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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.12 by elmex, Sun Sep 3 14:33:47 2006 UTC vs.
Revision 1.103 by root, Tue Jan 2 20:40:34 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.12 2006/09/03 14:33:47 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 196{
127
128 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
130 204
131 if (ob1->speed != ob2->speed) return 0; 205 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 207 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 208 * used to store nrof).
135 */ 209 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id
239 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0;
251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 259 return 0;
138 260
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 262 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 263 return 0;
145 264
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 266 * if it is valid.
158 */ 267 */
159 } 268 }
160 269
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 270 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 271 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 272 * some items equipped, and we don't want those to merge.
212 */ 273 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275 return 0;
276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0;
283
284 switch (ob1->type)
285 {
286 case SCROLL:
287 if (ob1->level != ob2->level)
288 return 0;
289 break;
290 }
291
292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
294 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 /* One has fields, but the other one doesn't. */
214 return 0; 297 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 298 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 299 return 0;
229 } 300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
230 } 304 {
305 ob1->optimise ();
306 ob2->optimise ();
231 307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
232 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
233 return 1; 313 return 1;
234} 314}
235 315
236/* 316/*
237 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
240 */ 320 */
241signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
242 signed long sum; 324 long sum;
243 object *inv; 325 object *inv;
326
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
245 if (inv->inv) 329 if (inv->inv)
246 sum_weight(inv); 330 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 332 }
333
249 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
251 if(op->carrying != sum) 337 if (op->carrying != sum)
252 op->carrying = sum; 338 op->carrying = sum;
339
253 return sum; 340 return sum;
254} 341}
255 342
256/** 343/**
257 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
258 */ 345 */
259 346
347object *
260object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
261 while (op->env != NULL) 350 while (op->env != NULL)
262 op = op->env; 351 op = op->env;
263 return op; 352 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 353}
278 354
279/* 355/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 357 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
283 */ 359 */
284 360
285void dump_object2(object *op) { 361char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 362dump_object (object *op)
332 if(op==NULL) { 363{
333 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
334 return; 365 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 366
340void dump_all_objects(void) { 367 object_freezer freezer;
341 object *op; 368 save_object (freezer, op, 1);
342 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 370}
347 371
348/* 372/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
352 */ 376 */
353 377
378object *
354object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
355 object *tmp,*closest; 381 object *tmp, *closest;
356 int last_dist,i; 382 int last_dist, i;
383
357 if(op->more==NULL) 384 if (op->more == NULL)
358 return op; 385 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
362 return closest; 389 return closest;
363} 390}
364 391
365/* 392/*
366 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
367 */ 394 */
368 395
396object *
369object *find_object(tag_t i) { 397find_object (tag_t i)
370 object *op; 398{
371 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 400 if (op->count == i)
373 break; 401 return op;
402
374 return op; 403 return 0;
375} 404}
376 405
377/* 406/*
378 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
381 */ 410 */
382 411
412object *
383object *find_object_name(const char *str) { 413find_object_name (const char *str)
384 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
385 object *op; 416 object *op;
417
386 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 419 if (op->name == str_)
388 break; 420 break;
389 421
390 return op; 422 return op;
391} 423}
392 424
425void
393void free_all_object_data(void) { 426free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 427{
435 if (!op) return; 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 429}
443
444
445 430
446/* 431/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 433 * skill and experience objects.
449 */ 434 */
450void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
451{ 437{
452 if(owner==NULL||op==NULL) 438 if (!owner)
453 return; 439 return;
454 440
455 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
461 */ 447 */
462 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
464 450
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 451 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 452}
518 453
519/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 455 * refcounts and freeing the links.
521 */ 456 */
457static void
522static void free_key_values(object * op) 458free_key_values (object *op)
523{ 459{
524 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
525 { 461 {
526 key_value *next = i->next; 462 key_value *next = i->next;
527 delete i; 463 delete i;
464
528 i = next; 465 i = next;
529 } 466 }
530 467
531 op->key_values = 0; 468 op->key_values = 0;
532} 469}
533 470
534/* 471/*
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{
541 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585}
586
587/*
588 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 477 * will point at garbage.
594 */ 478 */
595 479void
596void copy_object(object *op2, object *op) 480object::copy_to (object *dst)
597{ 481{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 484
600 op->clear (); 485 *(object_copy *)dst = *this;
601 486
602 free_key_values (op); 487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
603 489
604 *(object_special *)op = *(object_special *)op2; 490 if (is_removed)
605 op2->clone (op); 491 SET_FLAG (dst, FLAG_REMOVED);
606 492
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0) 493 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 495
613 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 497 if (key_values)
498 {
615 key_value *tail = NULL; 499 key_value *tail = 0;
616 key_value *i; 500 key_value *i;
617 501
618 op->key_values = NULL; 502 dst->key_values = 0;
619 503
620 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
621 { 505 {
622 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
623 507
624 new_link->next = NULL; 508 new_link->next = 0;
625 new_link->key = i->key; 509 new_link->key = i->key;
626 new_link->value = i->value; 510 new_link->value = i->value;
627 511
628 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 513 if (!dst->key_values)
630 { 514 {
631 op->key_values = new_link; 515 dst->key_values = new_link;
632 tail = new_link; 516 tail = new_link;
633 } 517 }
634 else 518 else
635 { 519 {
636 tail->next = new_link; 520 tail->next = new_link;
637 tail = new_link; 521 tail = new_link;
638 } 522 }
639 } 523 }
640 } 524 }
641 525
642 update_ob_speed (op); 526 dst->set_speed (dst->speed);
643} 527}
644 528
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 529object *
685 530object::clone ()
686 if(free_objects==NULL) 531{
687 expand_objects(); 532 object *neu = create ();
688 533 copy_to (neu);
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 534 return neu;
720} 535}
721 536
722/* 537/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
726 */ 541 */
727 542void
728void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
730 return; 546 return;
547
731 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
733} 550}
734 551
735/* 552/*
736 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
739 */ 556 */
740 557void
741void update_ob_speed(object *op) { 558object::set_speed (float speed)
742 extern int arch_init; 559{
743 560 if (flag [FLAG_FREED] && speed)
744 /* No reason putting the archetypes objects on the speed list, 561 {
745 * since they never really need to be updated.
746 */
747
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0; 563 speed = 0;
754#endif
755 } 564 }
756 if (arch_init) {
757 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 565
764 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
765 * of the list. */ 567
766 op->active_next = active_objects; 568 if (has_active_speed ())
767 if (op->active_next!=NULL) 569 activate ();
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else { 570 else
772 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
773 if (!op->active_next && !op->active_prev && op!=active_objects)
774 return;
775
776 if (op->active_prev==NULL) {
777 active_objects = op->active_next;
778 if (op->active_next!=NULL)
779 op->active_next->active_prev = NULL;
780 }
781 else {
782 op->active_prev->active_next = op->active_next;
783 if (op->active_next)
784 op->active_next->active_prev = op->active_prev;
785 }
786 op->active_next = NULL;
787 op->active_prev = NULL;
788 }
789} 572}
790 573
791/* This function removes object 'op' from the list of active
792 * objects.
793 * This should only be used for style maps or other such
794 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object.
798 */
799void remove_from_active_list(object *op)
800{
801 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects)
803 return;
804
805 if (op->active_prev==NULL) {
806 active_objects = op->active_next;
807 if (op->active_next!=NULL)
808 op->active_next->active_prev = NULL;
809 }
810 else {
811 op->active_prev->active_next = op->active_next;
812 if (op->active_next)
813 op->active_next->active_prev = op->active_prev;
814 }
815 op->active_next = NULL;
816 op->active_prev = NULL;
817}
818
819/* 574/*
820 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 578 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
827 * 582 *
828 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 584 * current action are:
834 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
839 */ 590 */
840 591void
841void update_object(object *op, int action) { 592update_object (object *op, int action)
842 int update_now=0, flags; 593{
843 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
844 595
845 if (op == NULL) { 596 if (op == NULL)
597 {
846 /* this should never happen */ 598 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 600 return;
849 }
850 601 }
851 if(op->env!=NULL) { 602
603 if (op->env)
604 {
852 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
853 * to do in this case. 606 * to do in this case.
854 */ 607 */
855 return; 608 return;
856 } 609 }
857 610
858 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 612 * going to get freed anyways.
860 */ 613 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
862 615 return;
616
863 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 621#ifdef MANY_CORES
868 abort(); 622 abort ();
869#endif 623#endif
870 return; 624 return;
871 }
872 625 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
880 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 644 * to have move_allow right now.
897 */ 645 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
901 } 649 }
902 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 652 * that is being removed.
905 */ 653 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 655 m.flags_ = 0;
908 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
910 }
911 else { 658 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 660
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 661 if (op->more)
921 update_object(op->more, action); 662 update_object (op->more, action);
922} 663}
923 664
665object *object::first;
924 666
925/* 667object::object ()
926 * free_object() frees everything allocated by an object, removes 668{
927 * it from the list of used objects, and puts it on the list of
928 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for
930 * this function to succeed.
931 *
932 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground.
934 */
935
936void free_object(object *ob) {
937 free_object2(ob, 0);
938}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941
942 ob->clear ();
943
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
945 LOG(llevDebug,"Free object called with non removed object\n");
946 dump_object(ob);
947#ifdef MANY_CORES
948 abort();
949#endif
950 }
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
952 LOG(llevMonster,"Warning: tried to free friendly object.\n");
953 remove_friendly_object(ob);
954 }
955 if(QUERY_FLAG(ob,FLAG_FREED)) {
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return;
959 }
960 if(ob->more!=NULL) {
961 free_object2(ob->more, free_inventory);
962 ob->more=NULL;
963 }
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects
967 * drop on that space.
968 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
971 {
972 op=ob->inv;
973 while(op!=NULL) {
974 tmp=op->below;
975 remove_ob(op);
976 free_object2(op, free_inventory);
977 op=tmp;
978 }
979 }
980 else { /* Put objects in inventory onto this space */
981 op=ob->inv;
982 while(op!=NULL) {
983 tmp=op->below;
984 remove_ob(op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
987 free_object(op);
988 else {
989 op->x=ob->x;
990 op->y=ob->y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
992 }
993 op=tmp;
994 }
995 }
996 }
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000
1001 SET_FLAG(ob, FLAG_FREED); 669 SET_FLAG (this, FLAG_REMOVED);
1002 ob->count = 0;
1003 670
671 expmul = 1.0;
672 face = blank_face;
673}
674
675object::~object ()
676{
677 free_key_values (this);
678}
679
680void object::link ()
681{
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692}
693
694void object::unlink ()
695{
696 if (this == object::first)
697 object::first = next;
698
1004 /* Remove this object from the list of used objects */ 699 /* Remove this object from the list of used objects */
1005 if(ob->prev==NULL) { 700 if (prev) prev->next = next;
1006 objects=ob->next; 701 if (next) next->prev = prev;
1007 if(objects!=NULL) 702
1008 objects->prev=NULL; 703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
1009 } 721 {
1010 else { 722 /* process_events() expects us to insert the object at the beginning
1011 ob->prev->next=ob->next; 723 * of the list. */
1012 if(ob->next!=NULL) 724 active_next = active_objects;
1013 ob->next->prev=ob->prev; 725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
1014 } 758 {
1015 759 active_objects = active_next;
1016 ob->name = 0; 760 if (active_next)
1017 ob->name_pl = 0; 761 active_next->active_prev = 0;
1018 ob->title = 0; 762 }
1019 ob->race = 0; 763 else
1020 ob->slaying = 0; 764 {
1021 ob->skill = 0; 765 active_prev->active_next = active_next;
1022 ob->lore = 0; 766 if (active_next)
1023 ob->msg = 0; 767 active_next->active_prev = active_prev;
1024 ob->materialname = 0; 768 }
1025 769
1026 free_key_values (ob); 770 active_next = 0;
1027 771 active_prev = 0;
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037} 772}
1038 773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
1039/* 783/*
1040 * count_free() returns the number of objects on the list of free objects. 784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
1041 */ 801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
1042 818
1043int count_free () 819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
831object *object::create ()
1044{ 832{
1045 int i=0;
1046 object *tmp=free_objects; 833 object *op = new object;
1047 while(tmp!=NULL) 834 op->link ();
1048 tmp=tmp->next, i++;
1049 return i; 835 return op;
1050} 836}
1051 837
1052/* 838void
1053 * count_used() returns the number of objects on the list of used objects. 839object::do_destroy ()
1054 */
1055
1056int count_used()
1057{ 840{
1058 int i=0; 841 if (flag [FLAG_IS_LINKED])
1059 object *tmp=objects; 842 remove_button_link (this);
1060 while(tmp!=NULL) 843
1061 tmp=tmp->next, i++; 844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
1062 return i; 851 return;
1063}
1064 852
1065/* 853 set_speed (0);
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068 854
1069int count_active() 855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
884
885 if (more)
886 {
887 more->destroy ();
888 more = 0;
889 }
890
891 // clear those pointers that likely might have circular references to us
892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898}
899
900void
901object::destroy (bool destroy_inventory)
1070{ 902{
1071 int i=0; 903 if (destroyed ())
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i; 904 return;
905
906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
1076} 910}
1077 911
1078/* 912/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1081 */ 915 */
1082 916void
1083void sub_weight (object *op, signed long weight) { 917sub_weight (object *op, signed long weight)
918{
1084 while (op != NULL) { 919 while (op != NULL)
920 {
1085 if (op->type == CONTAINER) { 921 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 923
1088 op->carrying-=weight; 924 op->carrying -= weight;
1089 op = op->env; 925 op = op->env;
1090 } 926 }
1091} 927}
1092 928
1093/* remove_ob(op): 929/* op->remove ():
1094 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 934 * the previous environment.
1099 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
1100 */ 936 */
1101 937void
1102void remove_ob(object *op) { 938object::remove ()
939{
1103 object *tmp,*last=NULL; 940 object *tmp, *last = 0;
1104 object *otmp; 941 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 942
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 944 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 945
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1131 948
949 if (more)
950 more->remove ();
951
1132 /* 952 /*
1133 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1134 * inventory. 954 * inventory.
1135 */ 955 */
1136 if(op->env!=NULL) { 956 if (env)
957 {
1137 if(op->nrof) 958 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 959 sub_weight (env, weight * nrof);
1139 else 960 else
1140 sub_weight(op->env, op->weight+op->carrying); 961 sub_weight (env, weight + carrying);
1141 962
1142 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 965 * to save cpu time.
1145 */ 966 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 968 otmp->update_stats ();
1148 fix_player(otmp);
1149 969
1150 if(op->above!=NULL) 970 if (above)
1151 op->above->below=op->below; 971 above->below = below;
1152 else 972 else
1153 op->env->inv=op->below; 973 env->inv = below;
1154 974
1155 if(op->below!=NULL) 975 if (below)
1156 op->below->above=op->above; 976 below->above = above;
1157 977
1158 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
981 */
982 x = env->x, y = env->y;
983 map = env->map;
984 above = 0, below = 0;
985 env = 0;
986 }
987 else if (map)
988 {
989 if (type == PLAYER)
990 {
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
996
997 /* link the object above us */
998 if (above)
999 above->below = below;
1000 else
1001 map->at (x, y).top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1161 */ 1011 */
1162 op->x=op->env->x,op->y=op->env->y; 1012 if (GET_MAP_OB (map, x, y) != this)
1163 op->map=op->env->map; 1013 {
1164 op->above=NULL,op->below=NULL; 1014 char *dump = dump_object (this);
1165 op->env=NULL; 1015 LOG (llevError,
1016 "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);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025
1026 above = 0;
1027 below = 0;
1028
1029 if (map->in_memory == MAP_SAVING)
1166 return; 1030 return;
1167 }
1168 1031
1169 /* If we get here, we are removing it from a map */ 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1033
1172 x = op->x; 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1173 y = op->y;
1174 m = get_map_from_coord(op->map, &x, &y);
1175
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189
1190 /* Re did the following section of code - it looks like it had
1191 * lots of logic for things we no longer care about
1192 */
1193
1194 /* link the object above us */
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */
1208 if(GET_MAP_OB(m,x,y)!=op) {
1209 dump_object(op);
1210 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1211 dump_object(GET_MAP_OB(m,x,y));
1212 LOG(llevError,"%s\n",errmsg);
1213 } 1035 {
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1226 * being removed. 1037 * being removed.
1227 */ 1038 */
1228 1039
1229 if(tmp->type==PLAYER && tmp!=op) { 1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1230 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1232 * appropriately. 1044 * appropriately.
1233 */ 1045 */
1234 if (tmp->container==op) { 1046 if (tmp->container == this)
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1047 {
1048 flag [FLAG_APPLIED] = 0;
1236 tmp->container=NULL; 1049 tmp->container = 0;
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1237 } 1054 }
1238 tmp->contr->socket.update_look=1; 1055
1239 }
1240 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 1060 {
1244 move_apply(tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1062
1245 if (was_destroyed (op, tag)) { 1063 if (destroyed ())
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1065 }
1249 }
1250 1066
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1253 if(tmp->above == tmp) 1069 if (tmp->above == tmp)
1254 tmp->above = NULL; 1070 tmp->above = 0;
1071
1255 last=tmp; 1072 last = tmp;
1256 } 1073 }
1074
1257 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1258 if (last==NULL) { 1076 //TODO: this makes little sense, why only update the topmost object?
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1077 if (!last)
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1078 map->at (x, y).flags_ = 0;
1261 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways.
1263 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y);
1266 }
1267 else 1079 else
1268 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1269 1081
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1272 1084 }
1273} 1085}
1274 1086
1275/* 1087/*
1276 * merge_ob(op,top): 1088 * merge_ob(op,top):
1277 * 1089 *
1278 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1091 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1094 */
1283 1095object *
1284object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1285 if(!op->nrof) 1098 if (!op->nrof)
1286 return 0; 1099 return 0;
1287 if(top==NULL) 1100
1101 if (top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1104
1289 for(;top!=NULL;top=top->below) { 1105 for (; top; top = top->below)
1106 {
1290 if(top==op) 1107 if (top == op)
1291 continue; 1108 continue;
1292 if (CAN_MERGE(op,top)) 1109
1293 { 1110 if (object::can_merge (op, top))
1111 {
1294 top->nrof+=op->nrof; 1112 top->nrof += op->nrof;
1113
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1116 op->destroy ();
1298 free_object(op);
1299 return top; 1117 return top;
1300 } 1118 }
1301 } 1119 }
1120
1302 return NULL; 1121 return 0;
1303} 1122}
1304 1123
1305/* 1124/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1308 */ 1127 */
1128object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310 object* tmp; 1130{
1311 if (op->head) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1312 op=op->head; 1132 {
1313 for (tmp=op;tmp;tmp=tmp->more){
1314 tmp->x=x+tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1316 } 1135 }
1136
1317 return insert_ob_in_map (op, m, originator, flag); 1137 return insert_ob_in_map (op, m, originator, flag);
1318} 1138}
1319 1139
1320/* 1140/*
1321 * insert_ob_in_map (op, map, originator, flag): 1141 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1142 * This function inserts the object in the two-way linked list
1335 * Return value: 1155 * Return value:
1336 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1158 * just 'op' otherwise
1339 */ 1159 */
1340 1160object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1162{
1343 object *tmp, *top, *floor=NULL; 1163 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1164 sint16 x, y;
1345 1165
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1166 if (QUERY_FLAG (op, FLAG_FREED))
1167 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1348 return NULL; 1169 return NULL;
1170 }
1171
1172 if (!m)
1349 } 1173 {
1350 if(m==NULL) {
1351 dump_object(op); 1174 char *dump = dump_object (op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1353 return op; 1177 return op;
1354 } 1178 }
1179
1355 if(out_of_map(m,op->x,op->y)) { 1180 if (out_of_map (m, op->x, op->y))
1181 {
1356 dump_object(op); 1182 char *dump = dump_object (op);
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1358#ifdef MANY_CORES 1184#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted. 1187 * improperly inserted.
1362 */ 1188 */
1363 abort(); 1189 abort ();
1364#endif 1190#endif
1191 free (dump);
1365 return op; 1192 return op;
1366 } 1193 }
1194
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1368 dump_object(op); 1197 char *dump = dump_object (op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1370 return op; 1200 return op;
1201 }
1202
1203 if (op->more)
1371 } 1204 {
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1374 1206
1375 object *more = op->more; 1207 object *more = op->more;
1376 1208
1377 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within 1210 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate 1211 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalize it.
1381 */ 1213 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 } else if (!more->map) { 1216 else if (!more->map)
1217 {
1385 /* For backwards compatibility - when not dealing with tiled maps, 1218 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent. 1219 * more->map should always point to the parent.
1387 */ 1220 */
1388 more->map = m; 1221 more->map = m;
1389 } 1222 }
1390 1223
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1392 if ( ! op->head) 1226 if (!op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1394 return NULL; 1229 return 0;
1395 } 1230 }
1396 } 1231 }
1232
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1398 1234
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1235 /* Ideally, the caller figures this out. However, it complicates a lot
1400 * of areas of callers (eg, anything that uses find_free_spot would now 1236 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work 1237 * need extra work
1402 */ 1238 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1239 op->map = get_map_from_coord (m, &op->x, &op->y);
1404 x = op->x; 1240 x = op->x;
1405 y = op->y; 1241 y = op->y;
1406 1242
1407 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1408 */ 1244 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1411 if (CAN_MERGE(op,tmp)) { 1247 if (object::can_merge (op, tmp))
1248 {
1412 op->nrof+=tmp->nrof; 1249 op->nrof += tmp->nrof;
1413 remove_ob(tmp); 1250 tmp->destroy ();
1414 free_object(tmp); 1251 }
1252
1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1255
1256 if (!QUERY_FLAG (op, FLAG_ALIVE))
1257 CLEAR_FLAG (op, FLAG_NO_STEAL);
1258
1259 if (flag & INS_BELOW_ORIGINATOR)
1260 {
1261 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1262 {
1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1264 abort ();
1265 }
1266
1267 op->above = originator;
1268 op->below = originator->below;
1269
1270 if (op->below)
1271 op->below->above = op;
1272 else
1273 op->ms ().bot = op;
1274
1275 /* since *below* originator, no need to update top */
1276 originator->below = op;
1277 }
1278 else
1279 {
1280 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1282 {
1283 object *last = 0;
1284
1285 /*
1286 * If there are multiple objects on this space, we do some trickier handling.
1287 * We've already dealt with merging if appropriate.
1288 * Generally, we want to put the new object on top. But if
1289 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1290 * floor, we want to insert above that and no further.
1291 * Also, if there are spell objects on this space, we stop processing
1292 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects.
1296 */
1297 while (top)
1298 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top;
1301
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1303 {
1304 /* We insert above top, so we want this object below this */
1305 top = top->below;
1306 break;
1307 }
1308
1309 last = top;
1310 top = top->above;
1415 } 1311 }
1416 }
1417 1312
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1313 /* Don't want top to be NULL, so set it to the last valid object */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1314 top = last;
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422 1315
1423 if (flag & INS_BELOW_ORIGINATOR) { 1316 /* We let update_position deal with figuring out what the space
1424 if (originator->map != op->map || originator->x != op->x || 1317 * looks like instead of lots of conditions here.
1425 originator->y != op->y) { 1318 * makes things faster, and effectively the same result.
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1427 abort();
1428 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else {
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /* 1319 */
1440 * If there are multiple objects on this space, we do some trickier handling. 1320
1441 * We've already dealt with merging if appropriate. 1321 /* Have object 'fall below' other objects that block view.
1442 * Generally, we want to put the new object on top. But if 1322 * Unless those objects are exits, type 66
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1323 * If INS_ON_TOP is used, don't do this processing
1444 * floor, we want to insert above that and no further. 1324 * Need to find the object that in fact blocks view, otherwise
1445 * Also, if there are spell objects on this space, we stop processing 1325 * stacking is a bit odd.
1446 * once we get to them. This reduces the need to traverse over all of 1326 */
1447 * them when adding another one - this saves quite a bit of cpu time 1327 if (!(flag & INS_ON_TOP) &&
1448 * when lots of spells are cast in one area. Currently, it is presumed 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1449 * that flying non pickable objects are spell objects. 1329 {
1330 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break;
1333 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we
1336 * set top to the object below us.
1450 */ 1337 */
1451 1338 if (last && last->below && last != floor)
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above; 1339 top = last->below;
1465 } 1340 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */ 1341 } /* If objects on this space */
1342
1493 if (flag & INS_MAP_LOAD) 1343 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y); 1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1346 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor;
1496 1348
1497 /* Top is the object that our object (op) is going to get inserted above. 1349 /* Top is the object that our object (op) is going to get inserted above.
1498 */ 1350 */
1499 1351
1500 /* First object on this space */ 1352 /* First object on this space */
1501 if (!top) { 1353 if (!top)
1354 {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1503 if (op->above) op->above->below = op; 1358 op->above->below = op;
1359
1504 op->below = NULL; 1360 op->below = 0;
1505 SET_MAP_OB(op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1362 }
1363 else
1506 } else { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1507 op->above = top->above; 1365 op->above = top->above;
1366
1367 if (op->above)
1508 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1509 op->below = top; 1370 op->below = top;
1510 top->above = op; 1371 top->above = op;
1511 } 1372 }
1373
1512 if (op->above==NULL) 1374 if (!op->above)
1513 SET_MAP_TOP(op->map,op->x, op->y, op); 1375 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1515 1377
1516 if(op->type==PLAYER) 1378 if (op->type == PLAYER)
1379 {
1517 op->contr->do_los=1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1518 1384
1385 op->map->dirty = true;
1386
1519 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1521 */ 1389 */
1522 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1391 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1525 tmp->contr->socket.update_look=1; 1393 pl->contr->ns->floorbox_update ();
1526 }
1527 1394
1528 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1402 * of effect may be sufficient.
1536 */ 1403 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1539 1406
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1543 1409
1410 INVOKE_OBJECT (INSERT, op);
1544 1411
1545 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1547 * 1414 *
1548 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1418 * update_object().
1552 */ 1419 */
1553 1420
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1423 {
1557 if (check_move_on(op, originator)) 1424 if (check_move_on (op, originator))
1558 return NULL; 1425 return 0;
1559 1426
1560 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1428 * walk on's.
1562 */ 1429 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1565 return NULL; 1432 return 0;
1566 } 1433 }
1434
1567 return op; 1435 return op;
1568} 1436}
1569 1437
1570/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1571 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1572 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1573 */ 1441 */
1442void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1575 object *tmp; 1444{
1576 object *tmp1; 1445 object *tmp, *tmp1;
1577 1446
1578 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1579 1448
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1451 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1452
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1454
1589 1455 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1456 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1464}
1593 1465
1594/* 1466/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1596 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1471 * global static errmsg array.
1600 */ 1472 */
1601 1473object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1474get_split_ob (object *orig_ob, uint32 nr)
1475{
1603 object *newob; 1476 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1478
1606 if(orig_ob->nrof<nr) { 1479 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1480 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1482 return NULL;
1610 } 1483 }
1484
1611 newob = object_create_clone(orig_ob); 1485 newob = object_create_clone (orig_ob);
1486
1612 if((orig_ob->nrof-=nr)<1) { 1487 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1488 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1489 else if (!is_removed)
1490 {
1618 if(orig_ob->env!=NULL) 1491 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1622 LOG(llevDebug,
1623 "Error, Tried to split object whose map is not in memory.\n"); 1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1497 return NULL;
1625 } 1498 }
1626 } 1499 }
1500
1627 newob->nrof=nr; 1501 newob->nrof = nr;
1628 1502
1629 return newob; 1503 return newob;
1630} 1504}
1631 1505
1632/* 1506/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1507 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1508 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1509 * is subsequently removed and freed.
1636 * 1510 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1511 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1512 */
1639 1513
1514object *
1640object *decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1641{ 1516{
1642 object *tmp; 1517 object *tmp;
1643 player *pl;
1644 1518
1645 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1520 return op;
1647 1521
1648 if (i > op->nrof) 1522 if (i > op->nrof)
1649 i = op->nrof; 1523 i = op->nrof;
1650 1524
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1652 { 1561 }
1562 else
1563 {
1564 object *above = op->above;
1565
1566 if (i < op->nrof)
1653 op->nrof -= i; 1567 op->nrof -= i;
1654 } 1568 else
1655 else if (op->env != NULL)
1656 {
1657 /* is this object in the players inventory, or sub container
1658 * therein?
1659 */
1660 tmp = is_player_inv (op->env);
1661 /* nope. Is this a container the player has opened?
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 } 1569 {
1673
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op); 1570 op->remove ();
1682 op->nrof = 0; 1571 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 } 1572 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691 1573
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1576 if (tmp->type == PLAYER)
1577 {
1701 if (op->nrof) 1578 if (op->nrof)
1702 esrv_send_item(tmp, op); 1579 esrv_send_item (tmp, op);
1703 else 1580 else
1704 esrv_del_item(tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1705 } 1582 }
1706 } 1583 }
1707 1584
1708 if (op->nrof) { 1585 if (op->nrof)
1709 return op; 1586 return op;
1710 } else { 1587 else
1711 free_object (op); 1588 {
1589 op->destroy ();
1712 return NULL; 1590 return 0;
1713 } 1591 }
1714} 1592}
1715 1593
1716/* 1594/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1596 * and also updates how much the environment(s) is/are carrying.
1719 */ 1597 */
1720 1598
1599void
1721void add_weight (object *op, signed long weight) { 1600add_weight (object *op, signed long weight)
1601{
1722 while (op!=NULL) { 1602 while (op != NULL)
1603 {
1723 if (op->type == CONTAINER) { 1604 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1606
1726 op->carrying+=weight; 1607 op->carrying += weight;
1727 op=op->env; 1608 op = op->env;
1728 } 1609 }
1729} 1610}
1730 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1731/* 1632/*
1732 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1733 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1734 * inside the object environment. 1635 * inside the object environment.
1735 * 1636 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1743 */ 1639 */
1744 1640
1745object *insert_ob_in_ob(object *op,object *where) { 1641object *
1642object::insert (object *op)
1643{
1746 object *tmp, *otmp; 1644 object *tmp, *otmp;
1747 1645
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1647 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1648
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1649 if (op->more)
1650 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1652 return op;
1767 } 1653 }
1654
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1657 if (op->nrof)
1658 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1660 if (object::can_merge (tmp, op))
1661 {
1773 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1663 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1778 */ 1667 */
1779 add_weight (where, op->weight*op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1782 op = tmp; 1671 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1674 break;
1786 } 1675 }
1787 1676
1788 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1791 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1681 * the linking below
1793 */ 1682 */
1794 add_weight (where, op->weight*op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1684 }
1795 } else 1685 else
1796 add_weight (where, (op->weight+op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1797 1687
1798 otmp=is_player_inv(where); 1688 otmp = this->in_player ();
1799 if (otmp&&otmp->contr!=NULL) { 1689 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1691 otmp->update_stats ();
1802 }
1803 1692
1804 op->map=NULL; 1693 op->map = 0;
1805 op->env=where; 1694 op->env = this;
1806 op->above=NULL; 1695 op->above = 0;
1807 op->below=NULL; 1696 op->below = 0;
1808 op->x=0,op->y=0; 1697 op->x = 0, op->y = 0;
1809 1698
1810 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1700 if ((op->glow_radius != 0) && map)
1812 { 1701 {
1813#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1705 if (map->darkness)
1706 update_all_los (map, x, y);
1818 } 1707 }
1819 1708
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1710 * It sure simplifies this function...
1822 */ 1711 */
1823 if (where->inv==NULL) 1712 if (!inv)
1824 where->inv=op; 1713 inv = op;
1825 else { 1714 else
1715 {
1826 op->below = where->inv; 1716 op->below = inv;
1827 op->below->above = op; 1717 op->below->above = op;
1828 where->inv = op; 1718 inv = op;
1829 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1830 return op; 1723 return op;
1831} 1724}
1832 1725
1833/* 1726/*
1834 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1848 * 1741 *
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1850 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1744 * on top.
1852 */ 1745 */
1853 1746int
1854int check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1855{ 1748{
1856 object *tmp; 1749 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1750 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1751 int x = op->x, y = op->y;
1752
1860 MoveType move_on, move_slow, move_block; 1753 MoveType move_on, move_slow, move_block;
1861 1754
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1756 return 0;
1864 1757
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1868 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1869 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1761
1871 /* if nothing on this space will slow op down or be applied, 1762 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1763 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1764 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1765 * as walking.
1875 */ 1766 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1767 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1768 return 0;
1878 1769
1879 /* This is basically inverse logic of that below - basically, 1770 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1771 * if the object can avoid the move on or slow move, they do so,
1881 * but can't do it if the alternate movement they are using is 1772 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1773 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1774 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1775 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1776 return 0;
1886 1777
1887 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1889 */ 1780 */
1890 1781
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1892 tmp->above!=NULL; tmp=tmp->above) { 1783 {
1893 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1786 * we don't need to check all of them.
1896 */ 1787 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789 break;
1790 }
1791
1792 for (; tmp; tmp = tmp->below)
1898 } 1793 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1794 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1795 continue; /* Can't apply yourself */
1901 1796
1902 /* Check to see if one of the movement types should be slowed down. 1797 /* Check to see if one of the movement types should be slowed down.
1903 * Second check makes sure that the movement types not being slowed 1798 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1799 * (~slow_move) is not blocked on this space - just because the
1905 * space doesn't slow down swimming (for example), if you can't actually 1800 * space doesn't slow down swimming (for example), if you can't actually
1906 * swim on that space, can't use it to avoid the penalty. 1801 * swim on that space, can't use it to avoid the penalty.
1907 */ 1802 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1803 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1804 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 {
1912 1808
1913 float diff; 1809 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1810 diff = tmp->move_slow_penalty * FABS (op->speed);
1811
1916 if (op->type == PLAYER) { 1812 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1918 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1815 diff /= 4.0;
1920 } 1816
1921 }
1922 op->speed_left -= diff; 1817 op->speed_left -= diff;
1923 } 1818 }
1924 } 1819 }
1925 1820
1926 /* Basically same logic as above, except now for actual apply. */ 1821 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1824 {
1931 move_apply(tmp, op, originator); 1825 move_apply (tmp, op, originator);
1826
1932 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
1933 return 1; 1828 return 1;
1934 1829
1935 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
1938 */ 1833 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1834 if (op->map != m || op->x != x || op->y != y)
1835 return 0;
1940 } 1836 }
1941 } 1837 }
1838
1942 return 0; 1839 return 0;
1943} 1840}
1944 1841
1945/* 1842/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
1949 */ 1846 */
1950 1847object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1848present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1849{
1953 if(m==NULL || out_of_map(m,x,y)) { 1850 if (m == NULL || out_of_map (m, x, y))
1851 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1853 return NULL;
1956 } 1854 }
1855
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if(tmp->arch == at) 1857 if (tmp->arch == at)
1959 return tmp; 1858 return tmp;
1859
1960 return NULL; 1860 return NULL;
1961} 1861}
1962 1862
1963/* 1863/*
1964 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
1967 */ 1867 */
1968 1868object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1869present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1870{
1971 if(out_of_map(m,x,y)) { 1871 if (out_of_map (m, x, y))
1872 {
1972 LOG(llevError,"Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1874 return NULL;
1974 } 1875 }
1876
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if(tmp->type==type) 1878 if (tmp->type == type)
1977 return tmp; 1879 return tmp;
1880
1978 return NULL; 1881 return NULL;
1979} 1882}
1980 1883
1981/* 1884/*
1982 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
1985 */ 1888 */
1986 1889object *
1987object *present_in_ob(unsigned char type, const object *op) { 1890present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1891{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1893 if (tmp->type == type)
1991 return tmp; 1894 return tmp;
1895
1992 return NULL; 1896 return NULL;
1993} 1897}
1994 1898
1995/* 1899/*
1996 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
2005 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
2006 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1911 * to be unique.
2008 */ 1912 */
2009 1913object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1914present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1915{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1918 return tmp;
2016 } 1919
2017 return NULL; 1920 return 0;
2018} 1921}
2019 1922
2020/* 1923/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2024 */ 1927 */
2025 1928object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1929present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1930{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 1932 if (tmp->arch == at)
2030 return tmp; 1933 return tmp;
1934
2031 return NULL; 1935 return NULL;
2032} 1936}
2033 1937
2034/* 1938/*
2035 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
2036 */ 1940 */
1941void
2037void flag_inv(object*op, int flag){ 1942flag_inv (object *op, int flag)
2038 object *tmp; 1943{
2039 if(op->inv) 1944 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 {
2041 SET_FLAG(tmp, flag); 1947 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 1948 flag_inv (tmp, flag);
2043 } 1949 }
1950}
1951
2044}/* 1952/*
2045 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2046 */ 1954 */
1955void
2047void unflag_inv(object*op, int flag){ 1956unflag_inv (object *op, int flag)
2048 object *tmp; 1957{
2049 if(op->inv) 1958 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 {
2051 CLEAR_FLAG(tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 1962 unflag_inv (tmp, flag);
2053 } 1963 }
2054} 1964}
2055 1965
2056/* 1966/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
2060 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
2061 */ 1971 */
2062 1972void
2063void set_cheat(object *op) { 1973set_cheat (object *op)
1974{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
2066} 1977}
2067 1978
2068/* 1979/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
2070 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
2084 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2085 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2086 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 1998 * customized, changed states, etc.
2088 */ 1999 */
2089 2000int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{
2091 int i,index=0, flag; 2003 int index = 0, flag;
2092 static int altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2093 2005
2094 for(i=start;i<stop;i++) { 2006 for (int i = start; i < stop; i++)
2007 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 2009 if (!flag)
2097 altern[index++]=i; 2010 altern [index++] = i;
2098 2011
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2100 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2101 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2102 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2103 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2106 */ 2019 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2021 stop = maxfree[i];
2109 } 2022 }
2110 if(!index) return -1; 2023
2024 if (!index)
2025 return -1;
2026
2111 return altern[RANDOM()%index]; 2027 return altern[RANDOM () % index];
2112} 2028}
2113 2029
2114/* 2030/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2118 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2035 */
2120 2036int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2038{
2123 for(i=0;i<SIZEOFFREE;i++) { 2039 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2041 return i;
2126 } 2042
2127 return -1; 2043 return -1;
2128} 2044}
2129 2045
2130/* 2046/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2050 */
2051static void
2134static void permute(int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2135{ 2053{
2136 int i, j, tmp, len; 2054 arr += begin;
2055 end -= begin;
2137 2056
2138 len = end-begin; 2057 while (--end)
2139 for(i = begin; i < end; i++) 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2140 {
2141 j = begin+RANDOM()%len;
2142
2143 tmp = arr[i];
2144 arr[i] = arr[j];
2145 arr[j] = tmp;
2146 }
2147} 2059}
2148 2060
2149/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2151 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2152 * monsters to the north first. However, the size of the array passed 2064 * monsters to the north first. However, the size of the array passed
2153 * covers all the spaces, so within that size, all the spaces within 2065 * covers all the spaces, so within that size, all the spaces within
2154 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2067 */
2068void
2156void get_search_arr(int *search_arr) 2069get_search_arr (int *search_arr)
2157{ 2070{
2158 int i; 2071 int i;
2159 2072
2160 for(i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2074 search_arr[i] = i;
2163 }
2164 2075
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2079}
2169 2080
2170/* 2081/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2082 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2083 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2178 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2179 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2091 * there is capable of.
2181 */ 2092 */
2182 2093int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2094find_dir (maptile *m, int x, int y, object *exclude)
2095{
2184 int i,max=SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2097
2185 sint16 nx, ny; 2098 sint16 nx, ny;
2186 object *tmp; 2099 object *tmp;
2187 mapstruct *mp; 2100 maptile *mp;
2101
2188 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2189 2103
2190 if (exclude && exclude->head) { 2104 if (exclude && exclude->head)
2105 {
2191 exclude = exclude->head; 2106 exclude = exclude->head;
2192 move_type = exclude->move_type; 2107 move_type = exclude->move_type;
2193 } else { 2108 }
2109 else
2110 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2111 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2112 move_type = MOVE_ALL;
2113 }
2114
2115 for (i = 1; i < max; i++)
2196 } 2116 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2117 mp = m;
2200 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2202 2120
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2204 if (mflags & P_OUT_OF_MAP) { 2123 if (mflags & P_OUT_OF_MAP)
2124 max = maxfree[i];
2125 else
2126 {
2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2130
2131 if ((move_type & blocked) == move_type)
2205 max = maxfree[i]; 2132 max = maxfree[i];
2206 } else {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208
2209 if ((move_type & blocked) == move_type) {
2210 max=maxfree[i];
2211 } else if (mflags & P_IS_ALIVE) { 2133 else if (mflags & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2134 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2215 break; 2138 break;
2216 } 2139
2217 }
2218 if(tmp) { 2140 if (tmp)
2219 return freedir[i]; 2141 return freedir[i];
2220 }
2221 } 2142 }
2222 } 2143 }
2223 } 2144 }
2145
2224 return 0; 2146 return 0;
2225} 2147}
2226 2148
2227/* 2149/*
2228 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2151 * distance between the two given objects.
2230 */ 2152 */
2231 2153int
2232int distance(const object *ob1, const object *ob2) { 2154distance (const object *ob1, const object *ob2)
2233 int i; 2155{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2236 return i;
2237} 2157}
2238 2158
2239/* 2159/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2241 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2243 */ 2163 */
2244 2164int
2245int find_dir_2(int x, int y) { 2165find_dir_2 (int x, int y)
2166{
2246 int q; 2167 int q;
2247 2168
2248 if(y) 2169 if (y)
2249 q=x*100/y; 2170 q = x * 100 / y;
2250 else if (x) 2171 else if (x)
2251 q= -300*x; 2172 q = -300 * x;
2252 else 2173 else
2253 return 0; 2174 return 0;
2254 2175
2255 if(y>0) { 2176 if (y > 0)
2177 {
2256 if(q < -242) 2178 if (q < -242)
2257 return 3 ; 2179 return 3;
2258 if (q < -41) 2180 if (q < -41)
2259 return 2 ; 2181 return 2;
2260 if (q < 41) 2182 if (q < 41)
2261 return 1 ; 2183 return 1;
2262 if (q < 242) 2184 if (q < 242)
2263 return 8 ; 2185 return 8;
2264 return 7 ; 2186 return 7;
2265 } 2187 }
2266 2188
2267 if (q < -242) 2189 if (q < -242)
2268 return 7 ; 2190 return 7;
2269 if (q < -41) 2191 if (q < -41)
2270 return 6 ; 2192 return 6;
2271 if (q < 41) 2193 if (q < 41)
2272 return 5 ; 2194 return 5;
2273 if (q < 242) 2195 if (q < 242)
2274 return 4 ; 2196 return 4;
2275 2197
2276 return 3 ; 2198 return 3;
2277} 2199}
2278 2200
2279/* 2201/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2202 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2203 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2204 * "overflow" in previous calculations of a direction).
2283 */ 2205 */
2284 2206
2207int
2285int absdir(int d) { 2208absdir (int d)
2286 while(d<1) d+=8; 2209{
2287 while(d>8) d-=8; 2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2288 return d; 2216 return d;
2289} 2217}
2290 2218
2291/* 2219/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2222 */
2295 2223
2224int
2296int dirdiff(int dir1, int dir2) { 2225dirdiff (int dir1, int dir2)
2226{
2297 int d; 2227 int d;
2228
2298 d = abs(dir1 - dir2); 2229 d = abs (dir1 - dir2);
2299 if(d>4) 2230 if (d > 4)
2300 d = 8 - d; 2231 d = 8 - d;
2232
2301 return d; 2233 return d;
2302} 2234}
2303 2235
2304/* peterm: 2236/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2308 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2309 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2310 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2243 * functions.
2312 */ 2244 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2251 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2252 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2253 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2254 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2255 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2256 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2257 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2258 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2259 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2260 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2261 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2262 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2263 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2264 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2265 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2266 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2267 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2268 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2269 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2270 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2271 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2272 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2273 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2274 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2275 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2276 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2277 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2278 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2279 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2280 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2281 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2282 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2283 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2284 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2285 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2286 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2287 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2288 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2289 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2290 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2291 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2292 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2293 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2294 {24, 9, -1}
2295}; /* 48 */
2364 2296
2365/* Recursive routine to step back and see if we can 2297/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2300 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2370 */ 2302 */
2371 2303int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2305{
2374 sint16 dx, dy; 2306 sint16 dx, dy;
2375 int mflags; 2307 int mflags;
2376 2308
2309 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2378 2311
2379 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2313 dy = y + freearr_y[dir];
2381 2314
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2315 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2316
2384 /* This functional arguably was incorrect before - it was 2317 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2318 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2319 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2320 * literal on if we can see it. To know if we can actually
2388 * move to the monster, we'd need the monster passed in or 2321 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2322 * at least its move type.
2390 */ 2323 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2324 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2325 return 0;
2392 2326
2393 /* yes, can see. */ 2327 /* yes, can see. */
2394 if(dir < 9) return 1; 2328 if (dir < 9)
2329 return 1;
2330
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2334}
2399 2335
2400
2401
2402/* 2336/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2404 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2406 * 2340 *
2408 * core dumps if they do. 2342 * core dumps if they do.
2409 * 2343 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2344 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2345 */
2412 2346
2347int
2413int can_pick(const object *who, const object *item) { 2348can_pick (const object *who, const object *item)
2349{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2417 (who->type==PLAYER||item->weight<who->weight/3));
2418} 2353}
2419
2420 2354
2421/* 2355/*
2422 * create clone from object to another 2356 * create clone from object to another
2423 */ 2357 */
2358object *
2424object *object_create_clone (object *asrc) { 2359object_create_clone (object *asrc)
2360{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2362
2427 if(!asrc) return NULL; 2363 if (!asrc)
2364 return 0;
2365
2428 src = asrc; 2366 src = asrc;
2429 if(src->head) 2367 if (src->head)
2430 src = src->head; 2368 src = src->head;
2431 2369
2432 prev = NULL; 2370 prev = 0;
2433 for(part = src; part; part = part->more) { 2371 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2372 {
2435 copy_object(part,tmp); 2373 tmp = part->clone ();
2436 tmp->x -= src->x; 2374 tmp->x -= src->x;
2437 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2438 if(!part->head) { 2377 if (!part->head)
2378 {
2439 dst = tmp; 2379 dst = tmp;
2440 tmp->head = NULL; 2380 tmp->head = 0;
2381 }
2441 } else { 2382 else
2442 tmp->head = dst; 2383 tmp->head = dst;
2443 } 2384
2444 tmp->more = NULL; 2385 tmp->more = 0;
2386
2445 if(prev) 2387 if (prev)
2446 prev->more = tmp; 2388 prev->more = tmp;
2389
2447 prev = tmp; 2390 prev = tmp;
2448 } 2391 }
2449 /*** copy inventory ***/ 2392
2450 for(item = src->inv; item; item = item->below) { 2393 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2395
2454 return dst; 2396 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463} 2397}
2464 2398
2465/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2466/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2467/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2468/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2469/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2471 2405object *
2472object* load_object_str(const char *obstr) 2406load_object_str (const char *obstr)
2473{ 2407{
2474 object *op; 2408 object *op;
2475 char filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2410
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2412
2478 FILE *tempfile=fopen(filename,"w"); 2413 FILE *tempfile = fopen (filename, "w");
2414
2479 if (tempfile == NULL) 2415 if (tempfile == NULL)
2480 { 2416 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2418 return NULL;
2483 }; 2419 }
2420
2484 fprintf(tempfile,obstr); 2421 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2422 fclose (tempfile);
2486 2423
2487 op=get_object(); 2424 op = object::create ();
2488 2425
2489 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2427
2490 if (thawer) 2428 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0); 2429 load_object (thawer, op, 0);
2430
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED); 2432 CLEAR_FLAG (op, FLAG_REMOVED);
2494 2433
2495 return op; 2434 return op;
2496} 2435}
2497 2436
2498/* This returns the first object in who's inventory that 2437/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2438 * has the same type and subtype match.
2500 * returns NULL if no match. 2439 * returns NULL if no match.
2501 */ 2440 */
2441object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2443{
2504 object *tmp;
2505
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2445 if (tmp->type == type && tmp->subtype == subtype)
2446 return tmp;
2508 2447
2509 return NULL; 2448 return 0;
2510} 2449}
2511 2450
2512/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2513 * otherwise return NULL. 2452 * otherwise return NULL.
2514 * 2453 *
2515 * key must be a passed in shared string - otherwise, this won't 2454 * key must be a passed in shared string - otherwise, this won't
2516 * do the desired thing. 2455 * do the desired thing.
2517 */ 2456 */
2457key_value *
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2458get_ob_key_link (const object *ob, const char *key)
2519 key_value * link; 2459{
2520
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2460 for (key_value *link = ob->key_values; link; link = link->next)
2522 if (link->key == key) { 2461 if (link->key == key)
2523 return link; 2462 return link;
2524 } 2463
2525 } 2464 return 0;
2526 2465}
2527 return NULL;
2528}
2529 2466
2530/* 2467/*
2531 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2532 * 2469 *
2533 * The argument doesn't need to be a shared string. 2470 * The argument doesn't need to be a shared string.
2534 * 2471 *
2535 * The returned string is shared. 2472 * The returned string is shared.
2536 */ 2473 */
2474const char *
2537const char * get_ob_key_value(const object * op, const char * const key) { 2475get_ob_key_value (const object *op, const char *const key)
2476{
2538 key_value * link; 2477 key_value *link;
2539 const char * canonical_key; 2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2540 2481 {
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2486 */
2549 return NULL; 2487 return 0;
2550 } 2488 }
2551 2489
2552 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2553 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2554 */ 2492 */
2555 for (link = op->key_values; link != NULL; link = link->next) { 2493 for (link = op->key_values; link; link = link->next)
2556 if (link->key == canonical_key) { 2494 if (link->key == canonical_key)
2557 return link->value; 2495 return link->value;
2558 } 2496
2559 } 2497 return 0;
2560 return NULL;
2561} 2498}
2562 2499
2563 2500
2564/* 2501/*
2565 * Updates the canonical_key in op to value. 2502 * Updates the canonical_key in op to value.
2569 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570 * keys. 2507 * keys.
2571 * 2508 *
2572 * Returns TRUE on success. 2509 * Returns TRUE on success.
2573 */ 2510 */
2511int
2574int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513{
2575 key_value * field = NULL, *last=NULL; 2514 key_value *field = NULL, *last = NULL;
2576 2515
2577 for (field=op->key_values; field != NULL; field=field->next) { 2516 for (field = op->key_values; field != NULL; field = field->next)
2517 {
2578 if (field->key != canonical_key) { 2518 if (field->key != canonical_key)
2519 {
2579 last = field; 2520 last = field;
2580 continue; 2521 continue;
2581 } 2522 }
2582 2523
2583 if (value) 2524 if (value)
2584 field->value = value; 2525 field->value = value;
2585 else { 2526 else
2527 {
2586 /* Basically, if the archetype has this key set, 2528 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save 2529 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load, 2530 * it, we save the empty value so that when we load,
2589 * we get this value back again. 2531 * we get this value back again.
2590 */ 2532 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0; 2534 field->value = 0;
2535 else
2536 {
2537 if (last)
2538 last->next = field->next;
2593 else 2539 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next; 2540 op->key_values = field->next;
2597 2541
2598 delete field; 2542 delete field;
2599 } 2543 }
2600 } 2544 }
2601 return TRUE; 2545 return TRUE;
2602 } 2546 }
2603 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2604 2548
2605 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2606 2550
2607 if (!add_key) { 2551 if (!add_key)
2608 return FALSE; 2552 return FALSE;
2609 } 2553
2610 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2611 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2612 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2613 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2614 * should pass in "" 2558 * should pass in ""
2615 */ 2559 */
2616 if (value == NULL) return TRUE; 2560 if (value == NULL)
2617
2618 field = new key_value;
2619
2620 field->key = canonical_key;
2621 field->value = value;
2622 /* Usual prepend-addition. */
2623 field->next = op->key_values;
2624 op->key_values = field;
2625
2626 return TRUE; 2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2627} 2572}
2628 2573
2629/* 2574/*
2630 * Updates the key in op to value. 2575 * Updates the key in op to value.
2631 * 2576 *
2633 * and not add new ones. 2578 * and not add new ones.
2634 * In general, should be little reason FALSE is ever passed in for add_key 2579 * In general, should be little reason FALSE is ever passed in for add_key
2635 * 2580 *
2636 * Returns TRUE on success. 2581 * Returns TRUE on success.
2637 */ 2582 */
2583int
2638int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2639{ 2585{
2640 shstr key_ (key); 2586 shstr key_ (key);
2587
2641 return set_ob_key_value_s (op, key_, value, add_key); 2588 return set_ob_key_value_s (op, key_, value, add_key);
2642} 2589}
2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2598void
2599object::depth_iterator::next ()
2600{
2601 if (item->below)
2602 {
2603 item = item->below;
2604
2605 while (item->inv)
2606 item = item->inv;
2607 }
2608 else
2609 item = item->env;
2610}
2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2641// return a suitable string describing an object in enough detail to find it
2642const char *
2643object::debug_desc (char *info) const
2644{
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663}
2664
2665const char *
2666object::debug_desc () const
2667{
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670}
2671

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines