716 op->activate_recursive ();
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void
728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
959 } 750 {
960 if(ob->more!=NULL) { 751 op->flag [flag] = value;
961 free_object2(ob->more, free_inventory); 752 op->set_flag_inv (flag, value);
962 ob->more=NULL;
963 } 753 }
964 if (ob->inv) { 754}
755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
768 if (!inv)
769 return;
770
965 /* Only if the space blocks everything do we not process - 771 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 772 * if some form of movement is allowed, let objects
967 * drop on that space. 773 * drop on that space.
968 */ 774 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 775 if (!drop_to_ground
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 776 || !map
971 { 777 || map->in_memory != MAP_IN_MEMORY
972 op=ob->inv; 778 || ms ().move_block == MOVE_ALL)
973 while(op!=NULL) { 779 {
974 tmp=op->below; 780 while (inv)
975 remove_ob(op);
976 free_object2(op, free_inventory);
977 op=tmp;
978 }
979 } 781 {
980 else { /* Put objects in inventory onto this space */ 782 inv->destroy_inv (drop_to_ground);
981 op=ob->inv; 783 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 } 784 }
785 }
786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
995 } 789 {
996 } 790 object *op = inv;
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000 791
1001 SET_FLAG(ob, FLAG_FREED); 792 if (op->flag [FLAG_STARTEQUIP]
1002 ob->count = 0; 793 || op->flag [FLAG_NO_DROP]
1003 794 || op->type == RUNE
1004 /* Remove this object from the list of used objects */ 795 || op->type == TRAP
1005 if(ob->prev==NULL) { 796 || op->flag [FLAG_IS_A_TEMPLATE]
1006 objects=ob->next; 797 || op->flag [FLAG_DESTROY_ON_DEATH])
1007 if(objects!=NULL) 798 op->destroy ();
1008 objects->prev=NULL; 799 else
800 map->insert (op, x, y);
801 }
1009 } 802 }
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} 803}
1038 804
1039/* 805object *object::create ()
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042
1043int count_free ()
1044{ 806{
1045 int i=0;
1046 object *tmp=free_objects; 807 object *op = new object;
1047 while(tmp!=NULL) 808 op->link ();
1048 tmp=tmp->next, i++;
1049 return i; 809 return op;
1050} 810}
1051 811
1052/* 812void
1053 * count_used() returns the number of objects on the list of used objects. 813object::do_destroy ()
1054 */
1055
1056int count_used()
1057{ 814{
1058 int i=0; 815 attachable::do_destroy ();
1059 object *tmp=objects; 816
1060 while(tmp!=NULL) 817 if (flag [FLAG_IS_LINKED])
1061 tmp=tmp->next, i++; 818 remove_button_link (this);
819
820 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this);
822
823 if (!flag [FLAG_REMOVED])
824 remove ();
825
826 destroy_inv (true);
827
828 deactivate ();
829 unlink ();
830
831 flag [FLAG_FREED] = 1;
832
833 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
838 {
839 freed_map = new maptile;
840
841 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
847 }
848
849 map = freed_map;
850 x = 1;
851 y = 1;
852 }
853
854 head = 0;
855
856 if (more)
857 {
858 more->destroy ();
859 more = 0;
860 }
861
862 // clear those pointers that likely might have circular references to us
863 owner = 0;
864 enemy = 0;
865 attacked_by = 0;
866}
867
868void
869object::destroy (bool destroy_inventory)
870{
871 if (destroyed ())
1062 return i; 872 return;
1063}
1064 873
1065/* 874 if (destroy_inventory)
1066 * count_active() returns the number of objects on the list of active objects. 875 destroy_inv (false);
1067 */
1068 876
1069int count_active() 877 attachable::destroy ();
1070{
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076} 878}
1077 879
1078/* 880/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 882 * weight of an object (and what is carried by it's environment(s)).
1081 */ 883 */
1082 884void
1083void sub_weight (object *op, signed long weight) { 885sub_weight (object *op, signed long weight)
886{
1084 while (op != NULL) { 887 while (op != NULL)
888 {
1085 if (op->type == CONTAINER) { 889 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 891
1088 op->carrying-=weight; 892 op->carrying -= weight;
1089 op = op->env; 893 op = op->env;
1090 } 894 }
1091} 895}
1092 896
1093/* remove_ob(op): 897/* op->remove ():
1094 * This function removes the object op from the linked list of objects 898 * 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 899 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 902 * the previous environment.
1099 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
1100 */ 904 */
1101 905void
1102void remove_ob(object *op) { 906object::remove ()
907{
1103 object *tmp,*last=NULL; 908 object *tmp, *last = 0;
1104 object *otmp; 909 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 910
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 912 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 913
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); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
1131 916
917 if (more)
918 more->remove ();
919
1132 /* 920 /*
1133 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1134 * inventory. 922 * inventory.
1135 */ 923 */
1136 if(op->env!=NULL) { 924 if (env)
925 {
1137 if(op->nrof) 926 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 927 sub_weight (env, weight * nrof);
1139 else 928 else
1140 sub_weight(op->env, op->weight+op->carrying); 929 sub_weight (env, weight + carrying);
1141 930
1142 /* NO_FIX_PLAYER is set when a great many changes are being 931 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 933 * to save cpu time.
1145 */ 934 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 936 otmp->update_stats ();
1148 fix_player(otmp);
1149 937
1150 if(op->above!=NULL) 938 if (above)
1151 op->above->below=op->below; 939 above->below = below;
1152 else 940 else
1153 op->env->inv=op->below; 941 env->inv = below;
1154 942
1155 if(op->below!=NULL) 943 if (below)
1156 op->below->above=op->above; 944 below->above = above;
1157 945
1158 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
949 */
950 x = env->x, y = env->y;
951 map = env->map;
952 above = 0, below = 0;
953 env = 0;
954 }
955 else if (map)
956 {
957 if (type == PLAYER)
958 {
959 --map->players;
960 map->touch ();
961 }
962
963 map->dirty = true;
964
965 /* link the object above us */
966 if (above)
967 above->below = below;
968 else
969 map->at (x, y).top = below; /* we were top, set new top */
970
971 /* Relink the object below us, if there is one */
972 if (below)
973 below->above = above;
974 else
975 {
976 /* Nothing below, which means we need to relink map object for this space
977 * use translated coordinates in case some oddness with map tiling is
978 * evident
1161 */ 979 */
1162 op->x=op->env->x,op->y=op->env->y; 980 if (GET_MAP_OB (map, x, y) != this)
1163 op->map=op->env->map; 981 {
1164 op->above=NULL,op->below=NULL; 982 char *dump = dump_object (this);
1165 op->env=NULL; 983 LOG (llevError,
984 "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);
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990
991 map->at (x, y).bot = above; /* goes on above it. */
992 }
993
994 above = 0;
995 below = 0;
996
997 if (map->in_memory == MAP_SAVING)
1166 return; 998 return;
1167 }
1168 999
1169 /* If we get here, we are removing it from a map */ 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1001
1172 x = op->x; 1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1173 y = op->y;
1174 m = get_map_from_coord(op->map, &x, &y);
1175
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189
1190 /* Re did the following section of code - it looks like it had
1191 * lots of logic for things we no longer care about
1192 */
1193
1194 /* link the object above us */
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */
1208 if(GET_MAP_OB(m,x,y)!=op) {
1209 dump_object(op);
1210 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1211 dump_object(GET_MAP_OB(m,x,y));
1212 LOG(llevError,"%s\n",errmsg);
1213 } 1003 {
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 /* No point updating the players look faces if he is the object 1004 /* No point updating the players look faces if he is the object
1226 * being removed. 1005 * being removed.
