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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 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 1.14 2006/09/04 11:07:59 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
46 44
47short 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,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 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
50short freearr_y[SIZEOFFREE]= 47};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 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,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 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
53int maxfree[SIZEOFFREE]= 50};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 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,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 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};
56int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 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,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 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};
59 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}
60 135
61/* 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
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
63 key_value * wants_field; 140 key_value *wants_field;
64 141
65 /* 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
66 * 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
67 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
68 */ 145 */
69 146
70 /* For each field in wants, */ 147 /* For each field in wants, */
71 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 {
72 key_value * has_field; 150 key_value *has_field;
73 151
74 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
75 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)
76 156 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 157 /* No field with that name. */
79 return FALSE; 158 return FALSE;
80 }
81 159 }
160
82 /* Found the matching field. */ 161 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
84 /* 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. */
85 return FALSE; 165 return FALSE;
86 } 166 }
87 167
88 /* 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. */
89 }
90 169 }
170
91 /* 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. */
92 return TRUE; 172 return TRUE;
93} 173}
94 174
95/* 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
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
97 /* 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,
98 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
99 */ 181 */
100 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);
101} 183}
102 184
103/* 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
104 * they can be merged together. 186 * they can be merged together.
105 * 187 *
106 * 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
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
109 * 191 *
110 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
111 * 193 *
112 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
113 * check weight 195 * check weight
114 */ 196 */
115 197bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 198{
117
118 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
119 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;
120 206
121 if (ob1->speed != ob2->speed) return 0; 207 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 209 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 210 * used to store nrof).
125 */ 211 */
126 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))
127 return 0; 261 return 0;
128 262
129 /* 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 */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 264 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 265 return 0;
135 266
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 268 * if it is valid.
148 */ 269 */
149 } 270 }
150 271
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 272 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 273 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 274 * some items equipped, and we don't want those to merge.
202 */ 275 */
203 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. */
204 return 0; 299 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 301 return 0;
219 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
220 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
221 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
222 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
223 return 1; 315 return 1;
224} 316}
225 317
226/* 318/*
227 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
228 * 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
229 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
230 */ 322 */
231signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
232 signed long sum; 326 long sum;
233 object *inv; 327 object *inv;
328
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
235 if (inv->inv) 331 if (inv->inv)
236 sum_weight(inv); 332 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 334 }
335
239 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
241 if(op->carrying != sum) 339 if (op->carrying != sum)
242 op->carrying = sum; 340 op->carrying = sum;
341
243 return sum; 342 return sum;
244} 343}
245 344
246/** 345/**
247 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
248 */ 347 */
249 348
349object *
250object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
251 while (op->env != NULL) 352 while (op->env != NULL)
252 op = op->env; 353 op = op->env;
253 return op; 354 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 355}
268 356
269/* 357/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 359 * Some error messages.
272 * 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.
273 */ 361 */
274 362
275void dump_object2(object *op) { 363char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 364dump_object (object *op)
322 if(op==NULL) { 365{
323 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
324 return; 367 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 368
330void dump_all_objects(void) { 369 object_freezer freezer;
331 object *op; 370 save_object (freezer, op, 1);
332 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 372}
337 373
338/* 374/*
339 * 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
340 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
342 */ 378 */
343 379
380object *
344object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
345 object *tmp,*closest; 383 object *tmp, *closest;
346 int last_dist,i; 384 int last_dist, i;
385
347 if(op->more==NULL) 386 if (op->more == NULL)
348 return op; 387 return op;
349 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)
350 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
352 return closest; 391 return closest;
353} 392}
354 393
355/* 394/*
356 * 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.
357 */ 396 */
358 397object *
359object *find_object(tag_t i) { 398find_object (tag_t i)
360 object *op; 399{
361 for(op=objects;op!=NULL;op=op->next) 400 for_all_objects (op)
362 if(op->count==i) 401 if (op->count == i)
363 break;
364 return op; 402 return op;
403
404 return 0;
365} 405}
366 406
367/* 407/*
368 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
371 */ 411 */
372 412object *
373object *find_object_name(const char *str) { 413find_object_name (const char *str)
374 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
375 object *op; 416 object *op;
376 for(op=objects;op!=NULL;op=op->next) 417
418 for_all_objects (op)
377 if(&op->name == name) 419 if (op->name == str_)
378 break; 420 break;
379 421
380 return op; 422 return op;
381} 423}
382 424
425void
383void free_all_object_data () 426free_all_object_data ()
384{ 427{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 429}
422 430
423/* 431/*
424 * 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
425 * skill and experience objects. 433 * skill and experience objects.
426 */ 434 */
427void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
428{ 437{
429 if(owner==NULL||op==NULL) 438 if (!owner)
430 return; 439 return;
431 440
432 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
433 /* 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
434 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
435 * 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
436 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
438 */ 447 */
439 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
441 450
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 451 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 452}
477 453
478/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 455 * refcounts and freeing the links.
480 */ 456 */
457static void
481static void free_key_values(object * op) 458free_key_values (object *op)
482{ 459{
483 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
484 { 461 {
485 key_value *next = i->next; 462 key_value *next = i->next;
486 delete i; 463 delete i;
464
487 i = next; 465 i = next;
488 } 466 }
489 467
490 op->key_values = 0; 468 op->key_values = 0;
491} 469}
492 470
493void object::clear ()
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 471/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
559 * 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,
560 * 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
561 * will point at garbage. 477 * will point at garbage.
562 */ 478 */
563 479void
564void copy_object (object *op2, object *op) 480object::copy_to (object *dst)
565{ 481{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 484
569 op2->clone (op); 485 *(object_copy *)dst = *this;
570 486
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 487 if (is_freed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 488 SET_FLAG (dst, FLAG_FREED);
573 489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
574 if (op2->speed < 0) 493 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 495
577 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 497 if (key_values)
579 { 498 {
580 key_value *tail = NULL; 499 key_value *tail = 0;
581 key_value *i; 500 key_value *i;
582 501
583 op->key_values = NULL; 502 dst->key_values = 0;
584 503
585 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
586 { 505 {
587 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
588 507
589 new_link->next = NULL; 508 new_link->next = 0;
590 new_link->key = i->key; 509 new_link->key = i->key;
591 new_link->value = i->value; 510 new_link->value = i->value;
592 511
593 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 513 if (!dst->key_values)
595 { 514 {
596 op->key_values = new_link; 515 dst->key_values = new_link;
597 tail = new_link; 516 tail = new_link;
598 } 517 }
599 else 518 else
600 { 519 {
601 tail->next = new_link; 520 tail->next = new_link;
602 tail = new_link; 521 tail = new_link;
603 } 522 }
604 } 523 }
605 } 524 }
606 525
607 update_ob_speed (op); 526 dst->set_speed (dst->speed);
608} 527}
609 528
610/* 529object *
611 * get_object() grabs an object from the list of unused objects, makes 530object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 531{
618 object *op = new object; 532 object *neu = create ();
619 533 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op; 534 return neu;
636} 535}
637 536
638/* 537/*
639 * 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
640 * 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
641 * 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.
642 */ 541 */
643 542void
644void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
646 return; 546 return;
547
647 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
649} 550}
650 551
651/* 552/*
652 * 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
653 * 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.
654 * 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.
655 */ 556 */
656 557void
657void update_ob_speed(object *op) { 558object::set_speed (float speed)
658 extern int arch_init; 559{
659 560 if (flag [FLAG_FREED] && speed)
660 /* No reason putting the archetypes objects on the speed list, 561 {
661 * since they never really need to be updated.
662 */
663
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
666#ifdef MANY_CORES
667 abort();
668#else
669 op->speed = 0; 563 speed = 0;
670#endif
671 } 564 }
672 if (arch_init) {
673 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679 565
680 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
681 * of the list. */ 567
682 op->active_next = active_objects; 568 if (has_active_speed ())
683 if (op->active_next!=NULL) 569 activate ();
684 op->active_next->active_prev = op;
685 active_objects = op;
686 }
687 else { 570 else
688 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
689 if (!op->active_next && !op->active_prev && op!=active_objects)
690 return;
691
692 if (op->active_prev==NULL) {
693 active_objects = op->active_next;
694 if (op->active_next!=NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else {
698 op->active_prev->active_next = op->active_next;
699 if (op->active_next)
700 op->active_next->active_prev = op->active_prev;
701 }
702 op->active_next = NULL;
703 op->active_prev = NULL;
704 }
705} 572}
706 573
707/* This function removes object 'op' from the list of active
708 * objects.
709 * This should only be used for style maps or other such
710 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object.
714 */
715void remove_from_active_list(object *op)
716{
717 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects)
719 return;
720
721 if (op->active_prev==NULL) {
722 active_objects = op->active_next;
723 if (op->active_next!=NULL)
724 op->active_next->active_prev = NULL;
725 }
726 else {
727 op->active_prev->active_next = op->active_next;
728 if (op->active_next)
729 op->active_next->active_prev = op->active_prev;
730 }
731 op->active_next = NULL;
732 op->active_prev = NULL;
733}
734
735/* 574/*
736 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
737 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
738 * 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
739 * invisible object, etc...) 578 * invisible object, etc...)
740 * 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
741 * 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
742 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
743 * 582 *
744 * 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.
745 * For example, if the only thing that has changed is the face (due to
746 * an animation), we don't need to call update_position until that actually
747 * comes into view of a player. OTOH, many other things, like addition/removal
748 * of walls or living creatures may need us to update the flags now.
749 * current action are: 584 * current action are:
750 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
751 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
752 * 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
753 * 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.
754 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
755 */ 590 */
756 591void
757void update_object(object *op, int action) { 592update_object (object *op, int action)
758 int update_now=0, flags; 593{
759 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
760 595
761 if (op == NULL) { 596 if (op == NULL)
597 {
762 /* this should never happen */ 598 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
764 return; 600 return;
765 }
766 601 }
767 if(op->env!=NULL) { 602
603 if (op->env)
604 {
768 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
769 * to do in this case. 606 * to do in this case.
770 */ 607 */
771 return; 608 return;
772 } 609 }
773 610
774 /* 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
775 * going to get freed anyways. 612 * going to get freed anyways.
776 */ 613 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
778 615 return;
616
779 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
780 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)
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 621#ifdef MANY_CORES
784 abort(); 622 abort ();
785#endif 623#endif
786 return; 624 return;
787 }
788 625 }
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
795 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
796 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
798 update_now=1;
799
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
801 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
802 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
804 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
805
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1;
808
809 if ((move_on | op->move_on) != move_on) update_now=1;
810 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
811 /* 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
812 * to have move_allow right now. 644 * to have move_allow right now.
813 */ 645 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
817 } 649 }
818 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 652 * that is being removed.
821 */ 653 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 655 m.flags_ = 0;
824 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
826 }
827 else { 658 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 660
831 if (update_now) {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y);
834 }
835
836 if(op->more!=NULL) 661 if (op->more)
837 update_object(op->more, action); 662 update_object (op->more, action);
838} 663}
839 664
665object *object::first;
840 666
841/* 667object::object ()
842 * free_object() frees everything allocated by an object, removes 668{
843 * it from the list of used objects, and puts it on the list of 669 SET_FLAG (this, FLAG_REMOVED);
844 * free objects. The IS_FREED() flag is set in the object. 670
845 * The object must have been removed by remove_ob() first for 671 expmul = 1.0;
846 * this function to succeed. 672 face = blank_face;
847 * 673}
848 * If free_inventory is set, free inventory as well. Else drop items in 674
849 * inventory to the ground. 675object::~object ()
850 */ 676{
677 free_key_values (this);
678}
679
680static int object_count;
681
682void object::link ()
683{
684 assert (!index);//D
685 uuid = gen_uuid ();
686 count = ++object_count;
687
688 refcnt_inc ();
689 objects.insert (this);
690}
691
692void object::unlink ()
693{
694 assert (index);//D
695 objects.erase (this);
696 refcnt_dec ();
697}
851 698
852void 699void
853free_object (object * ob) 700object::activate ()
854{ 701{
855 free_object2 (ob, 0); 702 /* If already on active list, don't do anything */
703 if (active)
704 return;
705
706 if (has_active_speed ())
707 actives.insert (this);
856} 708}
857 709
858void 710void
859free_object2 (object * ob, int free_inventory) 711object::activate_recursive ()
860{ 712{
861 object *tmp, *op; 713 activate ();
862 714
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 715 for (object *op = inv; op; op = op->below)
864 { 716 op->activate_recursive ();
865 LOG (llevDebug, "Free object called with non removed object\n"); 717}
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 }
871 718
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 719/* This function removes object 'op' from the list of active
873 { 720 * objects.
874 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 721 * This should only be used for style maps or other such
875 remove_friendly_object (ob); 722 * reference maps where you don't want an object that isn't
876 } 723 * in play chewing up cpu time getting processed.
877 724 * The reverse of this is to call update_ob_speed, which
878 if (QUERY_FLAG (ob, FLAG_FREED)) 725 * will do the right thing based on the speed of the object.
879 { 726 */
880 dump_object (ob); 727void
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
882 return; 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)
883 } 750 {
884 751 op->flag [flag] = value;
885 if (ob->more != NULL) 752 op->set_flag_inv (flag, value);
886 { 753 }
887 free_object2 (ob->more, free_inventory); 754}
888 ob->more = NULL;
889 }
890 755
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
891 if (ob->inv) 768 if (!inv)
892 { 769 return;
770
893 /* Only if the space blocks everything do we not process - 771 /* Only if the space blocks everything do we not process -
894 * if some form of movemnt is allowed, let objects 772 * if some form of movement is allowed, let objects
895 * drop on that space. 773 * drop on that space.
896 */ 774 */
897 if (free_inventory || ob->map == NULL 775 if (!drop_to_ground
776 || !map
898 || ob->map->in_memory != MAP_IN_MEMORY 777 || map->in_memory != MAP_IN_MEMORY
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 778 || ms ().move_block == MOVE_ALL)
900 {
901 op = ob->inv;
902
903 while (op != NULL)
904 { 779 {
905 tmp = op->below; 780 while (inv)
906 remove_ob (op); 781 {
907 free_object2 (op, free_inventory); 782 inv->destroy_inv (drop_to_ground);
908 op = tmp; 783 inv->destroy ();
909 } 784 }
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 op = ob->inv;
914
915 while (op != NULL)
916 {
917 tmp = op->below;
918 remove_ob (op);
919
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
923 free_object (op);
924 else
925 {
926 op->x = ob->x;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
929 }
930
931 op = tmp;
932 }
933 }
934 }
935
936 /* Remove object from the active list */
937 ob->speed = 0;
938 update_ob_speed (ob);
939
940 SET_FLAG (ob, FLAG_FREED);
941 ob->count = 0;
942
943 /* Remove this object from the list of used objects */
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 } 785 }
951 else 786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
789 {
790 object *op = inv;
791
792 if (op->flag [FLAG_STARTEQUIP]
793 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE
795 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy ();
799 else
800 map->insert (op, x, y);
801 }
802 }
803}
804
805object *object::create ()
806{
807 object *op = new object;
808 op->link ();
809 return op;
810}
811
812void
813object::do_destroy ()
814{
815 attachable::do_destroy ();
816
817 if (flag [FLAG_IS_LINKED])
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)
952 { 838 {
953 ob->prev->next = ob->next; 839 freed_map = new maptile;
954 840
955 if (ob->next != NULL) 841 freed_map->name = "/internal/freed_objects_map";
956 ob->next->prev = ob->prev; 842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
957 } 847 }
958 848
959 free_key_values (ob); 849 map = freed_map;
850 x = 1;
851 y = 1;
852 }
960 853
961 /* Now link it with the free_objects list: */ 854 head = 0;
962 ob->prev = 0;
963 ob->next = 0;
964 855
965 delete ob; 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 ())
872 return;
873
874 if (destroy_inventory)
875 destroy_inv (false);
876
877 attachable::destroy ();
966} 878}
967 879
968/* 880/*
969 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
970 * 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)).
971 */ 883 */
972 884void
973void sub_weight (object *op, signed long weight) { 885sub_weight (object *op, signed long weight)
886{
974 while (op != NULL) { 887 while (op != NULL)
888 {
975 if (op->type == CONTAINER) { 889 if (op->type == CONTAINER)
976 weight=(signed long)(weight*(100-op->stats.Str)/100); 890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
977 } 891
978 op->carrying-=weight; 892 op->carrying -= weight;
979 op = op->env; 893 op = op->env;
980 } 894 }
981} 895}
982 896
983/* remove_ob(op): 897/* op->remove ():
984 * 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
985 * 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
986 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
988 * the previous environment. 902 * the previous environment.
989 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
990 */ 904 */
991 905void
992void remove_ob(object *op) { 906object::remove ()
907{
993 object *tmp,*last=NULL; 908 object *tmp, *last = 0;
994 object *otmp; 909 object *otmp;
995 tag_t tag;
996 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 910
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 dump_object(op); 912 return;
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 913
1005 /* Changed it to always dump core in this case. As has been learned
1006 * in the past, trying to recover from errors almost always
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019
1020 SET_FLAG(op, FLAG_REMOVED); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
1021 916
917 if (more)
918 more->remove ();
919
1022 /* 920 /*
1023 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1024 * inventory. 922 * inventory.
1025 */ 923 */
1026 if(op->env!=NULL) { 924 if (env)
925 {
1027 if(op->nrof) 926 if (nrof)
1028 sub_weight(op->env, op->weight*op->nrof); 927 sub_weight (env, weight * nrof);
1029 else 928 else
1030 sub_weight(op->env, op->weight+op->carrying); 929 sub_weight (env, weight + carrying);
1031 930
1032 /* 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
1033 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1034 * to save cpu time. 933 * to save cpu time.
1035 */ 934 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 936 otmp->update_stats ();
1038 fix_player(otmp);
1039 937
1040 if(op->above!=NULL) 938 if (above)
1041 op->above->below=op->below; 939 above->below = below;
1042 else 940 else
1043 op->env->inv=op->below; 941 env->inv = below;
1044 942
1045 if(op->below!=NULL) 943 if (below)
1046 op->below->above=op->above; 944 below->above = above;
1047 945
1048 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1049 * 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
1050 * 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
1051 */ 979 */
1052 op->x=op->env->x,op->y=op->env->y; 980 if (GET_MAP_OB (map, x, y) != this)
1053 op->map=op->env->map; 981 {
1054 op->above=NULL,op->below=NULL; 982 char *dump = dump_object (this);
1055 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)
1056 return; 998 return;
1057 }
1058 999
1059 /* If we get here, we are removing it from a map */ 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1060 if (op->map == NULL) return;
1061 1001
1062 x = op->x; 1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1063 y = op->y;
1064 m = get_map_from_coord(op->map, &x, &y);
1065
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079
1080 /* Re did the following section of code - it looks like it had
1081 * lots of logic for things we no longer care about
1082 */
1083
1084 /* link the object above us */
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */
1098 if(GET_MAP_OB(m,x,y)!=op) {
1099 dump_object(op);
1100 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);
1101 dump_object(GET_MAP_OB(m,x,y));
1102 LOG(llevError,"%s\n",errmsg);
1103 } 1003 {
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1115 /* 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
1116 * being removed. 1005 * being removed.
1117 */ 1006 */
1118 1007
1119 if(tmp->type==PLAYER && tmp!=op) { 1008 if (tmp->type == PLAYER && tmp != this)
1009 {
1120 /* If a container that the player is currently using somehow gets 1010 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1011 * removed (most likely destroyed), update the player view
1122 * appropriately. 1012 * appropriately.
1123 */ 1013 */
1124 if (tmp->container==op) { 1014 if (tmp->container == this)
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1015 {
1016 flag [FLAG_APPLIED] = 0;
1126 tmp->container=NULL; 1017 tmp->container = 0;
1018 }
1019
1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1127 } 1022 }
1128 tmp->contr->socket.update_look=1; 1023
1129 }
1130 /* See if player moving off should effect something */ 1024 /* See if object moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1025 if (check_walk_off
1026 && ((move_type & tmp->move_off)
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 1028 {
1134 move_apply(tmp, op, NULL); 1029 move_apply (tmp, this, 0);
1030
1135 if (was_destroyed (op, tag)) { 1031 if (destroyed ())
1136 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 ());
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 } 1033 }
1139 }
1140 1034
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1142 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1143 if(tmp->above == tmp) 1037 if (tmp->above == tmp)
1144 tmp->above = NULL; 1038 tmp->above = 0;
1039
1145 last=tmp; 1040 last = tmp;
1146 } 1041 }
1042
1147 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1148 if (last==NULL) { 1044 //TODO: this makes little sense, why only update the topmost object?
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1045 if (!last)
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1046 map->at (x, y).flags_ = 0;
1151 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways.
1153 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y);
1156 }
1157 else 1047 else
1158 update_object(last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1159 1049
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los(op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1162 1052 }
1163} 1053}
1164 1054
1165/* 1055/*
1166 * merge_ob(op,top): 1056 * merge_ob(op,top):
1167 * 1057 *
1168 * This function goes through all objects below and including top, and 1058 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1059 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1060 * If top is NULL, it is calculated.
1171 * 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
1172 */ 1062 */
1173 1063object *
1174object *merge_ob(object *op, object *top) { 1064merge_ob (object *op, object *top)
1065{
1175 if(!op->nrof) 1066 if (!op->nrof)
1176 return 0; 1067 return 0;
1177 if(top==NULL) 1068
1069 if (top)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1072
1179 for(;top!=NULL;top=top->below) { 1073 for (; top; top = top->below)
1074 {
1180 if(top==op) 1075 if (top == op)
1181 continue; 1076 continue;
1182 if (CAN_MERGE(op,top)) 1077
1183 { 1078 if (object::can_merge (op, top))
1079 {
1184 top->nrof+=op->nrof; 1080 top->nrof += op->nrof;
1081
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1186 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1187 remove_ob(op); 1084 op->destroy ();
1188 free_object(op);
1189 return top; 1085 return top;
1190 } 1086 }
1191 } 1087 }
1088
1192 return NULL; 1089 return 0;
1193} 1090}
1194 1091
1195/* 1092/*
1196 * 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
1197 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1198 */ 1095 */
1096object *
1199object *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)
1200 object* tmp; 1098{
1201 if (op->head) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1202 op=op->head; 1100 {
1203 for (tmp=op;tmp;tmp=tmp->more){
1204 tmp->x=x+tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1205 tmp->y=y+tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1206 } 1103 }
1104
1207 return insert_ob_in_map (op, m, originator, flag); 1105 return insert_ob_in_map (op, m, originator, flag);
1208} 1106}
1209 1107
1210/* 1108/*
1211 * insert_ob_in_map (op, map, originator, flag): 1109 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1110 * This function inserts the object in the two-way linked list
1225 * Return value: 1123 * Return value:
1226 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1228 * just 'op' otherwise 1126 * just 'op' otherwise
1229 */ 1127 */
1230 1128object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1130{
1233 object *tmp, *top, *floor=NULL; 1131 object *tmp, *top, *floor = NULL;
1234 sint16 x,y; 1132 sint16 x, y;
1235 1133
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1134 if (QUERY_FLAG (op, FLAG_FREED))
1135 {
1237 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1238 return NULL; 1137 return NULL;
1138 }
1139
1140 if (!m)
1239 } 1141 {
1240 if(m==NULL) {
1241 dump_object(op); 1142 char *dump = dump_object (op);
1242 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);
1243 return op; 1145 return op;
1244 } 1146 }
1147
1245 if(out_of_map(m,op->x,op->y)) { 1148 if (out_of_map (m, op->x, op->y))
1149 {
1246 dump_object(op); 1150 char *dump = dump_object (op);
1247 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);
1248#ifdef MANY_CORES 1152#ifdef MANY_CORES
1249 /* 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
1250 * 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
1251 * improperly inserted. 1155 * improperly inserted.
1252 */ 1156 */
1253 abort(); 1157 abort ();
1254#endif 1158#endif
1159 free (dump);
1255 return op; 1160 return op;
1256 } 1161 }
1162
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1258 dump_object(op); 1165 char *dump = dump_object (op);
1259 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);
1260 return op; 1168 return op;
1169 }
1170
1171 if (op->more)
1261 } 1172 {
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1264 1174
1265 object *more = op->more; 1175 object *more = op->more;
1266 1176
1267 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1268 * 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
1269 * 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
1270 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1271 */ 1181 */
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1273 more->map = get_map_from_coord(m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1274 } else if (!more->map) { 1184 else if (!more->map)
1185 {
1275 /* For backwards compatibility - when not dealing with tiled maps, 1186 /* For backwards compatibility - when not dealing with tiled maps,
1276 * more->map should always point to the parent. 1187 * more->map should always point to the parent.
1277 */ 1188 */
1278 more->map = m; 1189 more->map = m;
1279 } 1190 }
1280 1191
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1193 {
1282 if ( ! op->head) 1194 if (!op->head)
1283 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
1284 return NULL; 1197 return 0;
1285 } 1198 }
1286 } 1199 }
1200
1287 CLEAR_FLAG(op,FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1288 1202
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1203 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * 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
1291 * need extra work 1205 * need extra work
1292 */ 1206 */
1293 op->map=get_map_from_coord(m, &op->x, &op->y); 1207 op->map = get_map_from_coord (m, &op->x, &op->y);
1294 x = op->x; 1208 x = op->x;
1295 y = op->y; 1209 y = op->y;
1296 1210
1297 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1298 */ 1212 */
1299 if(op->nrof && !(flag & INS_NO_MERGE)) { 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1300 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)
1301 if (CAN_MERGE(op,tmp)) { 1215 if (object::can_merge (op, tmp))
1216 {
1302 op->nrof+=tmp->nrof; 1217 op->nrof += tmp->nrof;
1303 remove_ob(tmp); 1218 tmp->destroy ();
1304 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;
1305 } 1279 }
1306 }
1307 1280
1308 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 */
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1282 top = last;
1310 if (!QUERY_FLAG(op, FLAG_ALIVE))
1311 CLEAR_FLAG(op, FLAG_NO_STEAL);
1312 1283
1313 if (flag & INS_BELOW_ORIGINATOR) { 1284 /* We let update_position deal with figuring out what the space
1314 if (originator->map != op->map || originator->x != op->x || 1285 * looks like instead of lots of conditions here.
1315 originator->y != op->y) { 1286 * makes things faster, and effectively the same result.
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort();
1318 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else {
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /* 1287 */
1330 * If there are multiple objects on this space, we do some trickier handling. 1288
1331 * We've already dealt with merging if appropriate. 1289 /* Have object 'fall below' other objects that block view.
1332 * Generally, we want to put the new object on top. But if 1290 * Unless those objects are exits, type 66
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1291 * If INS_ON_TOP is used, don't do this processing
1334 * floor, we want to insert above that and no further. 1292 * Need to find the object that in fact blocks view, otherwise
1335 * Also, if there are spell objects on this space, we stop processing 1293 * stacking is a bit odd.
1336 * once we get to them. This reduces the need to traverse over all of 1294 */
1337 * them when adding another one - this saves quite a bit of cpu time 1295 if (!(flag & INS_ON_TOP) &&
1338 * 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))
1339 * 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.
1340 */ 1305 */
1341 1306 if (last && last->below && last != floor)
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above; 1307 top = last->below;
1355 } 1308 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */ 1309 } /* If objects on this space */
1310
1383 if (flag & INS_MAP_LOAD) 1311 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y); 1312 top = GET_MAP_TOP (op->map, op->x, op->y);
1313
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1314 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor;
1386 1316
1387 /* 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.
1388 */ 1318 */
1389 1319
1390 /* First object on this space */ 1320 /* First object on this space */
1391 if (!top) { 1321 if (!top)
1322 {
1392 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)
1393 if (op->above) op->above->below = op; 1326 op->above->below = op;
1327
1394 op->below = NULL; 1328 op->below = 0;
1395 SET_MAP_OB(op->map, op->x, op->y, op); 1329 op->ms ().bot = op;
1330 }
1331 else
1396 } else { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1397 op->above = top->above; 1333 op->above = top->above;
1334
1335 if (op->above)
1398 if (op->above) op->above->below = op; 1336 op->above->below = op;
1337
1399 op->below = top; 1338 op->below = top;
1400 top->above = op; 1339 top->above = op;
1401 } 1340 }
1341
1402 if (op->above==NULL) 1342 if (!op->above)
1403 SET_MAP_TOP(op->map,op->x, op->y, op); 1343 op->ms ().top = op;
1404 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1405 1345
1406 if(op->type==PLAYER) 1346 if (op->type == PLAYER)
1347 {
1407 op->contr->do_los=1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1408 1352
1353 op->map->dirty = true;
1354
1409 /* 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
1410 * it, so save a few ticks and start from there. 1356 * it, so save a few ticks and start from there.
1411 */ 1357 */
1412 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1413 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 ())
1414 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1415 tmp->contr->socket.update_look=1; 1361 pl->contr->ns->floorbox_update ();
1416 }
1417 1362
1418 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1419 * 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
1420 * 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
1421 * on the map will get recalculated. The players could very well 1366 * on the map will get recalculated. The players could very well
1422 * 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 -
1423 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1425 * of effect may be sufficient. 1370 * of effect may be sufficient.
1426 */ 1371 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1428 update_all_los(op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1429 1374
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1433 1377
1378 INVOKE_OBJECT (INSERT, op);
1434 1379
1435 /* 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,
1436 * we want to have update_look set above before calling this. 1381 * we want to have floorbox_update called before calling this.
1437 * 1382 *
1438 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object(). 1386 * update_object().
1442 */ 1387 */
1443 1388
1444 /* 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 */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1391 {
1447 if (check_move_on(op, originator)) 1392 if (check_move_on (op, originator))
1448 return NULL; 1393 return 0;
1449 1394
1450 /* 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
1451 * walk on's. 1396 * walk on's.
1452 */ 1397 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1455 return NULL; 1400 return 0;
1456 } 1401 }
1402
1457 return op; 1403 return op;
1458} 1404}
1459 1405
1460/* this function inserts an object in the map, but if it 1406/* this function inserts an object in the map, but if it
1461 * 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.
1462 * 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.
1463 */ 1409 */
1410void
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1465 object *tmp; 1412{
1466 object *tmp1; 1413 object *tmp, *tmp1;
1467 1414
1468 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1469 1416
1470 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)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1472 remove_ob(tmp); 1419 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1420
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1478 1422
1479 1423 tmp1->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1424 tmp1->y = op->y;
1481 insert_ob_in_map(tmp1,op->map,op,0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1482} 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}
1483 1433
1484/* 1434/*
1485 * 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
1486 * is returned contains nr objects, and the remaining parts contains 1436 * is returned contains nr objects, and the remaining parts contains
1487 * 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).
1488 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1489 * global static errmsg array. 1439 * global static errmsg array.
1490 */ 1440 */
1491 1441object *
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1442get_split_ob (object *orig_ob, uint32 nr)
1443{
1493 object *newob; 1444 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1446
1496 if(orig_ob->nrof<nr) { 1447 if (orig_ob->nrof < nr)
1497 sprintf(errmsg,"There are only %d %ss.", 1448 {
1498 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);
1499 return NULL; 1450 return NULL;
1500 } 1451 }
1452
1501 newob = object_create_clone(orig_ob); 1453 newob = object_create_clone (orig_ob);
1454
1502 if((orig_ob->nrof-=nr)<1) { 1455 if ((orig_ob->nrof -= nr) < 1)
1503 if ( ! is_removed) 1456 orig_ob->destroy (1);
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) { 1457 else if (!is_removed)
1458 {
1508 if(orig_ob->env!=NULL) 1459 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 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 {
1511 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.");
1512 LOG(llevDebug,
1513 "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");
1514 return NULL; 1465 return NULL;
1515 } 1466 }
1516 } 1467 }
1468
1517 newob->nrof=nr; 1469 newob->nrof = nr;
1518 1470
1519 return newob; 1471 return newob;
1520} 1472}
1521 1473
1522/* 1474/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1475 * decrease_ob_nr(object, number) decreases a specified number from
1524 * 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
1525 * is subsequently removed and freed. 1477 * is subsequently removed and freed.
1526 * 1478 *
1527 * 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
1528 */ 1480 */
1529 1481
1482object *
1530object *decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1531{ 1484{
1532 object *tmp; 1485 object *tmp;
1533 player *pl;
1534 1486
1535 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1536 return op; 1488 return op;
1537 1489
1538 if (i > op->nrof) 1490 if (i > op->nrof)
1539 i = op->nrof; 1491 i = op->nrof;
1540 1492
1541 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 }
1542 { 1529 }
1530 else
1531 {
1532 object *above = op->above;
1533
1534 if (i < op->nrof)
1543 op->nrof -= i; 1535 op->nrof -= i;
1544 } 1536 else
1545 else if (op->env != NULL)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = is_player_inv (op->env);
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 } 1537 {
1563
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op); 1538 op->remove ();
1572 op->nrof = 0; 1539 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 } 1540 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581 1541
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */ 1542 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above) 1543 for (tmp = above; tmp; tmp = tmp->above)
1590 if (tmp->type == PLAYER) { 1544 if (tmp->type == PLAYER)
1545 {
1591 if (op->nrof) 1546 if (op->nrof)
1592 esrv_send_item(tmp, op); 1547 esrv_send_item (tmp, op);
1593 else 1548 else
1594 esrv_del_item(tmp->contr, op->count); 1549 esrv_del_item (tmp->contr, op->count);
1595 } 1550 }
1596 } 1551 }
1597 1552
1598 if (op->nrof) { 1553 if (op->nrof)
1599 return op; 1554 return op;
1600 } else { 1555 else
1601 free_object (op); 1556 {
1557 op->destroy ();
1602 return NULL; 1558 return 0;
1603 } 1559 }
1604} 1560}
1605 1561
1606/* 1562/*
1607 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying. 1564 * and also updates how much the environment(s) is/are carrying.
1609 */ 1565 */
1610 1566
1567void
1611void add_weight (object *op, signed long weight) { 1568add_weight (object *op, signed long weight)
1569{
1612 while (op!=NULL) { 1570 while (op != NULL)
1571 {
1613 if (op->type == CONTAINER) { 1572 if (op->type == CONTAINER)
1614 weight=(signed long)(weight*(100-op->stats.Str)/100); 1573 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1615 } 1574
1616 op->carrying+=weight; 1575 op->carrying += weight;
1617 op=op->env; 1576 op = op->env;
1618 } 1577 }
1619} 1578}
1620 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
1621/* 1600/*
1622 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1623 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1624 * inside the object environment. 1603 * inside the object environment.
1625 * 1604 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * 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
1632 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1633 */ 1607 */
1634 1608
1635object *insert_ob_in_ob(object *op,object *where) { 1609object *
1610object::insert (object *op)
1611{
1636 object *tmp, *otmp; 1612 object *tmp, *otmp;
1637 1613
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 dump_object(op); 1615 op->remove ();
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1616
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) { 1617 if (op->more)
1618 {
1654 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);
1655 &op->name, op->count);
1656 return op; 1620 return op;
1657 } 1621 }
1622
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1660 if(op->nrof) { 1625 if (op->nrof)
1626 {
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1628 if (object::can_merge (tmp, op))
1629 {
1663 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1631 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1667 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1668 */ 1635 */
1669 add_weight (where, op->weight*op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1670 SET_FLAG(op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1671 free_object(op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1672 op = tmp; 1639 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1674 CLEAR_FLAG(op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1675 break; 1642 break;
1676 } 1643 }
1677 1644
1678 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1679 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1680 * (if it was possible to merge). calling remove_ob will subtract 1647 * (if it was possible to merge). calling remove_ob will subtract
1681 * 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
1682 * the linking below 1649 * the linking below
1683 */ 1650 */
1684 add_weight (where, op->weight*op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1652 }
1685 } else 1653 else
1686 add_weight (where, (op->weight+op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1687 1655
1688 otmp=is_player_inv(where); 1656 otmp = this->in_player ();
1689 if (otmp&&otmp->contr!=NULL) { 1657 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp); 1659 otmp->update_stats ();
1692 }
1693 1660
1694 op->map=NULL; 1661 op->map = 0;
1695 op->env=where; 1662 op->env = this;
1696 op->above=NULL; 1663 op->above = 0;
1697 op->below=NULL; 1664 op->below = 0;
1698 op->x=0,op->y=0; 1665 op->x = 0, op->y = 0;
1699 1666
1700 /* 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 */
1701 if((op->glow_radius!=0)&&where->map) 1668 if ((op->glow_radius != 0) && map)
1702 { 1669 {
1703#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1704 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);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1707 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);
1708 } 1675 }
1709 1676
1710 /* 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.
1711 * It sure simplifies this function... 1678 * It sure simplifies this function...
1712 */ 1679 */
1713 if (where->inv==NULL) 1680 if (!inv)
1714 where->inv=op; 1681 inv = op;
1715 else { 1682 else
1683 {
1716 op->below = where->inv; 1684 op->below = inv;
1717 op->below->above = op; 1685 op->below->above = op;
1718 where->inv = op; 1686 inv = op;
1719 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1720 return op; 1691 return op;
1721} 1692}
1722 1693
1723/* 1694/*
1724 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1738 * 1709 *
1739 * 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
1740 * 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
1741 * on top. 1712 * on top.
1742 */ 1713 */
1743 1714int
1744int check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1745{ 1716{
1746 object *tmp; 1717 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1718 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1719 int x = op->x, y = op->y;
1720
1750 MoveType move_on, move_slow, move_block; 1721 MoveType move_on, move_slow, move_block;
1751 1722
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1723 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1753 return 0; 1724 return 0;
1754 1725
1755 tag = op->count;
1756
1757 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);
1758 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);
1759 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);
1760 1729
1761 /* 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,
1762 * 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
1763 * 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
1764 * as walking. 1733 * as walking.
1765 */ 1734 */
1766 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))
1767 return 0; 1736 return 0;
1768 1737
1769 /* This is basically inverse logic of that below - basically, 1738 /* This is basically inverse logic of that below - basically,
1770 * 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,
1771 * 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
1772 * blocked. Logic on this seems confusing, but does seem correct. 1741 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1742 */
1774 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)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1744 return 0;
1776 1745
1777 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1779 */ 1748 */
1780 1749
1781 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)
1782 tmp->above!=NULL; tmp=tmp->above) { 1751 {
1783 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1784 * 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,
1785 * we don't need to check all of them. 1754 * we don't need to check all of them.
1786 */ 1755 */
1787 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)
1788 } 1761 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1762 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1763 continue; /* Can't apply yourself */
1791 1764
1792 /* 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.
1793 * Second check makes sure that the movement types not being slowed 1766 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1767 * (~slow_move) is not blocked on this space - just because the
1795 * 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
1796 * 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.
1797 */ 1770 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1771 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1772 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (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 {
1802 1776
1803 float diff; 1777 float
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1778 diff = tmp->move_slow_penalty * FABS (op->speed);
1779
1806 if (op->type == PLAYER) { 1780 if (op->type == PLAYER)
1807 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)) ||
1808 (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)))
1809 diff /= 4.0; 1783 diff /= 4.0;
1810 } 1784
1811 }
1812 op->speed_left -= diff; 1785 op->speed_left -= diff;
1813 } 1786 }
1814 } 1787 }
1815 1788
1816 /* Basically same logic as above, except now for actual apply. */ 1789 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1790 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (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))
1820 1792 {
1821 move_apply(tmp, op, originator); 1793 move_apply (tmp, op, originator);
1794
1822 if (was_destroyed (op, tag)) 1795 if (op->destroyed ())
1823 return 1; 1796 return 1;
1824 1797
1825 /* what the person/creature stepped onto has moved the object 1798 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1799 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1800 * have a feeling strange problems would result.
1828 */ 1801 */
1829 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;
1830 } 1804 }
1831 } 1805 }
1806
1832 return 0; 1807 return 0;
1833} 1808}
1834 1809
1835/* 1810/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
1839 */ 1814 */
1840 1815object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1816present_arch (const archetype *at, maptile *m, int x, int y)
1842 object *tmp; 1817{
1843 if(m==NULL || out_of_map(m,x,y)) { 1818 if (!m || out_of_map (m, x, y))
1819 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1821 return NULL;
1846 } 1822 }
1847 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)
1848 if(tmp->arch == at) 1825 if (tmp->arch == at)
1849 return tmp; 1826 return tmp;
1827
1850 return NULL; 1828 return NULL;
1851} 1829}
1852 1830
1853/* 1831/*
1854 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
1857 */ 1835 */
1858 1836object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1837present (unsigned char type, maptile *m, int x, int y)
1860 object *tmp; 1838{
1861 if(out_of_map(m,x,y)) { 1839 if (out_of_map (m, x, y))
1840 {
1862 LOG(llevError,"Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1842 return NULL;
1864 } 1843 }
1865 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)
1866 if(tmp->type==type) 1846 if (tmp->type == type)
1867 return tmp; 1847 return tmp;
1848
1868 return NULL; 1849 return NULL;
1869} 1850}
1870 1851
1871/* 1852/*
1872 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1875 */ 1856 */
1876 1857object *
1877object *present_in_ob(unsigned char type, const object *op) { 1858present_in_ob (unsigned char type, const object *op)
1878 object *tmp; 1859{
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1861 if (tmp->type == type)
1881 return tmp; 1862 return tmp;
1863
1882 return NULL; 1864 return NULL;
1883} 1865}
1884 1866
1885/* 1867/*
1886 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
1894 * 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
1895 * 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
1896 * 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
1897 * to be unique. 1879 * to be unique.
1898 */ 1880 */
1899 1881object *
1900object *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)
1901 object *tmp; 1883{
1902
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 1886 return tmp;
1906 } 1887
1907 return NULL; 1888 return 0;
1908} 1889}
1909 1890
1910/* 1891/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
1914 */ 1895 */
1915 1896object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 1897present_arch_in_ob (const archetype *at, const object *op)
1917 object *tmp; 1898{
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 if( tmp->arch == at) 1900 if (tmp->arch == at)
1920 return tmp; 1901 return tmp;
1902
1921 return NULL; 1903 return NULL;
1922} 1904}
1923 1905
1924/* 1906/*
1925 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
1926 */ 1908 */
1909void
1927void flag_inv(object*op, int flag){ 1910flag_inv (object *op, int flag)
1928 object *tmp; 1911{
1929 if(op->inv) 1912 if (op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1914 {
1931 SET_FLAG(tmp, flag); 1915 SET_FLAG (tmp, flag);
1932 flag_inv(tmp,flag); 1916 flag_inv (tmp, flag);
1933 } 1917 }
1918}
1919
1934}/* 1920/*
1935 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
1936 */ 1922 */
1923void
1937void unflag_inv(object*op, int flag){ 1924unflag_inv (object *op, int flag)
1938 object *tmp; 1925{
1939 if(op->inv) 1926 if (op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 {
1941 CLEAR_FLAG(tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
1942 unflag_inv(tmp,flag); 1930 unflag_inv (tmp, flag);
1943 } 1931 }
1944} 1932}
1945 1933
1946/* 1934/*
1947 * 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
1948 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
1949 * 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
1950 * 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.
1951 */ 1939 */
1952 1940void
1953void set_cheat(object *op) { 1941set_cheat (object *op)
1942{
1954 SET_FLAG(op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
1956} 1945}
1957 1946
1958/* 1947/*
1959 * 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
1960 * 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
1974 * 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
1975 * 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
1976 * 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
1977 * customized, changed states, etc. 1966 * customized, changed states, etc.
1978 */ 1967 */
1979 1968int
1980int 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{
1981 int i,index=0, flag; 1971 int index = 0, flag;
1982 static int altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
1983 1973
1984 for(i=start;i<stop;i++) { 1974 for (int i = start; i < stop; i++)
1975 {
1985 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]);
1986 if(!flag) 1977 if (!flag)
1987 altern[index++]=i; 1978 altern [index++] = i;
1988 1979
1989 /* 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.
1990 * 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.
1991 * 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 -
1992 * 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
1993 * 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
1994 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
1996 */ 1987 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1998 stop=maxfree[i]; 1989 stop = maxfree[i];
1999 } 1990 }
2000 if(!index) return -1; 1991
1992 if (!index)
1993 return -1;
1994
2001 return altern[RANDOM()%index]; 1995 return altern[RANDOM () % index];
2002} 1996}
2003 1997
2004/* 1998/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2007 * 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.
2008 * 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.
2009 */ 2003 */
2010 2004int
2011int 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)
2012 int i; 2006{
2013 for(i=0;i<SIZEOFFREE;i++) { 2007 for (int i = 0; i < SIZEOFFREE; i++)
2014 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]))
2015 return i; 2009 return i;
2016 } 2010
2017 return -1; 2011 return -1;
2018} 2012}
2019 2013
2020/* 2014/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2023 */ 2018 */
2019static void
2024static void permute(int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2025{ 2021{
2026 int i, j, tmp, len; 2022 arr += begin;
2023 end -= begin;
2027 2024
2028 len = end-begin; 2025 while (--end)
2029 for(i = begin; i < end; i++) 2026 swap (arr [end], arr [RANDOM () % (end + 1)]);
2030 {
2031 j = begin+RANDOM()%len;
2032
2033 tmp = arr[i];
2034 arr[i] = arr[j];
2035 arr[j] = tmp;
2036 }
2037} 2027}
2038 2028
2039/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2030 * This basically returns a randomized array (in the passed pointer) of
2041 * 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
2042 * 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
2043 * 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
2044 * 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.
2045 */ 2035 */
2036void
2046void get_search_arr(int *search_arr) 2037get_search_arr (int *search_arr)
2047{ 2038{
2048 int i; 2039 int i;
2049 2040
2050 for(i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2051 {
2052 search_arr[i] = i; 2042 search_arr[i] = i;
2053 }
2054 2043
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2047}
2059 2048
2060/* 2049/*
2061 * 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
2062 * given map at the given coordinates for live objects. 2051 * given map at the given coordinates for live objects.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * Perhaps incorrectly, but I'm making the assumption that exclude
2068 * 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
2069 * 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
2070 * there is capable of. 2059 * there is capable of.
2071 */ 2060 */
2072 2061int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2062find_dir (maptile *m, int x, int y, object *exclude)
2063{
2074 int i,max=SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2065
2075 sint16 nx, ny; 2066 sint16 nx, ny;
2076 object *tmp; 2067 object *tmp;
2077 mapstruct *mp; 2068 maptile *mp;
2069
2078 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2079 2071
2080 if (exclude && exclude->head) { 2072 if (exclude && exclude->head)
2073 {
2081 exclude = exclude->head; 2074 exclude = exclude->head;
2082 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2083 } else { 2076 }
2077 else
2078 {
2084 /* 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. */
2085 move_type=MOVE_ALL; 2080 move_type = MOVE_ALL;
2081 }
2082
2083 for (i = 1; i < max; i++)
2086 } 2084 {
2087
2088 for(i=1;i<max;i++) {
2089 mp = m; 2085 mp = m;
2090 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2091 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2092 2088
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2094 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)
2095 max = maxfree[i]; 2100 max = maxfree[i];
2096 } else {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2098
2099 if ((move_type & blocked) == move_type) {
2100 max=maxfree[i];
2101 } else if (mflags & P_IS_ALIVE) { 2101 else if (mflags & P_IS_ALIVE)
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2102 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2105 break; 2106 break;
2106 } 2107
2107 }
2108 if(tmp) { 2108 if (tmp)
2109 return freedir[i]; 2109 return freedir[i];
2110 }
2111 } 2110 }
2112 } 2111 }
2113 } 2112 }
2113
2114 return 0; 2114 return 0;
2115} 2115}
2116 2116
2117/* 2117/*
2118 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2119 * distance between the two given objects.
2120 */ 2120 */
2121 2121int
2122int distance(const object *ob1, const object *ob2) { 2122distance (const object *ob1, const object *ob2)
2123 int i; 2123{
2124 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);
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2126 return i;
2127} 2125}
2128 2126
2129/* 2127/*
2130 * 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
2131 * 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
2132 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2133 */ 2131 */
2134 2132int
2135int find_dir_2(int x, int y) { 2133find_dir_2 (int x, int y)
2134{
2136 int q; 2135 int q;
2137 2136
2138 if(y) 2137 if (y)
2139 q=x*100/y; 2138 q = x * 100 / y;
2140 else if (x) 2139 else if (x)
2141 q= -300*x; 2140 q = -300 * x;
2142 else 2141 else
2143 return 0; 2142 return 0;
2144 2143
2145 if(y>0) { 2144 if (y > 0)
2145 {
2146 if(q < -242) 2146 if (q < -242)
2147 return 3 ; 2147 return 3;
2148 if (q < -41) 2148 if (q < -41)
2149 return 2 ; 2149 return 2;
2150 if (q < 41) 2150 if (q < 41)
2151 return 1 ; 2151 return 1;
2152 if (q < 242) 2152 if (q < 242)
2153 return 8 ; 2153 return 8;
2154 return 7 ; 2154 return 7;
2155 } 2155 }
2156 2156
2157 if (q < -242) 2157 if (q < -242)
2158 return 7 ; 2158 return 7;
2159 if (q < -41) 2159 if (q < -41)
2160 return 6 ; 2160 return 6;
2161 if (q < 41) 2161 if (q < 41)
2162 return 5 ; 2162 return 5;
2163 if (q < 242) 2163 if (q < 242)
2164 return 4 ; 2164 return 4;
2165 2165
2166 return 3 ; 2166 return 3;
2167} 2167}
2168 2168
2169/* 2169/*
2170 * absdir(int): Returns a number between 1 and 8, which represent 2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of 2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction). 2172 * "overflow" in previous calculations of a direction).
2173 */ 2173 */
2174 2174
2175int
2175int absdir(int d) { 2176absdir (int d)
2176 while(d<1) d+=8; 2177{
2177 while(d>8) d-=8; 2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2178 return d; 2184 return d;
2179} 2185}
2180 2186
2181/* 2187/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2189 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2190 */
2185 2191
2192int
2186int dirdiff(int dir1, int dir2) { 2193dirdiff (int dir1, int dir2)
2194{
2187 int d; 2195 int d;
2196
2188 d = abs(dir1 - dir2); 2197 d = abs (dir1 - dir2);
2189 if(d>4) 2198 if (d > 4)
2190 d = 8 - d; 2199 d = 8 - d;
2200
2191 return d; 2201 return d;
2192} 2202}
2193 2203
2194/* peterm: 2204/* peterm:
2195 * 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.
2198 * 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
2199 * 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.
2200 * 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
2201 * functions. 2211 * functions.
2202 */ 2212 */
2203
2204int reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2219 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2220 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2221 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2222 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2223 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2224 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2225 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2226 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2227 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2228 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2229 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2230 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2231 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2232 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2233 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2234 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2235 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2236 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2237 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2238 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2239 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2240 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2241 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2242 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2243 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2244 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2245 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2246 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2247 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2248 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2249 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2250 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2251 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2252 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2253 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2254 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2255 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2256 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2257 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2258 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2259 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2260 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2261 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2262 {24, 9, -1}
2263}; /* 48 */
2254 2264
2255/* Recursive routine to step back and see if we can 2265/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2268 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2260 */ 2270 */
2261 2271int
2262
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2273{
2264 sint16 dx, dy; 2274 sint16 dx, dy;
2265 int mflags; 2275 int mflags;
2266 2276
2277 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2268 2279
2269 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2281 dy = y + freearr_y[dir];
2271 2282
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2283 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2284
2274 /* This functional arguably was incorrect before - it was 2285 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2286 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2287 * we could move to the monster - this is being more
2277 * 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
2278 * 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
2279 * at least its move type. 2290 * at least its move type.
2280 */ 2291 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2292 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2293 return 0;
2282 2294
2283 /* yes, can see. */ 2295 /* yes, can see. */
2284 if(dir < 9) return 1; 2296 if (dir < 9)
2297 return 1;
2298
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2299 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288} 2302}
2289 2303
2290
2291
2292/* 2304/*
2293 * 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
2294 * picked up by the picker. Returnes 1 if it can be 2306 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2296 * 2308 *
2298 * core dumps if they do. 2310 * core dumps if they do.
2299 * 2311 *
2300 * 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)
2301 */ 2313 */
2302 2314
2315int
2303int can_pick(const object *who, const object *item) { 2316can_pick (const object *who, const object *item)
2317{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 (who->type==PLAYER||item->weight<who->weight/3));
2308} 2321}
2309
2310 2322
2311/* 2323/*
2312 * create clone from object to another 2324 * create clone from object to another
2313 */ 2325 */
2326object *
2314object *object_create_clone (object *asrc) { 2327object_create_clone (object *asrc)
2328{
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2316 2330
2317 if(!asrc) return NULL; 2331 if (!asrc)
2332 return 0;
2333
2318 src = asrc; 2334 src = asrc;
2319 if(src->head) 2335 if (src->head)
2320 src = src->head; 2336 src = src->head;
2321 2337
2322 prev = NULL; 2338 prev = 0;
2323 for(part = src; part; part = part->more) { 2339 for (part = src; part; part = part->more)
2324 tmp = get_object(); 2340 {
2325 copy_object(part,tmp); 2341 tmp = part->clone ();
2326 tmp->x -= src->x; 2342 tmp->x -= src->x;
2327 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2328 if(!part->head) { 2345 if (!part->head)
2346 {
2329 dst = tmp; 2347 dst = tmp;
2330 tmp->head = NULL; 2348 tmp->head = 0;
2349 }
2331 } else { 2350 else
2332 tmp->head = dst; 2351 tmp->head = dst;
2333 } 2352
2334 tmp->more = NULL; 2353 tmp->more = 0;
2354
2335 if(prev) 2355 if (prev)
2336 prev->more = tmp; 2356 prev->more = tmp;
2357
2337 prev = tmp; 2358 prev = tmp;
2338 } 2359 }
2339 /*** copy inventory ***/ 2360
2340 for(item = src->inv; item; item = item->below) { 2361 for (item = src->inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2342 }
2343 2363
2344 return dst; 2364 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353} 2365}
2354 2366
2355/* GROS - Creates an object using a string representing its content. */ 2367/* GROS - Creates an object using a string representing its content. */
2356/* 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 */
2357/* 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, */
2358/* 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. */
2359/* 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. */
2360/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2361 2373object *
2362object* load_object_str(const char *obstr) 2374load_object_str (const char *obstr)
2363{ 2375{
2364 object *op; 2376 object *op;
2365 char filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2378
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2367 2380
2368 FILE *tempfile=fopen(filename,"w"); 2381 FILE *tempfile = fopen (filename, "w");
2382
2369 if (tempfile == NULL) 2383 if (tempfile == NULL)
2370 { 2384 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2372 return NULL; 2386 return NULL;
2373 }; 2387 }
2388
2374 fprintf(tempfile,obstr); 2389 fprintf (tempfile, obstr);
2375 fclose(tempfile); 2390 fclose (tempfile);
2376 2391
2377 op=get_object(); 2392 op = object::create ();
2378 2393
2379 object_thawer thawer (filename); 2394 object_thawer thawer (filename);
2380 2395
2381 if (thawer) 2396 if (thawer)
2382 load_object(thawer,op,0); 2397 load_object (thawer, op, 0);
2383 2398
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED); 2400 CLEAR_FLAG (op, FLAG_REMOVED);
2386 2401
2387 return op; 2402 return op;
2388} 2403}
2389 2404
2390/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2406 * has the same type and subtype match.
2392 * returns NULL if no match. 2407 * returns NULL if no match.
2393 */ 2408 */
2409object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2411{
2396 object *tmp;
2397
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2413 if (tmp->type == type && tmp->subtype == subtype)
2414 return tmp;
2400 2415
2401 return NULL; 2416 return 0;
2402} 2417}
2403 2418
2404/* 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,
2405 * otherwise return NULL. 2420 * otherwise return NULL.
2406 * 2421 *
2407 * 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
2408 * do the desired thing. 2423 * do the desired thing.
2409 */ 2424 */
2425key_value *
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2426get_ob_key_link (const object *ob, const char *key)
2411 key_value * link; 2427{
2412
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2428 for (key_value *link = ob->key_values; link; link = link->next)
2414 if (link->key == key) { 2429 if (link->key == key)
2415 return link; 2430 return link;
2416 } 2431
2417 } 2432 return 0;
2418 2433}
2419 return NULL;
2420}
2421 2434
2422/* 2435/*
2423 * 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.
2424 * 2437 *
2425 * The argument doesn't need to be a shared string. 2438 * The argument doesn't need to be a shared string.
2426 * 2439 *
2427 * The returned string is shared. 2440 * The returned string is shared.
2428 */ 2441 */
2442const char *
2429const char * get_ob_key_value(const object * op, const char * const key) { 2443get_ob_key_value (const object *op, const char *const key)
2444{
2430 key_value * link; 2445 key_value *link;
2431 const char * canonical_key; 2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2432 2449 {
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object 2450 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find. 2451 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field. 2452 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field. 2453 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2454 */
2441 return NULL; 2455 return 0;
2442 } 2456 }
2443 2457
2444 /* This is copied from get_ob_key_link() above - 2458 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead. 2459 * only 4 lines, and saves the function call overhead.
2446 */ 2460 */
2447 for (link = op->key_values; link != NULL; link = link->next) { 2461 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key) { 2462 if (link->key == canonical_key)
2449 return link->value; 2463 return link->value;
2450 } 2464
2451 } 2465 return 0;
2452 return NULL;
2453} 2466}
2454 2467
2455 2468
2456/* 2469/*
2457 * Updates the canonical_key in op to value. 2470 * Updates the canonical_key in op to value.
2461 * 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
2462 * keys. 2475 * keys.
2463 * 2476 *
2464 * Returns TRUE on success. 2477 * Returns TRUE on success.
2465 */ 2478 */
2479int
2466int 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{
2467 key_value * field = NULL, *last=NULL; 2482 key_value *field = NULL, *last = NULL;
2468 2483
2469 for (field=op->key_values; field != NULL; field=field->next) { 2484 for (field = op->key_values; field != NULL; field = field->next)
2485 {
2470 if (field->key != canonical_key) { 2486 if (field->key != canonical_key)
2487 {
2471 last = field; 2488 last = field;
2472 continue; 2489 continue;
2473 } 2490 }
2474 2491
2475 if (value) 2492 if (value)
2476 field->value = value; 2493 field->value = value;
2477 else { 2494 else
2495 {
2478 /* Basically, if the archetype has this key set, 2496 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save 2497 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load, 2498 * it, we save the empty value so that when we load,
2481 * we get this value back again. 2499 * we get this value back again.
2482 */ 2500 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2501 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0; 2502 field->value = 0;
2503 else
2504 {
2505 if (last)
2506 last->next = field->next;
2485 else 2507 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next; 2508 op->key_values = field->next;
2489 2509
2490 delete field; 2510 delete field;
2491 } 2511 }
2492 } 2512 }
2493 return TRUE; 2513 return TRUE;
2494 } 2514 }
2495 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2496 2516
2497 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2498 2518
2499 if (!add_key) { 2519 if (!add_key)
2500 return FALSE; 2520 return FALSE;
2501 } 2521
2502 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2503 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2504 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2505 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2506 * should pass in "" 2526 * should pass in ""
2507 */ 2527 */
2508 if (value == NULL) return TRUE; 2528 if (value == NULL)
2509
2510 field = new key_value;
2511
2512 field->key = canonical_key;
2513 field->value = value;
2514 /* Usual prepend-addition. */
2515 field->next = op->key_values;
2516 op->key_values = field;
2517
2518 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;
2519} 2540}
2520 2541
2521/* 2542/*
2522 * Updates the key in op to value. 2543 * Updates the key in op to value.
2523 * 2544 *
2525 * and not add new ones. 2546 * and not add new ones.
2526 * 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
2527 * 2548 *
2528 * Returns TRUE on success. 2549 * Returns TRUE on success.
2529 */ 2550 */
2551int
2530int 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)
2531{ 2553{
2532 shstr key_ (key); 2554 shstr key_ (key);
2555
2533 return set_ob_key_value_s (op, key_, value, add_key); 2556 return set_ob_key_value_s (op, key_, value, add_key);
2534} 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

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