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Comparing deliantra/server/common/object.C (file contents):
Revision 1.12 by elmex, Sun Sep 3 14:33:47 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 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->below)
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->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
1039/* 793/*
1040 * count_free() returns the number of objects on the list of free objects. 794 * Remove and free all objects in the inventory of the given object.
795 * object.c ?
796 */
797void
798object::destroy_inv (bool drop_to_ground)
799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
808 /* Only if the space blocks everything do we not process -
809 * if some form of movement is allowed, let objects
810 * drop on that space.
1041 */ 811 */
812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
816 {
817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
820 inv->destroy ();
821 }
822 }
823 else
824 { /* Put objects in inventory onto this space */
825 while (inv)
826 {
827 object *op = inv;
1042 828
1043int count_free () 829 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE
832 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE])
834 op->destroy ();
835 else
836 map->insert (op, x, y);
837 }
838 }
839}
840
841object *object::create ()
1044{ 842{
1045 int i=0;
1046 object *tmp=free_objects; 843 object *op = new object;
1047 while(tmp!=NULL) 844 op->link ();
1048 tmp=tmp->next, i++;
1049 return i; 845 return op;
1050} 846}
1051 847
1052/* 848void
1053 * count_used() returns the number of objects on the list of used objects. 849object::do_destroy ()
1054 */
1055
1056int count_used()
1057{ 850{
1058 int i=0; 851 if (flag [FLAG_IS_LINKED])
1059 object *tmp=objects; 852 remove_button_link (this);
1060 while(tmp!=NULL) 853
1061 tmp=tmp->next, i++; 854 if (flag [FLAG_FRIENDLY])
855 remove_friendly_object (this);
856
857 if (!flag [FLAG_REMOVED])
858 remove ();
859
860 if (flag [FLAG_FREED])
1062 return i; 861 return;
1063}
1064 862
1065/* 863 set_speed (0);
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068 864
1069int count_active() 865 flag [FLAG_FREED] = 1;
866
867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871
872 // hack to ensure that freed objects still have a valid map
873 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes
875
876 if (!freed_map)
877 {
878 freed_map = new maptile;
879
880 freed_map->name = "/internal/freed_objects_map";
881 freed_map->width = 3;
882 freed_map->height = 3;
883
884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
886 }
887
888 map = freed_map;
889 x = 1;
890 y = 1;
891 }
892
893 head = 0;
894
895 if (more)
896 {
897 more->destroy ();
898 more = 0;
899 }
900
901 // clear those pointers that likely might have circular references to us
902 owner = 0;
903 enemy = 0;
904 attacked_by = 0;
905
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
908}
909
910void
911object::destroy (bool destroy_inventory)
1070{ 912{
1071 int i=0; 913 if (destroyed ())
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i; 914 return;
915
916 if (destroy_inventory)
917 destroy_inv (false);
918
919 attachable::destroy ();
1076} 920}
1077 921
1078/* 922/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
1081 */ 925 */
1082 926void
1083void sub_weight (object *op, signed long weight) { 927sub_weight (object *op, signed long weight)
928{
1084 while (op != NULL) { 929 while (op != NULL)
930 {
1085 if (op->type == CONTAINER) { 931 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 933
1088 op->carrying-=weight; 934 op->carrying -= weight;
1089 op = op->env; 935 op = op->env;
1090 } 936 }
1091} 937}
1092 938
1093/* remove_ob(op): 939/* op->remove ():
1094 * This function removes the object op from the linked list of objects 940 * 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 941 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 944 * the previous environment.
1099 * Beware: This function is called from the editor as well! 945 * Beware: This function is called from the editor as well!
1100 */ 946 */
1101 947void
1102void remove_ob(object *op) { 948object::remove ()
949{
1103 object *tmp,*last=NULL; 950 object *tmp, *last = 0;
1104 object *otmp; 951 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 952
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 953 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 954 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 955
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); 956 SET_FLAG (this, FLAG_REMOVED);
957 INVOKE_OBJECT (REMOVE, this);
1131 958
959 if (more)
960 more->remove ();
961
1132 /* 962 /*
1133 * In this case, the object to be removed is in someones 963 * In this case, the object to be removed is in someones
1134 * inventory. 964 * inventory.
1135 */ 965 */
1136 if(op->env!=NULL) { 966 if (env)
967 {
1137 if(op->nrof) 968 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 969 sub_weight (env, weight * nrof);
1139 else 970 else
1140 sub_weight(op->env, op->weight+op->carrying); 971 sub_weight (env, weight + carrying);
1141 972
1142 /* NO_FIX_PLAYER is set when a great many changes are being 973 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 974 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 975 * to save cpu time.
1145 */ 976 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 978 otmp->update_stats ();
1148 fix_player(otmp);
1149 979
1150 if(op->above!=NULL) 980 if (above)
1151 op->above->below=op->below; 981 above->below = below;
1152 else 982 else
1153 op->env->inv=op->below; 983 env->inv = below;
1154 984
1155 if(op->below!=NULL) 985 if (below)
1156 op->below->above=op->above; 986 below->above = above;
1157 987
1158 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
991 */
992 x = env->x, y = env->y;
993 map = env->map;
994 above = 0, below = 0;
995 env = 0;
996 }
997 else if (map)
998 {
999 if (type == PLAYER)
1000 {
1001 --map->players;
1002 map->touch ();
1003 }
1004
1005 map->dirty = true;
1006
1007 /* link the object above us */
1008 if (above)
1009 above->below = below;
1010 else
1011 map->at (x, y).top = below; /* we were top, set new top */
1012
1013 /* Relink the object below us, if there is one */
1014 if (below)
1015 below->above = above;
1016 else
1017 {
1018 /* Nothing below, which means we need to relink map object for this space
1019 * use translated coordinates in case some oddness with map tiling is
1020 * evident
1161 */ 1021 */
1162 op->x=op->env->x,op->y=op->env->y; 1022 if (GET_MAP_OB (map, x, y) != this)
1163 op->map=op->env->map; 1023 {
1164 op->above=NULL,op->below=NULL; 1024 char *dump = dump_object (this);
1165 op->env=NULL; 1025 LOG (llevError,
1026 "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);
1027 free (dump);
1028 dump = dump_object (GET_MAP_OB (map, x, y));
1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1031 }
1032
1033 map->at (x, y).bot = above; /* goes on above it. */
1034 }
1035
1036 above = 0;
1037 below = 0;
1038
1039 if (map->in_memory == MAP_SAVING)
1166 return; 1040 return;
1167 }
1168 1041
1169 /* If we get here, we are removing it from a map */ 1042 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1043
1172 x = op->x; 1044 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 } 1045 {
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 1046 /* No point updating the players look faces if he is the object
1226 * being removed. 1047 * being removed.
1227 */ 1048 */
1228 1049
1229 if(tmp->type==PLAYER && tmp!=op) { 1050 if (tmp->type == PLAYER && tmp != this)
1051 {
1230 /* If a container that the player is currently using somehow gets 1052 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1053 * removed (most likely destroyed), update the player view
1232 * appropriately. 1054 * appropriately.
1233 */ 1055 */
1234 if (tmp->container==op) { 1056 if (tmp->container == this)
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1057 {
1058 flag [FLAG_APPLIED] = 0;
1236 tmp->container=NULL; 1059 tmp->container = 0;
1060 }
1061
1062 if (tmp->contr->ns)
1063 tmp->contr->ns->floorbox_update ();
1237 } 1064 }
1238 tmp->contr->socket.update_look=1; 1065
1239 }
1240 /* See if player moving off should effect something */ 1066 /* See if object moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1067 if (check_walk_off
1068 && ((move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 1070 {
1244 move_apply(tmp, op, NULL); 1071 move_apply (tmp, this, 0);
1072
1245 if (was_destroyed (op, tag)) { 1073 if (destroyed ())
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1075 }
1249 }
1250 1076
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1253 if(tmp->above == tmp) 1079 if (tmp->above == tmp)
1254 tmp->above = NULL; 1080 tmp->above = 0;
1081
1255 last=tmp; 1082 last = tmp;
1256 } 1083 }
1084
1257 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1258 if (last==NULL) { 1086 //TODO: this makes little sense, why only update the topmost object?
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1087 if (!last)
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1088 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 1089 else
1268 update_object(last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1269 1091
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1093 update_all_los (map, x, y);
1272 1094 }
1273} 1095}
1274 1096
1275/* 1097/*
1276 * merge_ob(op,top): 1098 * merge_ob(op,top):
1277 * 1099 *
1278 * This function goes through all objects below and including top, and 1100 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1101 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1102 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1103 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1104 */
1283 1105object *
1284object *merge_ob(object *op, object *top) { 1106merge_ob (object *op, object *top)
1107{
1285 if(!op->nrof) 1108 if (!op->nrof)
1286 return 0; 1109 return 0;
1287 if(top==NULL) 1110
1111 if (top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1112 for (top = op; top && top->above; top = top->above)
1113 ;
1114
1289 for(;top!=NULL;top=top->below) { 1115 for (; top; top = top->below)
1116 {
1290 if(top==op) 1117 if (top == op)
1291 continue; 1118 continue;
1292 if (CAN_MERGE(op,top)) 1119
1293 { 1120 if (object::can_merge (op, top))
1121 {
1294 top->nrof+=op->nrof; 1122 top->nrof += op->nrof;
1123
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1124/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1125 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1126 op->destroy ();
1298 free_object(op);
1299 return top; 1127 return top;
1300 } 1128 }
1301 } 1129 }
1130
1302 return NULL; 1131 return 0;
1303} 1132}
1304 1133
1305/* 1134/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1308 */ 1137 */
1138object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310 object* tmp; 1140{
1311 if (op->head) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1312 op=op->head; 1142 {
1313 for (tmp=op;tmp;tmp=tmp->more){
1314 tmp->x=x+tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1316 } 1145 }
1146
1317 return insert_ob_in_map (op, m, originator, flag); 1147 return insert_ob_in_map (op, m, originator, flag);
1318} 1148}
1319 1149
1320/* 1150/*
1321 * insert_ob_in_map (op, map, originator, flag): 1151 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1152 * This function inserts the object in the two-way linked list
1335 * Return value: 1165 * Return value:
1336 * new object if 'op' was merged with other object 1166 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1167 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1168 * just 'op' otherwise
1339 */ 1169 */
1340 1170object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1172{
1343 object *tmp, *top, *floor=NULL; 1173 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1174 sint16 x, y;
1345 1175
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1176 if (QUERY_FLAG (op, FLAG_FREED))
1177 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1348 return NULL; 1179 return NULL;
1180 }
1181
1182 if (!m)
1349 } 1183 {
1350 if(m==NULL) {
1351 dump_object(op); 1184 char *dump = dump_object (op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1186 free (dump);
1353 return op; 1187 return op;
1354 } 1188 }
1189
1355 if(out_of_map(m,op->x,op->y)) { 1190 if (out_of_map (m, op->x, op->y))
1191 {
1356 dump_object(op); 1192 char *dump = dump_object (op);
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1358#ifdef MANY_CORES 1194#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object 1195 /* 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 1196 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted. 1197 * improperly inserted.
1362 */ 1198 */
1363 abort(); 1199 abort ();
1364#endif 1200#endif
1201 free (dump);
1365 return op; 1202 return op;
1366 } 1203 }
1204
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1206 {
1368 dump_object(op); 1207 char *dump = dump_object (op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1370 return op; 1210 return op;
1211 }
1212
1213 if (op->more)
1371 } 1214 {
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1374 1216
1375 object *more = op->more; 1217 object *more = op->more;
1376 1218
1377 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1378 * we set the map, that doesn't work if the location is within 1220 * 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 1221 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1381 */ 1223 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 } else if (!more->map) { 1226 else if (!more->map)
1227 {
1385 /* For backwards compatibility - when not dealing with tiled maps, 1228 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent. 1229 * more->map should always point to the parent.
1387 */ 1230 */
1388 more->map = m; 1231 more->map = m;
1389 } 1232 }
1390 1233
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1235 {
1392 if ( ! op->head) 1236 if (!op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1238
1394 return NULL; 1239 return 0;
1395 } 1240 }
1396 } 1241 }
1242
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1243 CLEAR_FLAG (op, FLAG_REMOVED);
1398 1244
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* 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 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work 1247 * need extra work
1402 */ 1248 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1249 op->map = get_map_from_coord (m, &op->x, &op->y);
1404 x = op->x; 1250 x = op->x;
1405 y = op->y; 1251 y = op->y;
1406 1252
1407 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1408 */ 1254 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1411 if (CAN_MERGE(op,tmp)) { 1257 if (object::can_merge (op, tmp))
1258 {
1412 op->nrof+=tmp->nrof; 1259 op->nrof += tmp->nrof;
1413 remove_ob(tmp); 1260 tmp->destroy ();
1414 free_object(tmp); 1261 }
1262
1263 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1264 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1265
1266 if (!QUERY_FLAG (op, FLAG_ALIVE))
1267 CLEAR_FLAG (op, FLAG_NO_STEAL);
1268
1269 if (flag & INS_BELOW_ORIGINATOR)
1270 {
1271 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1272 {
1273 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1274 abort ();
1275 }
1276
1277 op->above = originator;
1278 op->below = originator->below;
1279
1280 if (op->below)
1281 op->below->above = op;
1282 else
1283 op->ms ().bot = op;
1284
1285 /* since *below* originator, no need to update top */
1286 originator->below = op;
1287 }
1288 else
1289 {
1290 /* If there are other objects, then */
1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1292 {
1293 object *last = 0;
1294
1295 /*
1296 * If there are multiple objects on this space, we do some trickier handling.
1297 * We've already dealt with merging if appropriate.
1298 * Generally, we want to put the new object on top. But if
1299 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1300 * floor, we want to insert above that and no further.
1301 * Also, if there are spell objects on this space, we stop processing
1302 * once we get to them. This reduces the need to traverse over all of
1303 * them when adding another one - this saves quite a bit of cpu time
1304 * when lots of spells are cast in one area. Currently, it is presumed
1305 * that flying non pickable objects are spell objects.
1306 */
1307 while (top)
1308 {
1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1310 floor = top;
1311
1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1313 {
1314 /* We insert above top, so we want this object below this */
1315 top = top->below;
1316 break;
1317 }
1318
1319 last = top;
1320 top = top->above;
1415 } 1321 }
1416 }
1417 1322
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 /* Don't want top to be NULL, so set it to the last valid object */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1324 top = last;
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422 1325
1423 if (flag & INS_BELOW_ORIGINATOR) { 1326 /* We let update_position deal with figuring out what the space
1424 if (originator->map != op->map || originator->x != op->x || 1327 * looks like instead of lots of conditions here.
1425 originator->y != op->y) { 1328 * 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 /* 1329 */
1440 * If there are multiple objects on this space, we do some trickier handling. 1330
1441 * We've already dealt with merging if appropriate. 1331 /* Have object 'fall below' other objects that block view.
1442 * Generally, we want to put the new object on top. But if 1332 * Unless those objects are exits, type 66
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1333 * If INS_ON_TOP is used, don't do this processing
1444 * floor, we want to insert above that and no further. 1334 * Need to find the object that in fact blocks view, otherwise
1445 * Also, if there are spell objects on this space, we stop processing 1335 * stacking is a bit odd.
1446 * once we get to them. This reduces the need to traverse over all of 1336 */
1447 * them when adding another one - this saves quite a bit of cpu time 1337 if (!(flag & INS_ON_TOP) &&
1448 * when lots of spells are cast in one area. Currently, it is presumed 1338 (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. 1339 {
1340 for (last = top; last != floor; last = last->below)
1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1342 break;
1343 /* Check to see if we found the object that blocks view,
1344 * and make sure we have a below pointer for it so that
1345 * we can get inserted below this one, which requires we
1346 * set top to the object below us.
1450 */ 1347 */
1451 1348 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; 1349 top = last->below;
1465 } 1350 }
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 */ 1351 } /* If objects on this space */
1352
1493 if (flag & INS_MAP_LOAD) 1353 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y); 1354 top = GET_MAP_TOP (op->map, op->x, op->y);
1355
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1356 if (flag & INS_ABOVE_FLOOR_ONLY)
1357 top = floor;
1496 1358
1497 /* Top is the object that our object (op) is going to get inserted above. 1359 /* Top is the object that our object (op) is going to get inserted above.
1498 */ 1360 */
1499 1361
1500 /* First object on this space */ 1362 /* First object on this space */
1501 if (!top) { 1363 if (!top)
1364 {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1366
1367 if (op->above)
1503 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1504 op->below = NULL; 1370 op->below = 0;
1505 SET_MAP_OB(op->map, op->x, op->y, op); 1371 op->ms ().bot = op;
1372 }
1373 else
1506 } else { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1507 op->above = top->above; 1375 op->above = top->above;
1376
1377 if (op->above)
1508 if (op->above) op->above->below = op; 1378 op->above->below = op;
1379
1509 op->below = top; 1380 op->below = top;
1510 top->above = op; 1381 top->above = op;
1511 } 1382 }
1383
1512 if (op->above==NULL) 1384 if (!op->above)
1513 SET_MAP_TOP(op->map,op->x, op->y, op); 1385 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1515 1387
1516 if(op->type==PLAYER) 1388 if (op->type == PLAYER)
1389 {
1517 op->contr->do_los=1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1518 1394
1395 op->map->dirty = true;
1396
1519 /* If we have a floor, we know the player, if any, will be above 1397 /* 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. 1398 * it, so save a few ticks and start from there.
1521 */ 1399 */
1522 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1401 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1402 if (pl->contr->ns)
1525 tmp->contr->socket.update_look=1; 1403 pl->contr->ns->floorbox_update ();
1526 }
1527 1404
1528 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1406 * 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 1407 * 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 1408 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1412 * of effect may be sufficient.
1536 */ 1413 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1539 1416
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1543 1419
1420 INVOKE_OBJECT (INSERT, op);
1544 1421
1545 /* Don't know if moving this to the end will break anything. However, 1422 /* 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. 1423 * we want to have floorbox_update called before calling this.
1547 * 1424 *
1548 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1428 * update_object().
1552 */ 1429 */
1553 1430
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* 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) { 1432 if (!(flag & INS_NO_WALK_ON) && !op->head)
1433 {
1557 if (check_move_on(op, originator)) 1434 if (check_move_on (op, originator))
1558 return NULL; 1435 return 0;
1559 1436
1560 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1438 * walk on's.
1562 */ 1439 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1440 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1565 return NULL; 1442 return 0;
1566 } 1443 }
1444
1567 return op; 1445 return op;
1568} 1446}
1569 1447
1570/* this function inserts an object in the map, but if it 1448/* 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. 1449 * 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. 1450 * op is the object to insert it under: supplies x and the map.
1573 */ 1451 */
1452void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1575 object *tmp; 1454{
1576 object *tmp1; 1455 object *tmp, *tmp1;
1577 1456
1578 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1579 1458
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1461 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1462
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1464
1589 1465 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1466 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1474}
1593 1475
1594/* 1476/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * 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 1478 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1481 * global static errmsg array.
1600 */ 1482 */
1601 1483object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1484get_split_ob (object *orig_ob, uint32 nr)
1485{
1603 object *newob; 1486 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1488
1606 if(orig_ob->nrof<nr) { 1489 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1490 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1492 return NULL;
1610 } 1493 }
1494
1611 newob = object_create_clone(orig_ob); 1495 newob = object_create_clone (orig_ob);
1496
1612 if((orig_ob->nrof-=nr)<1) { 1497 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1498 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1499 else if (!is_removed)
1500 {
1618 if(orig_ob->env!=NULL) 1501 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1505 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"); 1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1507 return NULL;
1625 } 1508 }
1626 } 1509 }
1510
1627 newob->nrof=nr; 1511 newob->nrof = nr;
1628 1512
1629 return newob; 1513 return newob;
1630} 1514}
1631 1515
1632/* 1516/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1517 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1636 * 1520 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1522 */
1639 1523
1524object *
1640object *decrease_ob_nr (object *op, uint32 i) 1525decrease_ob_nr (object *op, uint32 i)
1641{ 1526{
1642 object *tmp; 1527 object *tmp;
1643 player *pl;
1644 1528
1645 if (i == 0) /* objects with op->nrof require this check */ 1529 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1530 return op;
1647 1531
1648 if (i > op->nrof) 1532 if (i > op->nrof)
1649 i = op->nrof; 1533 i = op->nrof;
1650 1534
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1535 if (QUERY_FLAG (op, FLAG_REMOVED))
1536 op->nrof -= i;
1537 else if (op->env)
1538 {
1539 /* is this object in the players inventory, or sub container
1540 * therein?
1541 */
1542 tmp = op->in_player ();
1543 /* nope. Is this a container the player has opened?
1544 * If so, set tmp to that player.
1545 * IMO, searching through all the players will mostly
1546 * likely be quicker than following op->env to the map,
1547 * and then searching the map for a player.
1548 */
1549 if (!tmp)
1550 for_all_players (pl)
1551 if (pl->ob->container == op->env)
1552 {
1553 tmp = pl->ob;
1554 break;
1555 }
1556
1557 if (i < op->nrof)
1558 {
1559 sub_weight (op->env, op->weight * i);
1560 op->nrof -= i;
1561 if (tmp)
1562 esrv_send_item (tmp, op);
1563 }
1564 else
1565 {
1566 op->remove ();
1567 op->nrof = 0;
1568 if (tmp)
1569 esrv_del_item (tmp->contr, op->count);
1570 }
1652 { 1571 }
1572 else
1573 {
1574 object *above = op->above;
1575
1576 if (i < op->nrof)
1653 op->nrof -= i; 1577 op->nrof -= i;
1654 } 1578 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 } 1579 {
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); 1580 op->remove ();
1682 op->nrof = 0; 1581 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 } 1582 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691 1583
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 */ 1584 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1585 for (tmp = above; tmp; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1586 if (tmp->type == PLAYER)
1587 {
1701 if (op->nrof) 1588 if (op->nrof)
1702 esrv_send_item(tmp, op); 1589 esrv_send_item (tmp, op);
1703 else 1590 else
1704 esrv_del_item(tmp->contr, op->count); 1591 esrv_del_item (tmp->contr, op->count);
1705 } 1592 }
1706 } 1593 }
1707 1594
1708 if (op->nrof) { 1595 if (op->nrof)
1709 return op; 1596 return op;
1710 } else { 1597 else
1711 free_object (op); 1598 {
1599 op->destroy ();
1712 return NULL; 1600 return 0;
1713 } 1601 }
1714} 1602}
1715 1603
1716/* 1604/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1605 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1606 * and also updates how much the environment(s) is/are carrying.
1719 */ 1607 */
1720 1608
1609void
1721void add_weight (object *op, signed long weight) { 1610add_weight (object *op, signed long weight)
1611{
1722 while (op!=NULL) { 1612 while (op != NULL)
1613 {
1723 if (op->type == CONTAINER) { 1614 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1615 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1616
1726 op->carrying+=weight; 1617 op->carrying += weight;
1727 op=op->env; 1618 op = op->env;
1728 } 1619 }
1729} 1620}
1730 1621
1622object *
1623insert_ob_in_ob (object *op, object *where)
1624{
1625 if (!where)
1626 {
1627 char *dump = dump_object (op);
1628 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1629 free (dump);
1630 return op;
1631 }
1632
1633 if (where->head)
1634 {
1635 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1636 where = where->head;
1637 }
1638
1639 return where->insert (op);
1640}
1641
1731/* 1642/*
1732 * insert_ob_in_ob(op,environment): 1643 * env->insert (op)
1733 * This function inserts the object op in the linked list 1644 * This function inserts the object op in the linked list
1734 * inside the object environment. 1645 * inside the object environment.
1735 * 1646 *
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 1647 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1648 * be != op, if items are merged. -Tero
1743 */ 1649 */
1744 1650
1745object *insert_ob_in_ob(object *op,object *where) { 1651object *
1652object::insert (object *op)
1653{
1746 object *tmp, *otmp; 1654 object *tmp, *otmp;
1747 1655
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1656 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1657 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1658
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) { 1659 if (op->more)
1660 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1661 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1662 return op;
1767 } 1663 }
1664
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1665 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1666 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1667 if (op->nrof)
1668 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1669 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1670 if (object::can_merge (tmp, op))
1671 {
1773 /* return the original object and remove inserted object 1672 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1673 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1674 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1675 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1676 * tmp->nrof, we need to increase the weight.
1778 */ 1677 */
1779 add_weight (where, op->weight*op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1679 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1680 op->destroy (); /* free the inserted object */
1782 op = tmp; 1681 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1682 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1683 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1684 break;
1786 } 1685 }
1787 1686
1788 /* I assume combined objects have no inventory 1687 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1688 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1689 * (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 1690 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1691 * the linking below
1793 */ 1692 */
1794 add_weight (where, op->weight*op->nrof); 1693 add_weight (this, op->weight * op->nrof);
1694 }
1795 } else 1695 else
1796 add_weight (where, (op->weight+op->carrying)); 1696 add_weight (this, (op->weight + op->carrying));
1797 1697
1798 otmp=is_player_inv(where); 1698 otmp = this->in_player ();
1799 if (otmp&&otmp->contr!=NULL) { 1699 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1700 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1701 otmp->update_stats ();
1802 }
1803 1702
1804 op->map=NULL; 1703 op->map = 0;
1805 op->env=where; 1704 op->env = this;
1806 op->above=NULL; 1705 op->above = 0;
1807 op->below=NULL; 1706 op->below = 0;
1808 op->x=0,op->y=0; 1707 op->x = 0, op->y = 0;
1809 1708
1810 /* reset the light list and los of the players on the map */ 1709 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1710 if ((op->glow_radius != 0) && map)
1812 { 1711 {
1813#ifdef DEBUG_LIGHTS 1712#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1713 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1714#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1715 if (map->darkness)
1716 update_all_los (map, x, y);
1818 } 1717 }
1819 1718
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1719 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1720 * It sure simplifies this function...
1822 */ 1721 */
1823 if (where->inv==NULL) 1722 if (!inv)
1824 where->inv=op; 1723 inv = op;
1825 else { 1724 else
1725 {
1826 op->below = where->inv; 1726 op->below = inv;
1827 op->below->above = op; 1727 op->below->above = op;
1828 where->inv = op; 1728 inv = op;
1829 } 1729 }
1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1830 return op; 1733 return op;
1831} 1734}
1832 1735
1833/* 1736/*
1834 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1848 * 1751 *
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * 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 1753 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1754 * on top.
1852 */ 1755 */
1853 1756int
1854int check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1855{ 1758{
1856 object *tmp; 1759 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1760 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1761 int x = op->x, y = op->y;
1762
1860 MoveType move_on, move_slow, move_block; 1763 MoveType move_on, move_slow, move_block;
1861 1764
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1765 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1766 return 0;
1864 1767
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1768 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); 1769 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); 1770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1771
1871 /* if nothing on this space will slow op down or be applied, 1772 /* 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 1773 * 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 1774 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1775 * as walking.
1875 */ 1776 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1777 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1778 return 0;
1878 1779
1879 /* This is basically inverse logic of that below - basically, 1780 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1781 * 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 1782 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1783 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1784 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1785 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; 1786 return 0;
1886 1787
1887 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
1889 */ 1790 */
1890 1791
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1892 tmp->above!=NULL; tmp=tmp->above) { 1793 {
1893 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1796 * we don't need to check all of them.
1896 */ 1797 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1798 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1799 break;
1800 }
1801
1802 for (; tmp; tmp = tmp->below)
1898 } 1803 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1804 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1805 continue; /* Can't apply yourself */
1901 1806
1902 /* Check to see if one of the movement types should be slowed down. 1807 /* 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 1808 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1809 * (~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 1810 * 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. 1811 * swim on that space, can't use it to avoid the penalty.
1907 */ 1812 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1813 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1814 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1815 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)) { 1816 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1817 {
1912 1818
1913 float diff; 1819 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1820 diff = tmp->move_slow_penalty * FABS (op->speed);
1821
1916 if (op->type == PLAYER) { 1822 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1823 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))) { 1824 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1825 diff /= 4.0;
1920 } 1826
1921 }
1922 op->speed_left -= diff; 1827 op->speed_left -= diff;
1923 } 1828 }
1924 } 1829 }
1925 1830
1926 /* Basically same logic as above, except now for actual apply. */ 1831 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1832 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)) { 1833 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1834 {
1931 move_apply(tmp, op, originator); 1835 move_apply (tmp, op, originator);
1836
1932 if (was_destroyed (op, tag)) 1837 if (op->destroyed ())
1933 return 1; 1838 return 1;
1934 1839
1935 /* what the person/creature stepped onto has moved the object 1840 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1841 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1842 * have a feeling strange problems would result.
1938 */ 1843 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1844 if (op->map != m || op->x != x || op->y != y)
1845 return 0;
1940 } 1846 }
1941 } 1847 }
1848
1942 return 0; 1849 return 0;
1943} 1850}
1944 1851
1945/* 1852/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1853 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1854 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1949 */ 1856 */
1950 1857object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1858present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1859{
1953 if(m==NULL || out_of_map(m,x,y)) { 1860 if (!m || out_of_map (m, x, y))
1861 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1863 return NULL;
1956 } 1864 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1865
1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1958 if(tmp->arch == at) 1867 if (tmp->arch == at)
1959 return tmp; 1868 return tmp;
1869
1960 return NULL; 1870 return NULL;
1961} 1871}
1962 1872
1963/* 1873/*
1964 * present(type, map, x, y) searches for any objects with 1874 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1875 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
1967 */ 1877 */
1968 1878object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1879present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1880{
1971 if(out_of_map(m,x,y)) { 1881 if (out_of_map (m, x, y))
1882 {
1972 LOG(llevError,"Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1884 return NULL;
1974 } 1885 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1886
1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if(tmp->type==type) 1888 if (tmp->type == type)
1977 return tmp; 1889 return tmp;
1890
1978 return NULL; 1891 return NULL;
1979} 1892}
1980 1893
1981/* 1894/*
1982 * present_in_ob(type, object) searches for any objects with 1895 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1896 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1897 * The first matching object is returned, or NULL if none.
1985 */ 1898 */
1986 1899object *
1987object *present_in_ob(unsigned char type, const object *op) { 1900present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1901{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1902 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1903 if (tmp->type == type)
1991 return tmp; 1904 return tmp;
1905
1992 return NULL; 1906 return NULL;
1993} 1907}
1994 1908
1995/* 1909/*
1996 * present_in_ob (type, str, object) searches for any objects with 1910 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1918 * 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 1919 * 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 1920 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1921 * to be unique.
2008 */ 1922 */
2009 1923object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1924present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1925{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1926 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1927 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1928 return tmp;
2016 } 1929
2017 return NULL; 1930 return 0;
2018} 1931}
2019 1932
2020/* 1933/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1934 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1935 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
2024 */ 1937 */
2025 1938object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1939present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1940{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 1942 if (tmp->arch == at)
2030 return tmp; 1943 return tmp;
1944
2031 return NULL; 1945 return NULL;
2032} 1946}
2033 1947
2034/* 1948/*
2035 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
2036 */ 1950 */
1951void
2037void flag_inv(object*op, int flag){ 1952flag_inv (object *op, int flag)
2038 object *tmp; 1953{
2039 if(op->inv) 1954 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1955 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1956 {
2041 SET_FLAG(tmp, flag); 1957 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 1958 flag_inv (tmp, flag);
2043 } 1959 }
1960}
1961
2044}/* 1962/*
2045 * desactivate recursively a flag on an object inventory 1963 * deactivate recursively a flag on an object inventory
2046 */ 1964 */
1965void
2047void unflag_inv(object*op, int flag){ 1966unflag_inv (object *op, int flag)
2048 object *tmp; 1967{
2049 if(op->inv) 1968 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1969 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 {
2051 CLEAR_FLAG(tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 1972 unflag_inv (tmp, flag);
2053 } 1973 }
2054} 1974}
2055 1975
2056/* 1976/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 1979 * 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. 1980 * him/her-self and all object carried by a call to this function.
2061 */ 1981 */
2062 1982void
2063void set_cheat(object *op) { 1983set_cheat (object *op)
1984{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 1985 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 1986 flag_inv (op, FLAG_WAS_WIZ);
2066} 1987}
2067 1988
2068/* 1989/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1990 * 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 1991 * 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 2005 * 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 2006 * 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 2007 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 2008 * customized, changed states, etc.
2088 */ 2009 */
2089 2010int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012{
2091 int i,index=0, flag; 2013 int index = 0, flag;
2092 static int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2093 2015
2094 for(i=start;i<stop;i++) { 2016 for (int i = start; i < stop; i++)
2017 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 2019 if (!flag)
2097 altern[index++]=i; 2020 altern [index++] = i;
2098 2021
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* 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. 2023 * 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 - 2024 * 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 2025 * 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 2026 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2106 */ 2029 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2031 stop = maxfree[i];
2109 } 2032 }
2110 if(!index) return -1; 2033
2034 if (!index)
2035 return -1;
2036
2111 return altern[RANDOM()%index]; 2037 return altern[RANDOM () % index];
2112} 2038}
2113 2039
2114/* 2040/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2043 * 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. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2045 */
2120 2046int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2048{
2123 for(i=0;i<SIZEOFFREE;i++) { 2049 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2051 return i;
2126 } 2052
2127 return -1; 2053 return -1;
2128} 2054}
2129 2055
2130/* 2056/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2060 */
2061static void
2134static void permute(int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2135{ 2063{
2136 int i, j, tmp, len; 2064 arr += begin;
2065 end -= begin;
2137 2066
2138 len = end-begin; 2067 while (--end)
2139 for(i = begin; i < end; i++) 2068 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} 2069}
2148 2070
2149/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2072 * 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 2073 * 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 2074 * 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 2075 * 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. 2076 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2077 */
2078void
2156void get_search_arr(int *search_arr) 2079get_search_arr (int *search_arr)
2157{ 2080{
2158 int i; 2081 int i;
2159 2082
2160 for(i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2084 search_arr[i] = i;
2163 }
2164 2085
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2089}
2169 2090
2170/* 2091/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2092 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2093 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * 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 2099 * 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 2100 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2101 * there is capable of.
2181 */ 2102 */
2182 2103int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2104find_dir (maptile *m, int x, int y, object *exclude)
2105{
2184 int i,max=SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2107
2185 sint16 nx, ny; 2108 sint16 nx, ny;
2186 object *tmp; 2109 object *tmp;
2187 mapstruct *mp; 2110 maptile *mp;
2111
2188 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2189 2113
2190 if (exclude && exclude->head) { 2114 if (exclude && exclude->head)
2115 {
2191 exclude = exclude->head; 2116 exclude = exclude->head;
2192 move_type = exclude->move_type; 2117 move_type = exclude->move_type;
2193 } else { 2118 }
2119 else
2120 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2121 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2122 move_type = MOVE_ALL;
2123 }
2124
2125 for (i = 1; i < max; i++)
2196 } 2126 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2127 mp = m;
2200 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2202 2130
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2204 if (mflags & P_OUT_OF_MAP) { 2133 if (mflags & P_OUT_OF_MAP)
2134 max = maxfree[i];
2135 else
2136 {
2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2140
2141 if ((move_type & blocked) == move_type)
2205 max = maxfree[i]; 2142 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) { 2143 else if (mflags & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2144 {
2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2147 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2215 break; 2148 break;
2216 } 2149
2217 }
2218 if(tmp) { 2150 if (tmp)
2219 return freedir[i]; 2151 return freedir[i];
2220 }
2221 } 2152 }
2222 } 2153 }
2223 } 2154 }
2155
2224 return 0; 2156 return 0;
2225} 2157}
2226 2158
2227/* 2159/*
2228 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2161 * distance between the two given objects.
2230 */ 2162 */
2231 2163int
2232int distance(const object *ob1, const object *ob2) { 2164distance (const object *ob1, const object *ob2)
2233 int i; 2165{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2166 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} 2167}
2238 2168
2239/* 2169/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * 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 2171 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2243 */ 2173 */
2244 2174int
2245int find_dir_2(int x, int y) { 2175find_dir_2 (int x, int y)
2176{
2246 int q; 2177 int q;
2247 2178
2248 if(y) 2179 if (y)
2249 q=x*100/y; 2180 q = x * 100 / y;
2250 else if (x) 2181 else if (x)
2251 q= -300*x; 2182 q = -300 * x;
2252 else 2183 else
2253 return 0; 2184 return 0;
2254 2185
2255 if(y>0) { 2186 if (y > 0)
2187 {
2256 if(q < -242) 2188 if (q < -242)
2257 return 3 ; 2189 return 3;
2258 if (q < -41) 2190 if (q < -41)
2259 return 2 ; 2191 return 2;
2260 if (q < 41) 2192 if (q < 41)
2261 return 1 ; 2193 return 1;
2262 if (q < 242) 2194 if (q < 242)
2263 return 8 ; 2195 return 8;
2264 return 7 ; 2196 return 7;
2265 } 2197 }
2266 2198
2267 if (q < -242) 2199 if (q < -242)
2268 return 7 ; 2200 return 7;
2269 if (q < -41) 2201 if (q < -41)
2270 return 6 ; 2202 return 6;
2271 if (q < 41) 2203 if (q < 41)
2272 return 5 ; 2204 return 5;
2273 if (q < 242) 2205 if (q < 242)
2274 return 4 ; 2206 return 4;
2275 2207
2276 return 3 ; 2208 return 3;
2277} 2209}
2278 2210
2279/* 2211/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2212 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2213 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2214 * "overflow" in previous calculations of a direction).
2283 */ 2215 */
2284 2216
2217int
2285int absdir(int d) { 2218absdir (int d)
2286 while(d<1) d+=8; 2219{
2287 while(d>8) d-=8; 2220 while (d < 1)
2221 d += 8;
2222
2223 while (d > 8)
2224 d -= 8;
2225
2288 return d; 2226 return d;
2289} 2227}
2290 2228
2291/* 2229/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2231 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2232 */
2295 2233
2234int
2296int dirdiff(int dir1, int dir2) { 2235dirdiff (int dir1, int dir2)
2236{
2297 int d; 2237 int d;
2238
2298 d = abs(dir1 - dir2); 2239 d = abs (dir1 - dir2);
2299 if(d>4) 2240 if (d > 4)
2300 d = 8 - d; 2241 d = 8 - d;
2242
2301 return d; 2243 return d;
2302} 2244}
2303 2245
2304/* peterm: 2246/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2247 * 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 2250 * 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. 2251 * 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 2252 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2253 * functions.
2312 */ 2254 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2255int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2256 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2257 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2258 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2259 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2260 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2261 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2262 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2263 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2264 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2265 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2266 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2267 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2268 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2269 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2270 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2271 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2272 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2273 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2274 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2275 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2276 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2277 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2278 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2279 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2280 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2281 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2282 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2283 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2284 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2285 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2286 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2287 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2288 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2289 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2290 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2291 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2292 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2293 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2294 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2295 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2296 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2297 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2298 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2299 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2300 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2301 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2302 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2303 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2304 {24, 9, -1}
2305}; /* 48 */
2364 2306
2365/* Recursive routine to step back and see if we can 2307/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2308 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2309 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2310 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2311 * Modified to be map tile aware -.MSW
2370 */ 2312 */
2371 2313int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2314can_see_monsterP (maptile *m, int x, int y, int dir)
2315{
2374 sint16 dx, dy; 2316 sint16 dx, dy;
2375 int mflags; 2317 int mflags;
2376 2318
2319 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2320 return 0; /* exit condition: invalid direction */
2378 2321
2379 dx = x + freearr_x[dir]; 2322 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2323 dy = y + freearr_y[dir];
2381 2324
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2325 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2326
2384 /* This functional arguably was incorrect before - it was 2327 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2328 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2329 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2330 * 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 2331 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2332 * at least its move type.
2390 */ 2333 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2334 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2335 return 0;
2392 2336
2393 /* yes, can see. */ 2337 /* yes, can see. */
2394 if(dir < 9) return 1; 2338 if (dir < 9)
2339 return 1;
2340
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2341 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2342 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2344}
2399 2345
2400
2401
2402/* 2346/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2347 * 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 2348 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2349 * picked up, otherwise 0.
2406 * 2350 *
2408 * core dumps if they do. 2352 * core dumps if they do.
2409 * 2353 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2354 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2355 */
2412 2356
2357int
2413int can_pick(const object *who, const object *item) { 2358can_pick (const object *who, const object *item)
2359{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2360 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2361 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2362 !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} 2363}
2419
2420 2364
2421/* 2365/*
2422 * create clone from object to another 2366 * create clone from object to another
2423 */ 2367 */
2368object *
2424object *object_create_clone (object *asrc) { 2369object_create_clone (object *asrc)
2370{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2371 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2372
2427 if(!asrc) return NULL; 2373 if (!asrc)
2374 return 0;
2375
2428 src = asrc; 2376 src = asrc;
2429 if(src->head) 2377 if (src->head)
2430 src = src->head; 2378 src = src->head;
2431 2379
2432 prev = NULL; 2380 prev = 0;
2433 for(part = src; part; part = part->more) { 2381 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2382 {
2435 copy_object(part,tmp); 2383 tmp = part->clone ();
2436 tmp->x -= src->x; 2384 tmp->x -= src->x;
2437 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2438 if(!part->head) { 2387 if (!part->head)
2388 {
2439 dst = tmp; 2389 dst = tmp;
2440 tmp->head = NULL; 2390 tmp->head = 0;
2391 }
2441 } else { 2392 else
2442 tmp->head = dst; 2393 tmp->head = dst;
2443 } 2394
2444 tmp->more = NULL; 2395 tmp->more = 0;
2396
2445 if(prev) 2397 if (prev)
2446 prev->more = tmp; 2398 prev->more = tmp;
2399
2447 prev = tmp; 2400 prev = tmp;
2448 } 2401 }
2449 /*** copy inventory ***/ 2402
2450 for(item = src->inv; item; item = item->below) { 2403 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2405
2454 return dst; 2406 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} 2407}
2464 2408
2465/* GROS - Creates an object using a string representing its content. */ 2409/* 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 */ 2410/* 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, */ 2411/* 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. */ 2412/* 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. */ 2413/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2414/* Also remember that multiparts objects are not supported for now. */
2471 2415object *
2472object* load_object_str(const char *obstr) 2416load_object_str (const char *obstr)
2473{ 2417{
2474 object *op; 2418 object *op;
2475 char filename[MAX_BUF]; 2419 char filename[MAX_BUF];
2420
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2422
2478 FILE *tempfile=fopen(filename,"w"); 2423 FILE *tempfile = fopen (filename, "w");
2424
2479 if (tempfile == NULL) 2425 if (tempfile == NULL)
2480 { 2426 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2428 return NULL;
2483 }; 2429 }
2430
2484 fprintf(tempfile,obstr); 2431 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2432 fclose (tempfile);
2486 2433
2487 op=get_object(); 2434 op = object::create ();
2488 2435
2489 object_thawer thawer (filename); 2436 object_thawer thawer (filename);
2437
2490 if (thawer) 2438 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0); 2439 load_object (thawer, op, 0);
2440
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2441 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED); 2442 CLEAR_FLAG (op, FLAG_REMOVED);
2494 2443
2495 return op; 2444 return op;
2496} 2445}
2497 2446
2498/* This returns the first object in who's inventory that 2447/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2448 * has the same type and subtype match.
2500 * returns NULL if no match. 2449 * returns NULL if no match.
2501 */ 2450 */
2451object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2452find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2453{
2504 object *tmp;
2505
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2454 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2455 if (tmp->type == type && tmp->subtype == subtype)
2456 return tmp;
2508 2457
2509 return NULL; 2458 return 0;
2510} 2459}
2511 2460
2512/* If ob has a field named key, return the link from the list, 2461/* If ob has a field named key, return the link from the list,
2513 * otherwise return NULL. 2462 * otherwise return NULL.
2514 * 2463 *
2515 * key must be a passed in shared string - otherwise, this won't 2464 * key must be a passed in shared string - otherwise, this won't
2516 * do the desired thing. 2465 * do the desired thing.
2517 */ 2466 */
2467key_value *
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2468get_ob_key_link (const object *ob, const char *key)
2519 key_value * link; 2469{
2520
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2470 for (key_value *link = ob->key_values; link; link = link->next)
2522 if (link->key == key) { 2471 if (link->key == key)
2523 return link; 2472 return link;
2524 } 2473
2525 } 2474 return 0;
2526 2475}
2527 return NULL;
2528}
2529 2476
2530/* 2477/*
2531 * Returns the value of op has an extra_field for key, or NULL. 2478 * Returns the value of op has an extra_field for key, or NULL.
2532 * 2479 *
2533 * The argument doesn't need to be a shared string. 2480 * The argument doesn't need to be a shared string.
2534 * 2481 *
2535 * The returned string is shared. 2482 * The returned string is shared.
2536 */ 2483 */
2484const char *
2537const char * get_ob_key_value(const object * op, const char * const key) { 2485get_ob_key_value (const object *op, const char *const key)
2486{
2538 key_value * link; 2487 key_value *link;
2539 const char * canonical_key; 2488 shstr_cmp canonical_key (key);
2489
2490 if (!canonical_key)
2540 2491 {
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object 2492 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find. 2493 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field. 2494 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field. 2495 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2496 */
2549 return NULL; 2497 return 0;
2550 } 2498 }
2551 2499
2552 /* This is copied from get_ob_key_link() above - 2500 /* This is copied from get_ob_key_link() above -
2553 * only 4 lines, and saves the function call overhead. 2501 * only 4 lines, and saves the function call overhead.
2554 */ 2502 */
2555 for (link = op->key_values; link != NULL; link = link->next) { 2503 for (link = op->key_values; link; link = link->next)
2556 if (link->key == canonical_key) { 2504 if (link->key == canonical_key)
2557 return link->value; 2505 return link->value;
2558 } 2506
2559 } 2507 return 0;
2560 return NULL;
2561} 2508}
2562 2509
2563 2510
2564/* 2511/*
2565 * Updates the canonical_key in op to value. 2512 * 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 2516 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570 * keys. 2517 * keys.
2571 * 2518 *
2572 * Returns TRUE on success. 2519 * Returns TRUE on success.
2573 */ 2520 */
2521int
2574int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2522set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2523{
2575 key_value * field = NULL, *last=NULL; 2524 key_value *field = NULL, *last = NULL;
2576 2525
2577 for (field=op->key_values; field != NULL; field=field->next) { 2526 for (field = op->key_values; field != NULL; field = field->next)
2527 {
2578 if (field->key != canonical_key) { 2528 if (field->key != canonical_key)
2529 {
2579 last = field; 2530 last = field;
2580 continue; 2531 continue;
2581 } 2532 }
2582 2533
2583 if (value) 2534 if (value)
2584 field->value = value; 2535 field->value = value;
2585 else { 2536 else
2537 {
2586 /* Basically, if the archetype has this key set, 2538 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save 2539 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load, 2540 * it, we save the empty value so that when we load,
2589 * we get this value back again. 2541 * we get this value back again.
2590 */ 2542 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2543 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0; 2544 field->value = 0;
2545 else
2546 {
2547 if (last)
2548 last->next = field->next;
2593 else 2549 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next; 2550 op->key_values = field->next;
2597 2551
2598 delete field; 2552 delete field;
2599 } 2553 }
2600 } 2554 }
2601 return TRUE; 2555 return TRUE;
2602 } 2556 }
2603 /* IF we get here, key doesn't exist */ 2557 /* IF we get here, key doesn't exist */
2604 2558
2605 /* No field, we'll have to add it. */ 2559 /* No field, we'll have to add it. */
2606 2560
2607 if (!add_key) { 2561 if (!add_key)
2608 return FALSE; 2562 return FALSE;
2609 } 2563
2610 /* There isn't any good reason to store a null 2564 /* There isn't any good reason to store a null
2611 * value in the key/value list. If the archetype has 2565 * value in the key/value list. If the archetype has
2612 * this key, then we should also have it, so shouldn't 2566 * this key, then we should also have it, so shouldn't
2613 * be here. If user wants to store empty strings, 2567 * be here. If user wants to store empty strings,
2614 * should pass in "" 2568 * should pass in ""
2615 */ 2569 */
2616 if (value == NULL) return TRUE; 2570 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; 2571 return TRUE;
2572
2573 field = new key_value;
2574
2575 field->key = canonical_key;
2576 field->value = value;
2577 /* Usual prepend-addition. */
2578 field->next = op->key_values;
2579 op->key_values = field;
2580
2581 return TRUE;
2627} 2582}
2628 2583
2629/* 2584/*
2630 * Updates the key in op to value. 2585 * Updates the key in op to value.
2631 * 2586 *
2633 * and not add new ones. 2588 * and not add new ones.
2634 * In general, should be little reason FALSE is ever passed in for add_key 2589 * In general, should be little reason FALSE is ever passed in for add_key
2635 * 2590 *
2636 * Returns TRUE on success. 2591 * Returns TRUE on success.
2637 */ 2592 */
2593int
2638int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2594set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2639{ 2595{
2640 shstr key_ (key); 2596 shstr key_ (key);
2597
2641 return set_ob_key_value_s (op, key_, value, add_key); 2598 return set_ob_key_value_s (op, key_, value, add_key);
2642} 2599}
2600
2601object::depth_iterator::depth_iterator (object *container)
2602: iterator_base (container)
2603{
2604 while (item->inv)
2605 item = item->inv;
2606}
2607
2608void
2609object::depth_iterator::next ()
2610{
2611 if (item->below)
2612 {
2613 item = item->below;
2614
2615 while (item->inv)
2616 item = item->inv;
2617 }
2618 else
2619 item = item->env;
2620}
2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2651// return a suitable string describing an object in enough detail to find it
2652const char *
2653object::debug_desc (char *info) const
2654{
2655 char flagdesc[512];
2656 char info2[256 * 4];
2657 char *p = info;
2658
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2660 count, uuid.seq,
2661 &name,
2662 title ? "\",title:" : "",
2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2665
2666 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2668
2669 if (map)
2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2671
2672 return info;
2673}
2674
2675const char *
2676object::debug_desc () const
2677{
2678 static char info[256 * 4];
2679 return debug_desc (info);
2680}
2681

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