1227 */ 1006 */
1228 1007
1229 if(tmp->type==PLAYER && tmp!=op) { 1008 if (tmp->type == PLAYER && tmp != this)
1009 {
1230 /* If a container that the player is currently using somehow gets 1010 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1011 * removed (most likely destroyed), update the player view
1232 * appropriately. 1012 * appropriately.
1233 */ 1013 */
1234 if (tmp->container==op) { 1014 if (tmp->container == this)
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1015 {
1016 flag [FLAG_APPLIED] = 0;
1236 tmp->container=NULL; 1017 tmp->container = 0;
1018 }
1019
1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1237 } 1022 }
1238 tmp->contr->socket.update_look=1; 1023
1239 }
1240 /* See if player moving off should effect something */ 1024 /* See if object moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1025 if (check_walk_off
1026 && ((move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 1028 {
1244 move_apply(tmp, op, NULL); 1029 move_apply (tmp, this, 0);
1030
1245 if (was_destroyed (op, tag)) { 1031 if (destroyed ())
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1033 }
1249 }
1250 1034
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1253 if(tmp->above == tmp) 1037 if (tmp->above == tmp)
1254 tmp->above = NULL; 1038 tmp->above = 0;
1039
1255 last=tmp; 1040 last = tmp;
1256 } 1041 }
1042
1257 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1258 if (last==NULL) { 1044 //TODO: this makes little sense, why only update the topmost object?
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1045 if (!last)
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1046 map->at (x, y).flags_ = 0;
1261 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways.
1263 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y);
1266 }
1267 else 1047 else
1268 update_object(last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1269 1049
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1272 1052 }
1273} 1053}
1274 1054
1275/* 1055/*
1276 * merge_ob(op,top): 1056 * merge_ob(op,top):
1277 * 1057 *
1278 * This function goes through all objects below and including top, and 1058 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1059 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1060 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1061 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1062 */
1283 1063object *
1284object *merge_ob(object *op, object *top) { 1064merge_ob (object *op, object *top)
1065{
1285 if(!op->nrof) 1066 if (!op->nrof)
1286 return 0; 1067 return 0;
1287 if(top==NULL) 1068
1069 if (top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1072
1289 for(;top!=NULL;top=top->below) { 1073 for (; top; top = top->below)
1074 {
1290 if(top==op) 1075 if (top == op)
1291 continue; 1076 continue;
1292 if (CAN_MERGE(op,top)) 1077
1293 { 1078 if (object::can_merge (op, top))
1079 {
1294 top->nrof+=op->nrof; 1080 top->nrof += op->nrof;
1081
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1084 op->destroy ();
1298 free_object(op);
1299 return top; 1085 return top;
1300 } 1086 }
1301 } 1087 }
1088
1302 return NULL; 1089 return 0;
1303} 1090}
1304 1091
1305/* 1092/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1308 */ 1095 */
1096object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310 object* tmp; 1098{
1311 if (op->head) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1312 op=op->head; 1100 {
1313 for (tmp=op;tmp;tmp=tmp->more){
1314 tmp->x=x+tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1316 } 1103 }
1104
1317 return insert_ob_in_map (op, m, originator, flag); 1105 return insert_ob_in_map (op, m, originator, flag);
1318} 1106}
1319 1107
1320/* 1108/*
1321 * insert_ob_in_map (op, map, originator, flag): 1109 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1110 * This function inserts the object in the two-way linked list
1335 * Return value: 1123 * Return value:
1336 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1126 * just 'op' otherwise
1339 */ 1127 */
1340 1128object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1130{
1343 object *tmp, *top, *floor=NULL; 1131 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1132 sint16 x, y;
1345 1133
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1134 if (QUERY_FLAG (op, FLAG_FREED))
1135 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1348 return NULL; 1137 return NULL;
1138 }
1139
1140 if (!m)
1349 } 1141 {
1350 if(m==NULL) {
1351 dump_object(op); 1142 char *dump = dump_object (op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1353 return op; 1145 return op;
1354 } 1146 }
1147
1355 if(out_of_map(m,op->x,op->y)) { 1148 if (out_of_map (m, op->x, op->y))
1149 {
1356 dump_object(op); 1150 char *dump = dump_object (op);
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1358#ifdef MANY_CORES 1152#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object 1153 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting 1154 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted. 1155 * improperly inserted.
1362 */ 1156 */
1363 abort(); 1157 abort ();
1364#endif 1158#endif
1159 free (dump);
1365 return op; 1160 return op;
1366 } 1161 }
1162
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1368 dump_object(op); 1165 char *dump = dump_object (op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1370 return op; 1168 return op;
1169 }
1170
1171 if (op->more)
1371 } 1172 {
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1374 1174
1375 object *more = op->more; 1175 object *more = op->more;
1376 1176
1377 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1378 * we set the map, that doesn't work if the location is within 1178 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate 1179 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1381 */ 1181 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 } else if (!more->map) { 1184 else if (!more->map)
1185 {
1385 /* For backwards compatibility - when not dealing with tiled maps, 1186 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent. 1187 * more->map should always point to the parent.
1387 */ 1188 */
1388 more->map = m; 1189 more->map = m;
1389 } 1190 }
1390 1191
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1193 {
1392 if ( ! op->head) 1194 if (!op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196
1394 return NULL; 1197 return 0;
1395 } 1198 }
1396 } 1199 }
1200
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1398 1202
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1203 /* Ideally, the caller figures this out. However, it complicates a lot
1400 * of areas of callers (eg, anything that uses find_free_spot would now 1204 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work 1205 * need extra work
1402 */ 1206 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1207 op->map = get_map_from_coord (m, &op->x, &op->y);
1404 x = op->x; 1208 x = op->x;
1405 y = op->y; 1209 y = op->y;
1406 1210
1407 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1408 */ 1212 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1411 if (CAN_MERGE(op,tmp)) { 1215 if (object::can_merge (op, tmp))
1216 {
1412 op->nrof+=tmp->nrof; 1217 op->nrof += tmp->nrof;
1413 remove_ob(tmp); 1218 tmp->destroy ();
1414 free_object(tmp); 1219 }
1220
1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1222 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1223
1224 if (!QUERY_FLAG (op, FLAG_ALIVE))
1225 CLEAR_FLAG (op, FLAG_NO_STEAL);
1226
1227 if (flag & INS_BELOW_ORIGINATOR)
1228 {
1229 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1230 {
1231 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1232 abort ();
1233 }
1234
1235 op->above = originator;
1236 op->below = originator->below;
1237
1238 if (op->below)
1239 op->below->above = op;
1240 else
1241 op->ms ().bot = op;
1242
1243 /* since *below* originator, no need to update top */
1244 originator->below = op;
1245 }
1246 else
1247 {
1248 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1250 {
1251 object *last = 0;
1252
1253 /*
1254 * If there are multiple objects on this space, we do some trickier handling.
1255 * We've already dealt with merging if appropriate.
1256 * Generally, we want to put the new object on top. But if
1257 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1258 * floor, we want to insert above that and no further.
1259 * Also, if there are spell objects on this space, we stop processing
1260 * once we get to them. This reduces the need to traverse over all of
1261 * them when adding another one - this saves quite a bit of cpu time
1262 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects.
1264 */
1265 while (top)
1266 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1268 floor = top;
1269
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1271 {
1272 /* We insert above top, so we want this object below this */
1273 top = top->below;
1274 break;
1275 }
1276
1277 last = top;
1278 top = top->above;
1415 } 1279 }
1416 }
1417 1280
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1281 /* Don't want top to be NULL, so set it to the last valid object */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1282 top = last;
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422 1283
1423 if (flag & INS_BELOW_ORIGINATOR) { 1284 /* We let update_position deal with figuring out what the space
1424 if (originator->map != op->map || originator->x != op->x || 1285 * looks like instead of lots of conditions here.
1425 originator->y != op->y) { 1286 * makes things faster, and effectively the same result.
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1427 abort();
1428 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else {
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /* 1287 */
1440 * If there are multiple objects on this space, we do some trickier handling. 1288
1441 * We've already dealt with merging if appropriate. 1289 /* Have object 'fall below' other objects that block view.
1442 * Generally, we want to put the new object on top. But if 1290 * Unless those objects are exits, type 66
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1291 * If INS_ON_TOP is used, don't do this processing
1444 * floor, we want to insert above that and no further. 1292 * Need to find the object that in fact blocks view, otherwise
1445 * Also, if there are spell objects on this space, we stop processing 1293 * stacking is a bit odd.
1446 * once we get to them. This reduces the need to traverse over all of 1294 */
1447 * them when adding another one - this saves quite a bit of cpu time 1295 if (!(flag & INS_ON_TOP) &&
1448 * when lots of spells are cast in one area. Currently, it is presumed 1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1449 * that flying non pickable objects are spell objects. 1297 {
1298 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break;
1301 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we
1304 * set top to the object below us.
1450 */ 1305 */
1451 1306 if (last && last->below && last != floor)
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above; 1307 top = last->below;
1465 } 1308 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */ 1309 } /* If objects on this space */
1310
1493 if (flag & INS_MAP_LOAD) 1311 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y); 1312 top = GET_MAP_TOP (op->map, op->x, op->y);
1313
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1314 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor;
1496 1316
1497 /* Top is the object that our object (op) is going to get inserted above. 1317 /* Top is the object that our object (op) is going to get inserted above.
1498 */ 1318 */
1499 1319
1500 /* First object on this space */ 1320 /* First object on this space */
1501 if (!top) { 1321 if (!top)
1322 {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1324
1325 if (op->above)
1503 if (op->above) op->above->below = op; 1326 op->above->below = op;
1327
1504 op->below = NULL; 1328 op->below = 0;
1505 SET_MAP_OB(op->map, op->x, op->y, op); 1329 op->ms ().bot = op;
1330 }
1331 else
1506 } else { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1507 op->above = top->above; 1333 op->above = top->above;
1334
1335 if (op->above)
1508 if (op->above) op->above->below = op; 1336 op->above->below = op;
1337
1509 op->below = top; 1338 op->below = top;
1510 top->above = op; 1339 top->above = op;
1511 } 1340 }
1341
1512 if (op->above==NULL) 1342 if (!op->above)
1513 SET_MAP_TOP(op->map,op->x, op->y, op); 1343 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1515 1345
1516 if(op->type==PLAYER) 1346 if (op->type == PLAYER)
1347 {
1517 op->contr->do_los=1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1518 1352
1353 op->map->dirty = true;
1354
1519 /* If we have a floor, we know the player, if any, will be above 1355 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1356 * it, so save a few ticks and start from there.
1521 */ 1357 */
1522 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1359 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1525 tmp->contr->socket.update_look=1; 1361 pl->contr->ns->floorbox_update ();
1526 }
1527 1362
1528 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1364 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1365 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1366 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1370 * of effect may be sufficient.
1536 */ 1371 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1539 1374
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1543 1377
1378 INVOKE_OBJECT (INSERT, op);
1544 1379
1545 /* Don't know if moving this to the end will break anything. However, 1380 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this. 1381 * we want to have floorbox_update called before calling this.
1547 * 1382 *
1548 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1386 * update_object().
1552 */ 1387 */
1553 1388
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1389 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1391 {
1557 if (check_move_on(op, originator)) 1392 if (check_move_on (op, originator))
1558 return NULL; 1393 return 0;
1559 1394
1560 /* If we are a multi part object, lets work our way through the check 1395 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1396 * walk on's.
1562 */ 1397 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1565 return NULL; 1400 return 0;
1566 } 1401 }
1402
1567 return op; 1403 return op;
1568} 1404}
1569 1405
1570/* this function inserts an object in the map, but if it 1406/* this function inserts an object in the map, but if it
1571 * finds an object of its own type, it'll remove that one first. 1407 * finds an object of its own type, it'll remove that one first.
1572 * op is the object to insert it under: supplies x and the map. 1408 * op is the object to insert it under: supplies x and the map.
1573 */ 1409 */
1410void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1575 object *tmp; 1412{
1576 object *tmp1; 1413 object *tmp, *tmp1;
1577 1414
1578 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1579 1416
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1419 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1420
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1422
1589 1423 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1424 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1432}
1593 1433
1594/* 1434/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1596 * is returned contains nr objects, and the remaining parts contains 1436 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1439 * global static errmsg array.
1600 */ 1440 */
1601 1441object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1442get_split_ob (object *orig_ob, uint32 nr)
1443{
1603 object *newob; 1444 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1446
1606 if(orig_ob->nrof<nr) { 1447 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1448 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1450 return NULL;
1610 } 1451 }
1452
1611 newob = object_create_clone(orig_ob); 1453 newob = object_create_clone (orig_ob);
1454
1612 if((orig_ob->nrof-=nr)<1) { 1455 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1456 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1457 else if (!is_removed)
1458 {
1618 if(orig_ob->env!=NULL) 1459 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1462 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1463 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1622 LOG(llevDebug,
1623 "Error, Tried to split object whose map is not in memory.\n"); 1464 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1465 return NULL;
1625 } 1466 }
1626 } 1467 }
1468
1627 newob->nrof=nr; 1469 newob->nrof = nr;
1628 1470
1629 return newob; 1471 return newob;
1630} 1472}
1631 1473
1632/* 1474/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1475 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1476 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1477 * is subsequently removed and freed.
1636 * 1478 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1479 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1480 */
1639 1481
1482object *
1640object *decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1641{ 1484{
1642 object *tmp; 1485 object *tmp;
1643 player *pl;
1644 1486
1645 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1488 return op;
1647 1489
1648 if (i > op->nrof) 1490 if (i > op->nrof)
1649 i = op->nrof; 1491 i = op->nrof;
1650 1492
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1494 op->nrof -= i;
1495 else if (op->env)
1496 {
1497 /* is this object in the players inventory, or sub container
1498 * therein?
1499 */
1500 tmp = op->in_player ();
1501 /* nope. Is this a container the player has opened?
1502 * If so, set tmp to that player.
1503 * IMO, searching through all the players will mostly
1504 * likely be quicker than following op->env to the map,
1505 * and then searching the map for a player.
1506 */
1507 if (!tmp)
1508 for_all_players (pl)
1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1512 break;
1513 }
1514
1515 if (i < op->nrof)
1516 {
1517 sub_weight (op->env, op->weight * i);
1518 op->nrof -= i;
1519 if (tmp)
1520 esrv_send_item (tmp, op);
1521 }
1522 else
1523 {
1524 op->remove ();
1525 op->nrof = 0;
1526 if (tmp)
1527 esrv_del_item (tmp->contr, op->count);
1528 }
1652 { 1529 }
1530 else
1531 {
1532 object *above = op->above;
1533
1534 if (i < op->nrof)
1653 op->nrof -= i; 1535 op->nrof -= i;
1654 } 1536 else
1655 else if (op->env != NULL)
1656 {
1657 /* is this object in the players inventory, or sub container
1658 * therein?
1659 */
1660 tmp = is_player_inv (op->env);
1661 /* nope. Is this a container the player has opened?
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 } 1537 {
1673
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op); 1538 op->remove ();
1682 op->nrof = 0; 1539 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 } 1540 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691 1541
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */ 1542 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1543 for (tmp = above; tmp; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1544 if (tmp->type == PLAYER)
1545 {
1701 if (op->nrof) 1546 if (op->nrof)
1702 esrv_send_item(tmp, op); 1547 esrv_send_item (tmp, op);
1703 else 1548 else
1704 esrv_del_item(tmp->contr, op->count); 1549 esrv_del_item (tmp->contr, op->count);
1705 } 1550 }
1706 } 1551 }
1707 1552
1708 if (op->nrof) { 1553 if (op->nrof)
1709 return op; 1554 return op;
1710 } else { 1555 else
1711 free_object (op); 1556 {
1557 op->destroy ();
1712 return NULL; 1558 return 0;
1713 } 1559 }
1714} 1560}
1715 1561
1716/* 1562/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1564 * and also updates how much the environment(s) is/are carrying.
1719 */ 1565 */
1720 1566
1567void
1721void add_weight (object *op, signed long weight) { 1568add_weight (object *op, signed long weight)
1569{
1722 while (op!=NULL) { 1570 while (op != NULL)
1571 {
1723 if (op->type == CONTAINER) { 1572 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1573 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1574
1726 op->carrying+=weight; 1575 op->carrying += weight;
1727 op=op->env; 1576 op = op->env;
1728 } 1577 }
1729} 1578}
1730 1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1584 {
1585 char *dump = dump_object (op);
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump);
1588 return op;
1589 }
1590
1591 if (where->head)
1592 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head;
1595 }
1596
1597 return where->insert (op);
1598}
1599
1731/* 1600/*
1732 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1733 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1734 * inside the object environment. 1603 * inside the object environment.
1735 * 1604 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * The function returns now pointer to inserted item, and return value can 1605 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1743 */ 1607 */
1744 1608
1745object *insert_ob_in_ob(object *op,object *where) { 1609object *
1610object::insert (object *op)
1611{
1746 object *tmp, *otmp; 1612 object *tmp, *otmp;
1747 1613
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1615 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1616
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1617 if (op->more)
1618 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1620 return op;
1767 } 1621 }
1622
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1625 if (op->nrof)
1626 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1628 if (object::can_merge (tmp, op))
1629 {
1773 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1631 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1778 */ 1635 */
1779 add_weight (where, op->weight*op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1782 op = tmp; 1639 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1642 break;
1786 } 1643 }
1787 1644
1788 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1647 * (if it was possible to merge). calling remove_ob will subtract
1791 * the weight, so we need to add it in again, since we actually do 1648 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1649 * the linking below
1793 */ 1650 */
1794 add_weight (where, op->weight*op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1652 }
1795 } else 1653 else
1796 add_weight (where, (op->weight+op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1797 1655
1798 otmp=is_player_inv(where); 1656 otmp = this->in_player ();
1799 if (otmp&&otmp->contr!=NULL) { 1657 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1659 otmp->update_stats ();
1802 }
1803 1660
1804 op->map=NULL; 1661 op->map = 0;
1805 op->env=where; 1662 op->env = this;
1806 op->above=NULL; 1663 op->above = 0;
1807 op->below=NULL; 1664 op->below = 0;
1808 op->x=0,op->y=0; 1665 op->x = 0, op->y = 0;
1809 1666
1810 /* reset the light list and los of the players on the map */ 1667 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1668 if ((op->glow_radius != 0) && map)
1812 { 1669 {
1813#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1673 if (map->darkness)
1674 update_all_los (map, x, y);
1818 } 1675 }
1819 1676
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1677 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1678 * It sure simplifies this function...
1822 */ 1679 */
1823 if (where->inv==NULL) 1680 if (!inv)
1824 where->inv=op; 1681 inv = op;
1825 else { 1682 else
1683 {
1826 op->below = where->inv; 1684 op->below = inv;
1827 op->below->above = op; 1685 op->below->above = op;
1828 where->inv = op; 1686 inv = op;
1829 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1830 return op; 1691 return op;
1831} 1692}
1832 1693
1833/* 1694/*
1834 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1848 * 1709 *
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * MSW 2001-07-08: Check all objects on space, not just those below
1850 * object being inserted. insert_ob_in_map may not put new objects 1711 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1712 * on top.
1852 */ 1713 */
1853 1714int
1854int check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1855{ 1716{
1856 object *tmp; 1717 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1718 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1719 int x = op->x, y = op->y;
1720
1860 MoveType move_on, move_slow, move_block; 1721 MoveType move_on, move_slow, move_block;
1861 1722
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1723 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1724 return 0;
1864 1725
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1726 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1868 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1727 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1869 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1729
1871 /* if nothing on this space will slow op down or be applied, 1730 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1731 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1732 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1733 * as walking.
1875 */ 1734 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1735 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1736 return 0;
1878 1737
1879 /* This is basically inverse logic of that below - basically, 1738 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1739 * if the object can avoid the move on or slow move, they do so,
1881 * but can't do it if the alternate movement they are using is 1740 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1741 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1742 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1743 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1744 return 0;
1886 1745
1887 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1889 */ 1748 */
1890 1749
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1892 tmp->above!=NULL; tmp=tmp->above) { 1751 {
1893 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1754 * we don't need to check all of them.
1896 */ 1755 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1756 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1757 break;
1758 }
1759
1760 for (; tmp; tmp = tmp->below)
1898 } 1761 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1762 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1763 continue; /* Can't apply yourself */
1901 1764
1902 /* Check to see if one of the movement types should be slowed down. 1765 /* Check to see if one of the movement types should be slowed down.
1903 * Second check makes sure that the movement types not being slowed 1766 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1767 * (~slow_move) is not blocked on this space - just because the
1905 * space doesn't slow down swimming (for example), if you can't actually 1768 * space doesn't slow down swimming (for example), if you can't actually
1906 * swim on that space, can't use it to avoid the penalty. 1769 * swim on that space, can't use it to avoid the penalty.
1907 */ 1770 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1771 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1772 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 {
1912 1776
1913 float diff; 1777 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1778 diff = tmp->move_slow_penalty * FABS (op->speed);
1779
1916 if (op->type == PLAYER) { 1780 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1781 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1918 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1783 diff /= 4.0;
1920 } 1784
1921 }
1922 op->speed_left -= diff; 1785 op->speed_left -= diff;
1923 } 1786 }
1924 } 1787 }
1925 1788
1926 /* Basically same logic as above, except now for actual apply. */ 1789 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1790 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1791 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1792 {
1931 move_apply(tmp, op, originator); 1793 move_apply (tmp, op, originator);
1794
1932 if (was_destroyed (op, tag)) 1795 if (op->destroyed ())
1933 return 1; 1796 return 1;
1934 1797
1935 /* what the person/creature stepped onto has moved the object 1798 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1799 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1800 * have a feeling strange problems would result.
1938 */ 1801 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1802 if (op->map != m || op->x != x || op->y != y)
1803 return 0;
1940 } 1804 }
1941 } 1805 }
1806
1942 return 0; 1807 return 0;
1943} 1808}
1944 1809
1945/* 1810/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
1949 */ 1814 */
1950 1815object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1816present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1817{
1953 if(m==NULL || out_of_map(m,x,y)) { 1818 if (!m || out_of_map (m, x, y))
1819 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1821 return NULL;
1956 } 1822 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1823
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1958 if(tmp->arch == at) 1825 if (tmp->arch == at)
1959 return tmp; 1826 return tmp;
1827
1960 return NULL; 1828 return NULL;
1961} 1829}
1962 1830
1963/* 1831/*
1964 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
1967 */ 1835 */
1968 1836object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1837present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1838{
1971 if(out_of_map(m,x,y)) { 1839 if (out_of_map (m, x, y))
1840 {
1972 LOG(llevError,"Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1842 return NULL;
1974 } 1843 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1844
1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if(tmp->type==type) 1846 if (tmp->type == type)
1977 return tmp; 1847 return tmp;
1848
1978 return NULL; 1849 return NULL;
1979} 1850}
1980 1851
1981/* 1852/*
1982 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1985 */ 1856 */
1986 1857object *
1987object *present_in_ob(unsigned char type, const object *op) { 1858present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1859{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1861 if (tmp->type == type)
1991 return tmp; 1862 return tmp;
1863
1992 return NULL; 1864 return NULL;
1993} 1865}
1994 1866
1995/* 1867/*
1996 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1876 * str is the string to match against. Note that we match against
2005 * the object name, not the archetype name. this is so that the 1877 * the object name, not the archetype name. this is so that the
2006 * spell code can use one object type (force), but change it's name 1878 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1879 * to be unique.
2008 */ 1880 */
2009 1881object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1882present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1883{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1886 return tmp;
2016 } 1887
2017 return NULL; 1888 return 0;
2018} 1889}
2019 1890
2020/* 1891/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2024 */ 1895 */
2025 1896object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1897present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1898{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 1900 if (tmp->arch == at)
2030 return tmp; 1901 return tmp;
1902
2031 return NULL; 1903 return NULL;
2032} 1904}
2033 1905
2034/* 1906/*
2035 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
2036 */ 1908 */
1909void
2037void flag_inv(object*op, int flag){ 1910flag_inv (object *op, int flag)
2038 object *tmp; 1911{
2039 if(op->inv) 1912 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1914 {
2041 SET_FLAG(tmp, flag); 1915 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 1916 flag_inv (tmp, flag);
2043 } 1917 }
1918}
1919
2044}/* 1920/*
2045 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
2046 */ 1922 */
1923void
2047void unflag_inv(object*op, int flag){ 1924unflag_inv (object *op, int flag)
2048 object *tmp; 1925{
2049 if(op->inv) 1926 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 {
2051 CLEAR_FLAG(tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 1930 unflag_inv (tmp, flag);
2053 } 1931 }
2054} 1932}
2055 1933
2056/* 1934/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 1937 * If checksums are used, a player will get set_cheat called for
2060 * him/her-self and all object carried by a call to this function. 1938 * him/her-self and all object carried by a call to this function.
2061 */ 1939 */
2062 1940void
2063void set_cheat(object *op) { 1941set_cheat (object *op)
1942{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
2066} 1945}
2067 1946
2068/* 1947/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1948 * find_free_spot(object, map, x, y, start, stop) will search for
2070 * a spot at the given map and coordinates which will be able to contain 1949 * a spot at the given map and coordinates which will be able to contain
2084 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * because arch_blocked (now ob_blocked) needs to know the movement type
2085 * to know if the space in question will block the object. We can't use 1964 * to know if the space in question will block the object. We can't use
2086 * the archetype because that isn't correct if the monster has been 1965 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 1966 * customized, changed states, etc.
2088 */ 1967 */
2089 1968int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1970{
2091 int i,index=0, flag; 1971 int index = 0, flag;
2092 static int altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
2093 1973
2094 for(i=start;i<stop;i++) { 1974 for (int i = start; i < stop; i++)
1975 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 1977 if (!flag)
2097 altern[index++]=i; 1978 altern [index++] = i;
2098 1979
2099 /* Basically, if we find a wall on a space, we cut down the search size. 1980 /* Basically, if we find a wall on a space, we cut down the search size.
2100 * In this way, we won't return spaces that are on another side of a wall. 1981 * In this way, we won't return spaces that are on another side of a wall.
2101 * This mostly work, but it cuts down the search size in all directions - 1982 * This mostly work, but it cuts down the search size in all directions -
2102 * if the space being examined only has a wall to the north and empty 1983 * if the space being examined only has a wall to the north and empty
2103 * spaces in all the other directions, this will reduce the search space 1984 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
2106 */ 1987 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 1989 stop = maxfree[i];
2109 } 1990 }
2110 if(!index) return -1; 1991
1992 if (!index)
1993 return -1;
1994
2111 return altern[RANDOM()%index]; 1995 return altern[RANDOM () % index];
2112} 1996}
2113 1997
2114/* 1998/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2001 * But it will return the first available spot, not a random choice.
2118 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2003 */
2120 2004int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2006{
2123 for(i=0;i<SIZEOFFREE;i++) { 2007 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2009 return i;
2126 } 2010
2127 return -1; 2011 return -1;
2128} 2012}
2129 2013
2130/* 2014/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2018 */
2019static void
2134static void permute(int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2135{ 2021{
2136 int i, j, tmp, len; 2022 arr += begin;
2023 end -= begin;
2137 2024
2138 len = end-begin; 2025 while (--end)
2139 for(i = begin; i < end; i++) 2026 swap (arr [end], arr [RANDOM () % (end + 1)]);
2140 {
2141 j = begin+RANDOM()%len;
2142
2143 tmp = arr[i];
2144 arr[i] = arr[j];
2145 arr[j] = tmp;
2146 }
2147} 2027}
2148 2028
2149/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2030 * This basically returns a randomized array (in the passed pointer) of
2151 * the spaces to find monsters. In this way, it won't always look for 2031 * the spaces to find monsters. In this way, it won't always look for
2152 * monsters to the north first. However, the size of the array passed 2032 * monsters to the north first. However, the size of the array passed
2153 * covers all the spaces, so within that size, all the spaces within 2033 * covers all the spaces, so within that size, all the spaces within
2154 * the 3x3 area will be searched, just not in a predictable order. 2034 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2035 */
2036void
2156void get_search_arr(int *search_arr) 2037get_search_arr (int *search_arr)
2157{ 2038{
2158 int i; 2039 int i;
2159 2040
2160 for(i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2042 search_arr[i] = i;
2163 }
2164 2043
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2047}
2169 2048
2170/* 2049/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2050 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2051 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * Perhaps incorrectly, but I'm making the assumption that exclude
2178 * is actually want is going to try and move there. We need this info 2057 * is actually want is going to try and move there. We need this info
2179 * because we have to know what movement the thing looking to move 2058 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2059 * there is capable of.
2181 */ 2060 */
2182 2061int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2062find_dir (maptile *m, int x, int y, object *exclude)
2063{
2184 int i,max=SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2065
2185 sint16 nx, ny; 2066 sint16 nx, ny;
2186 object *tmp; 2067 object *tmp;
2187 mapstruct *mp; 2068 maptile *mp;
2069
2188 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2189 2071
2190 if (exclude && exclude->head) { 2072 if (exclude && exclude->head)
2073 {
2191 exclude = exclude->head; 2074 exclude = exclude->head;
2192 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2193 } else { 2076 }
2077 else
2078 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2079 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2080 move_type = MOVE_ALL;
2081 }
2082
2083 for (i = 1; i < max; i++)
2196 } 2084 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2085 mp = m;
2200 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2202 2088
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2204 if (mflags & P_OUT_OF_MAP) { 2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i];
2093 else
2094 {
2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type)
2205 max = maxfree[i]; 2100 max = maxfree[i];
2206 } else {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208
2209 if ((move_type & blocked) == move_type) {
2210 max=maxfree[i];
2211 } else if (mflags & P_IS_ALIVE) { 2101 else if (mflags & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2102 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2215 break; 2106 break;
2216 } 2107
2217 }
2218 if(tmp) { 2108 if (tmp)
2219 return freedir[i]; 2109 return freedir[i];
2220 }
2221 } 2110 }
2222 } 2111 }
2223 } 2112 }
2113
2224 return 0; 2114 return 0;
2225} 2115}
2226 2116
2227/* 2117/*
2228 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2119 * distance between the two given objects.
2230 */ 2120 */
2231 2121int
2232int distance(const object *ob1, const object *ob2) { 2122distance (const object *ob1, const object *ob2)
2233 int i; 2123{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2236 return i;
2237} 2125}
2238 2126
2239/* 2127/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * find_dir_2(delta-x,delta-y) will return a direction in which
2241 * an object which has subtracted the x and y coordinates of another 2129 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2243 */ 2131 */
2244 2132int
2245int find_dir_2(int x, int y) { 2133find_dir_2 (int x, int y)
2134{
2246 int q; 2135 int q;
2247 2136
2248 if(y) 2137 if (y)
2249 q=x*100/y; 2138 q = x * 100 / y;
2250 else if (x) 2139 else if (x)
2251 q= -300*x; 2140 q = -300 * x;
2252 else 2141 else
2253 return 0; 2142 return 0;
2254 2143
2255 if(y>0) { 2144 if (y > 0)
2145 {
2256 if(q < -242) 2146 if (q < -242)
2257 return 3 ; 2147 return 3;
2258 if (q < -41) 2148 if (q < -41)
2259 return 2 ; 2149 return 2;
2260 if (q < 41) 2150 if (q < 41)
2261 return 1 ; 2151 return 1;
2262 if (q < 242) 2152 if (q < 242)
2263 return 8 ; 2153 return 8;
2264 return 7 ; 2154 return 7;
2265 } 2155 }
2266 2156
2267 if (q < -242) 2157 if (q < -242)
2268 return 7 ; 2158 return 7;
2269 if (q < -41) 2159 if (q < -41)
2270 return 6 ; 2160 return 6;
2271 if (q < 41) 2161 if (q < 41)
2272 return 5 ; 2162 return 5;
2273 if (q < 242) 2163 if (q < 242)
2274 return 4 ; 2164 return 4;
2275 2165
2276 return 3 ; 2166 return 3;
2277} 2167}
2278 2168
2279/* 2169/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2170 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2171 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2172 * "overflow" in previous calculations of a direction).
2283 */ 2173 */
2284 2174
2175int
2285int absdir(int d) { 2176absdir (int d)
2286 while(d<1) d+=8; 2177{
2287 while(d>8) d-=8; 2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2288 return d; 2184 return d;
2289} 2185}
2290 2186
2291/* 2187/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2189 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2190 */
2295 2191
2192int
2296int dirdiff(int dir1, int dir2) { 2193dirdiff (int dir1, int dir2)
2194{
2297 int d; 2195 int d;
2196
2298 d = abs(dir1 - dir2); 2197 d = abs (dir1 - dir2);
2299 if(d>4) 2198 if (d > 4)
2300 d = 8 - d; 2199 d = 8 - d;
2200
2301 return d; 2201 return d;
2302} 2202}
2303 2203
2304/* peterm: 2204/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2308 * This basically means that if direction is 15, then it could either go 2208 * This basically means that if direction is 15, then it could either go
2309 * direction 4, 14, or 16 to get back to where we are. 2209 * direction 4, 14, or 16 to get back to where we are.
2310 * Moved from spell_util.c to object.c with the other related direction 2210 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2211 * functions.
2312 */ 2212 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2219 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2220 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2221 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2222 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2223 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2224 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2225 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2226 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2227 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2228 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2229 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2230 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2231 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2232 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2233 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2234 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2235 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2236 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2237 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2238 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2239 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2240 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2241 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2242 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2243 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2244 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2245 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2246 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2247 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2248 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2249 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2250 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2251 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2252 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2253 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2254 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2255 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2256 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2257 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2258 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2259 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2260 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2261 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2262 {24, 9, -1}
2263}; /* 48 */
2364 2264
2365/* Recursive routine to step back and see if we can 2265/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2268 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2370 */ 2270 */
2371 2271int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2273{
2374 sint16 dx, dy; 2274 sint16 dx, dy;
2375 int mflags; 2275 int mflags;
2376 2276
2277 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2378 2279
2379 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2281 dy = y + freearr_y[dir];
2381 2282
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2283 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2284
2384 /* This functional arguably was incorrect before - it was 2285 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2286 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2287 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2288 * literal on if we can see it. To know if we can actually
2388 * move to the monster, we'd need the monster passed in or 2289 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2290 * at least its move type.
2390 */ 2291 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2292 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2293 return 0;
2392 2294
2393 /* yes, can see. */ 2295 /* yes, can see. */
2394 if(dir < 9) return 1; 2296 if (dir < 9)
2297 return 1;
2298
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2299 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2302}
2399 2303
2400
2401
2402/* 2304/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2305 * can_pick(picker, item): finds out if an object is possible to be
2404 * picked up by the picker. Returnes 1 if it can be 2306 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2406 * 2308 *
2408 * core dumps if they do. 2310 * core dumps if they do.
2409 * 2311 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2312 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2313 */
2412 2314
2315int
2413int can_pick(const object *who, const object *item) { 2316can_pick (const object *who, const object *item)
2317{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2417 (who->type==PLAYER||item->weight<who->weight/3));
2418} 2321}
2419
2420 2322
2421/* 2323/*
2422 * create clone from object to another 2324 * create clone from object to another
2423 */ 2325 */
2326object *
2424object *object_create_clone (object *asrc) { 2327object_create_clone (object *asrc)
2328{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2330
2427 if(!asrc) return NULL; 2331 if (!asrc)
2332 return 0;
2333
2428 src = asrc; 2334 src = asrc;
2429 if(src->head) 2335 if (src->head)
2430 src = src->head; 2336 src = src->head;
2431 2337
2432 prev = NULL; 2338 prev = 0;
2433 for(part = src; part; part = part->more) { 2339 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2340 {
2435 copy_object(part,tmp); 2341 tmp = part->clone ();
2436 tmp->x -= src->x; 2342 tmp->x -= src->x;
2437 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2438 if(!part->head) { 2345 if (!part->head)
2346 {
2439 dst = tmp; 2347 dst = tmp;
2440 tmp->head = NULL; 2348 tmp->head = 0;
2349 }
2441 } else { 2350 else
2442 tmp->head = dst; 2351 tmp->head = dst;
2443 } 2352
2444 tmp->more = NULL; 2353 tmp->more = 0;
2354
2445 if(prev) 2355 if (prev)
2446 prev->more = tmp; 2356 prev->more = tmp;
2357
2447 prev = tmp; 2358 prev = tmp;
2448 } 2359 }
2449 /*** copy inventory ***/ 2360
2450 for(item = src->inv; item; item = item->below) { 2361 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2363
2454 return dst; 2364 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463} 2365}
2464 2366
2465/* GROS - Creates an object using a string representing its content. */ 2367/* GROS - Creates an object using a string representing its content. */
2466/* Basically, we save the content of the string to a temp file, then call */ 2368/* Basically, we save the content of the string to a temp file, then call */
2467/* load_object on it. I admit it is a highly inefficient way to make things, */ 2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2468/* but it was simple to make and allows reusing the load_object function. */ 2370/* but it was simple to make and allows reusing the load_object function. */
2469/* Remember not to use load_object_str in a time-critical situation. */ 2371/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2471 2373object *
2472object* load_object_str(const char *obstr) 2374load_object_str (const char *obstr)
2473{ 2375{
2474 object *op; 2376 object *op;
2475 char filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2378
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2380
2478 FILE *tempfile=fopen(filename,"w"); 2381 FILE *tempfile = fopen (filename, "w");
2382
2479 if (tempfile == NULL) 2383 if (tempfile == NULL)
2480 { 2384 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2386 return NULL;
2483 }; 2387 }
2388
2484 fprintf(tempfile,obstr); 2389 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2390 fclose (tempfile);
2486 2391
2487 op=get_object(); 2392 op = object::create ();
2488 2393
2489 object_thawer thawer (filename); 2394 object_thawer thawer (filename);
2490 2395
2491 if (thawer) 2396 if (thawer)
2492 load_object(thawer,op,0); 2397 load_object (thawer, op, 0);
2493 2398
2494 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2495 CLEAR_FLAG(op,FLAG_REMOVED); 2400 CLEAR_FLAG (op, FLAG_REMOVED);
2496 2401
2497 return op; 2402 return op;
2498} 2403}
2499 2404
2500/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2501 * has the same type and subtype match. 2406 * has the same type and subtype match.
2502 * returns NULL if no match. 2407 * returns NULL if no match.
2503 */ 2408 */
2409object *
2504object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2505{ 2411{
2506 object *tmp;
2507
2508 for (tmp=who->inv; tmp; tmp=tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2509 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2413 if (tmp->type == type && tmp->subtype == subtype)
2414 return tmp;
2510 2415
2511 return NULL; 2416 return 0;
2512} 2417}
2513 2418
2514/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2515 * otherwise return NULL. 2420 * otherwise return NULL.
2516 * 2421 *
2517 * key must be a passed in shared string - otherwise, this won't 2422 * key must be a passed in shared string - otherwise, this won't
2518 * do the desired thing. 2423 * do the desired thing.
2519 */ 2424 */
2425key_value *
2520key_value * get_ob_key_link(const object * ob, const char * key) { 2426get_ob_key_link (const object *ob, const char *key)
2521 key_value * link; 2427{
2522
2523 for (link = ob->key_values; link != NULL; link = link->next) { 2428 for (key_value *link = ob->key_values; link; link = link->next)
2524 if (link->key == key) { 2429 if (link->key == key)
2525 return link; 2430 return link;
2526 } 2431
2527 } 2432 return 0;
2528 2433}
2529 return NULL;
2530}
2531 2434
2532/* 2435/*
2533 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2534 * 2437 *
2535 * The argument doesn't need to be a shared string. 2438 * The argument doesn't need to be a shared string.
2536 * 2439 *
2537 * The returned string is shared. 2440 * The returned string is shared.
2538 */ 2441 */
2442const char *
2539const char * get_ob_key_value(const object * op, const char * const key) { 2443get_ob_key_value (const object *op, const char *const key)
2444{
2540 key_value * link; 2445 key_value *link;
2541 const char * canonical_key; 2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2542 2449 {
2543 canonical_key = shstr::find (key);
2544
2545 if (canonical_key == NULL) {
2546 /* 1. There being a field named key on any object 2450 /* 1. There being a field named key on any object
2547 * implies there'd be a shared string to find. 2451 * implies there'd be a shared string to find.
2548 * 2. Since there isn't, no object has this field. 2452 * 2. Since there isn't, no object has this field.
2549 * 3. Therefore, *this* object doesn't have this field. 2453 * 3. Therefore, *this* object doesn't have this field.
2550 */ 2454 */
2551 return NULL; 2455 return 0;
2552 } 2456 }
2553 2457
2554 /* This is copied from get_ob_key_link() above - 2458 /* This is copied from get_ob_key_link() above -
2555 * only 4 lines, and saves the function call overhead. 2459 * only 4 lines, and saves the function call overhead.
2556 */ 2460 */
2557 for (link = op->key_values; link != NULL; link = link->next) { 2461 for (link = op->key_values; link; link = link->next)
2558 if (link->key == canonical_key) { 2462 if (link->key == canonical_key)
2559 return link->value; 2463 return link->value;
2560 } 2464
2561 } 2465 return 0;
2562 return NULL;
2563} 2466}
2564 2467
2565 2468
2566/* 2469/*
2567 * Updates the canonical_key in op to value. 2470 * Updates the canonical_key in op to value.
2571 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2474 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2572 * keys. 2475 * keys.
2573 * 2476 *
2574 * Returns TRUE on success. 2477 * Returns TRUE on success.
2575 */ 2478 */
2479int
2576int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2481{
2577 key_value * field = NULL, *last=NULL; 2482 key_value *field = NULL, *last = NULL;
2578 2483
2579 for (field=op->key_values; field != NULL; field=field->next) { 2484 for (field = op->key_values; field != NULL; field = field->next)
2485 {
2580 if (field->key != canonical_key) { 2486 if (field->key != canonical_key)
2487 {
2581 last = field; 2488 last = field;
2582 continue; 2489 continue;
2583 } 2490 }
2584 2491
2585 if (value) 2492 if (value)
2586 field->value = value; 2493 field->value = value;
2587 else { 2494 else
2495 {
2588 /* Basically, if the archetype has this key set, 2496 /* Basically, if the archetype has this key set,
2589 * we need to store the null value so when we save 2497 * we need to store the null value so when we save
2590 * it, we save the empty value so that when we load, 2498 * it, we save the empty value so that when we load,
2591 * we get this value back again. 2499 * we get this value back again.
2592 */ 2500 */
2593 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2501 if (get_ob_key_link (&op->arch->clone, canonical_key))
2594 field->value = 0; 2502 field->value = 0;
2503 else
2504 {
2505 if (last)
2506 last->next = field->next;
2595 else 2507 else
2596 {
2597 if (last) last->next = field->next;
2598 else op->key_values = field->next; 2508 op->key_values = field->next;
2599 2509
2600 delete field; 2510 delete field;
2601 } 2511 }
2602 } 2512 }
2603 return TRUE; 2513 return TRUE;
2604 } 2514 }
2605 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2606 2516
2607 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2608 2518
2609 if (!add_key) { 2519 if (!add_key)
2610 return FALSE; 2520 return FALSE;
2611 } 2521
2612 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2613 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2614 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2615 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2616 * should pass in "" 2526 * should pass in ""
2617 */ 2527 */
2618 if (value == NULL) return TRUE; 2528 if (value == NULL)
2619
2620 field = new key_value;
2621
2622 field->key = canonical_key;
2623 field->value = value;
2624 /* Usual prepend-addition. */
2625 field->next = op->key_values;
2626 op->key_values = field;
2627
2628 return TRUE; 2529 return TRUE;
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE;
2629} 2540}
2630 2541
2631/* 2542/*
2632 * Updates the key in op to value. 2543 * Updates the key in op to value.
2633 * 2544 *
2635 * and not add new ones. 2546 * and not add new ones.
2636 * In general, should be little reason FALSE is ever passed in for add_key 2547 * In general, should be little reason FALSE is ever passed in for add_key
2637 * 2548 *
2638 * Returns TRUE on success. 2549 * Returns TRUE on success.
2639 */ 2550 */
2551int
2640int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2552set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2641{ 2553{
2642 shstr key_ (key); 2554 shstr key_ (key);
2555
2643 return set_ob_key_value_s (op, key_, value, add_key); 2556 return set_ob_key_value_s (op, key_, value, add_key);
2644} 2557}
2558
2559object::depth_iterator::depth_iterator (object *container)
2560: iterator_base (container)
2561{
2562 while (item->inv)
2563 item = item->inv;
2564}
2565
2566void
2567object::depth_iterator::next ()
2568{
2569 if (item->below)
2570 {
2571 item = item->below;
2572
2573 while (item->inv)
2574 item = item->inv;
2575 }
2576 else
2577 item = item->env;
2578}
2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2609// return a suitable string describing an object in enough detail to find it
2610const char *
2611object::debug_desc (char *info) const
2612{
2613 char flagdesc[512];
2614 char info2[256 * 4];
2615 char *p = info;
2616
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2618 count, uuid.seq,
2619 &name,
2620 title ? "\",title:" : "",
2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2623
2624 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626
2627 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629
2630 return info;
2631}
2632
2633const char *
2634object::debug_desc () const
2635{
2636 static char info[256 * 4];
2637 return debug_desc (info);
2638}
2639

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines