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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 1.96 by root, Sat Dec 30 10:16:10 2006 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) && FABS ((ob1)->speed) > MIN_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 564 }
565
566 this->speed = speed;
567
568 if (FABS (speed) > MIN_ACTIVE_SPEED)
755 } 569 {
756 if (arch_init) { 570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
757 return; 572 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;
763 573
764 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 575 * of the list. */
766 op->active_next = active_objects; 576 active_next = active_objects;
577
767 if (op->active_next!=NULL) 578 if (active_next)
768 op->active_next->active_prev = op; 579 active_next->active_prev = this;
580
769 active_objects = op; 581 active_objects = this;
582 }
583 else
770 } 584 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 586 if (!active_next && !active_prev && this != 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}
790
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; 587 return;
804 588
805 if (op->active_prev==NULL) { 589 if (!active_prev)
590 {
806 active_objects = op->active_next; 591 active_objects = active_next;
592
807 if (op->active_next!=NULL) 593 if (active_next)
808 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
809 } 595 }
810 else { 596 else
597 {
811 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
599
812 if (op->active_next) 600 if (active_next)
813 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
814 } 602 }
603
815 op->active_next = NULL; 604 active_next = 0;
816 op->active_prev = NULL; 605 active_prev = 0;
606 }
817} 607}
818 608
819/* 609/*
820 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 613 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 614 * 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 615 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
827 * 617 *
828 * action is a hint of what the caller believes need to be done. 618 * 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: 619 * current action are:
834 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * 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. 623 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
839 */ 625 */
840 626void
841void update_object(object *op, int action) { 627update_object (object *op, int action)
842 int update_now=0, flags; 628{
843 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
844 630
845 if (op == NULL) { 631 if (op == NULL)
632 {
846 /* this should never happen */ 633 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 635 return;
849 }
850 636 }
851 if(op->env!=NULL) { 637
638 if (op->env)
639 {
852 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
853 * to do in this case. 641 * to do in this case.
854 */ 642 */
855 return; 643 return;
856 } 644 }
857 645
858 /* If the map is saving, don't do anything as everything is 646 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 647 * going to get freed anyways.
860 */ 648 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 649 if (!op->map || op->map->in_memory == MAP_SAVING)
862 650 return;
651
863 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 653 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)) { 654 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 656#ifdef MANY_CORES
868 abort(); 657 abort ();
869#endif 658#endif
870 return; 659 return;
871 }
872 660 }
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);
879 661
662 mapspace &m = op->ms ();
663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
880 if (action == UP_OBJ_INSERT) { 666 else if (action == UP_OBJ_INSERT)
667 {
668 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 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)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 675 || (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; 676 || (m.move_off | op->move_off ) != m.move_off
677 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 678 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 679 * to have move_allow right now.
897 */ 680 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 682 || 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; 683 m.flags_ = P_NEED_UPDATE;
901 } 684 }
902 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 687 * that is being removed.
905 */ 688 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 690 m.flags_ = P_NEED_UPDATE;
908 } else if (action == UP_OBJ_FACE) { 691 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 692 /* Nothing to do for that case */ ;
910 }
911 else { 693 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 695
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) 696 if (op->more)
921 update_object(op->more, action); 697 update_object (op->more, action);
922} 698}
923 699
700object::vector object::objects; // not yet used
701object *object::first;
924 702
925/* 703object::object ()
926 * free_object() frees everything allocated by an object, removes 704{
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); 705 SET_FLAG (this, FLAG_REMOVED);
1002 ob->count = 0;
1003 706
707 expmul = 1.0;
708 face = blank_face;
709}
710
711object::~object ()
712{
713 free_key_values (this);
714}
715
716void object::link ()
717{
718 count = ++ob_count;
719 uuid = gen_uuid ();
720
721 prev = 0;
722 next = object::first;
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728}
729
730void object::unlink ()
731{
732 if (this == object::first)
733 object::first = next;
734
1004 /* Remove this object from the list of used objects */ 735 /* Remove this object from the list of used objects */
1005 if(ob->prev==NULL) { 736 if (prev) prev->next = next;
1006 objects=ob->next; 737 if (next) next->prev = prev;
1007 if(objects!=NULL) 738
1008 objects->prev=NULL; 739 prev = 0;
740 next = 0;
741}
742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
1009 } 770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
1010 else { 775 else
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 } 776 {
1015 777 active_prev->active_next = active_next;
1016 ob->name = 0; 778 if (active_next)
1017 ob->name_pl = 0; 779 active_next->active_prev = active_prev;
1018 ob->title = 0; 780 }
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025 781
1026 free_key_values (ob); 782 active_next = 0;
783 active_prev = 0;
1027 784
1028 /* Now link it with the free_objects list: */ 785 if (recursive)
1029 ob->prev=NULL; 786 for (object *op = inv; op; op = op->above)
1030 ob->next=free_objects; 787 op->deactivate (1);
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037} 788}
1038 789
1039/* 790/*
1040 * count_free() returns the number of objects on the list of free objects. 791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
1041 */ 808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
1042 825
1043int count_free () 826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
836}
837
838object *object::create ()
1044{ 839{
1045 int i=0;
1046 object *tmp=free_objects; 840 object *op = new object;
1047 while(tmp!=NULL) 841 op->link ();
1048 tmp=tmp->next, i++;
1049 return i; 842 return op;
1050} 843}
1051 844
1052/* 845void
1053 * count_used() returns the number of objects on the list of used objects. 846object::do_destroy ()
1054 */
1055
1056int count_used()
1057{ 847{
1058 int i=0; 848 if (flag [FLAG_IS_LINKED])
1059 object *tmp=objects; 849 remove_button_link (this);
1060 while(tmp!=NULL) 850
1061 tmp=tmp->next, i++; 851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
1062 return i; 858 return;
1063}
1064 859
1065/* 860 set_speed (0);
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068 861
1069int count_active() 862 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
882 }
883
884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
888
889 head = 0;
890
891 if (more)
892 {
893 more->destroy ();
894 more = 0;
895 }
896
897 // clear those pointers that likely might have circular references to us
898 owner = 0;
899 enemy = 0;
900 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904}
905
906void
907object::destroy (bool destroy_inventory)
1070{ 908{
1071 int i=0; 909 if (destroyed ())
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i; 910 return;
911
912 if (destroy_inventory)
913 destroy_inv (false);
914
915 attachable::destroy ();
1076} 916}
1077 917
1078/* 918/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
1081 */ 921 */
1082 922void
1083void sub_weight (object *op, signed long weight) { 923sub_weight (object *op, signed long weight)
924{
1084 while (op != NULL) { 925 while (op != NULL)
926 {
1085 if (op->type == CONTAINER) { 927 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 929
1088 op->carrying-=weight; 930 op->carrying -= weight;
1089 op = op->env; 931 op = op->env;
1090 } 932 }
1091} 933}
1092 934
1093/* remove_ob(op): 935/* op->remove ():
1094 * This function removes the object op from the linked list of objects 936 * 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 937 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 940 * the previous environment.
1099 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1100 */ 942 */
1101 943void
1102void remove_ob(object *op) { 944object::remove ()
945{
1103 object *tmp,*last=NULL; 946 object *tmp, *last = 0;
1104 object *otmp; 947 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 948
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 950 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 951
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); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1131 954
955 if (more)
956 more->remove ();
957
1132 /* 958 /*
1133 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1134 * inventory. 960 * inventory.
1135 */ 961 */
1136 if(op->env!=NULL) { 962 if (env)
963 {
1137 if(op->nrof) 964 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1139 else 966 else
1140 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1141 968
1142 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 971 * to save cpu time.
1145 */ 972 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1148 fix_player(otmp);
1149 975
1150 if(op->above!=NULL) 976 if (above)
1151 op->above->below=op->below; 977 above->below = below;
1152 else 978 else
1153 op->env->inv=op->below; 979 env->inv = below;
1154 980
1155 if(op->below!=NULL) 981 if (below)
1156 op->below->above=op->above; 982 below->above = above;
1157 983
1158 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 }
993 else if (map)
994 {
995 if (type == PLAYER)
996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000
1001
1002 /* link the object above us */
1003 if (above)
1004 above->below = below;
1005 else
1006 map->at (x, y).top = below; /* we were top, set new top */
1007
1008 /* Relink the object below us, if there is one */
1009 if (below)
1010 below->above = above;
1011 else
1012 {
1013 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is
1015 * evident
1161 */ 1016 */
1162 op->x=op->env->x,op->y=op->env->y; 1017 if (GET_MAP_OB (map, x, y) != this)
1163 op->map=op->env->map; 1018 {
1164 op->above=NULL,op->below=NULL; 1019 char *dump = dump_object (this);
1165 op->env=NULL; 1020 LOG (llevError,
1021 "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);
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027
1028 map->at (x, y).bot = above; /* goes on above it. */
1029 }
1030
1031 above = 0;
1032 below = 0;
1033
1034 if (map->in_memory == MAP_SAVING)
1166 return; 1035 return;
1167 }
1168 1036
1169 /* If we get here, we are removing it from a map */ 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1038
1172 x = op->x; 1039 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 } 1040 {
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 1041 /* No point updating the players look faces if he is the object
1226 * being removed. 1042 * being removed.
1227 */ 1043 */
1228 1044
1229 if(tmp->type==PLAYER && tmp!=op) { 1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1230 /* If a container that the player is currently using somehow gets 1047 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1232 * appropriately. 1049 * appropriately.
1233 */ 1050 */
1234 if (tmp->container==op) { 1051 if (tmp->container == this)
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1052 {
1053 flag [FLAG_APPLIED] = 0;
1236 tmp->container=NULL; 1054 tmp->container = 0;
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1237 } 1059 }
1238 tmp->contr->socket.update_look=1; 1060
1239 }
1240 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1062 if (check_walk_off
1063 && ((move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1243 1065 {
1244 move_apply(tmp, op, NULL); 1066 move_apply (tmp, this, 0);
1067
1245 if (was_destroyed (op, tag)) { 1068 if (destroyed ())
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1070 }
1249 }
1250 1071
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1253 if(tmp->above == tmp) 1074 if (tmp->above == tmp)
1254 tmp->above = NULL; 1075 tmp->above = 0;
1076
1255 last=tmp; 1077 last = tmp;
1256 } 1078 }
1079
1257 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1258 if (last==NULL) { 1081 //TODO: this makes little sense, why only update the topmost object?
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1082 if (!last)
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
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 1084 else
1268 update_object(last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1269 1086
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1088 update_all_los (map, x, y);
1272 1089 }
1273} 1090}
1274 1091
1275/* 1092/*
1276 * merge_ob(op,top): 1093 * merge_ob(op,top):
1277 * 1094 *
1278 * This function goes through all objects below and including top, and 1095 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1096 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1097 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1098 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1099 */
1283 1100object *
1284object *merge_ob(object *op, object *top) { 1101merge_ob (object *op, object *top)
1102{
1285 if(!op->nrof) 1103 if (!op->nrof)
1286 return 0; 1104 return 0;
1287 if(top==NULL) 1105
1106 if (top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1109
1289 for(;top!=NULL;top=top->below) { 1110 for (; top; top = top->below)
1111 {
1290 if(top==op) 1112 if (top == op)
1291 continue; 1113 continue;
1292 if (CAN_MERGE(op,top)) 1114
1293 { 1115 if (object::can_merge (op, top))
1116 {
1294 top->nrof+=op->nrof; 1117 top->nrof += op->nrof;
1118
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1121 op->destroy ();
1298 free_object(op);
1299 return top; 1122 return top;
1300 } 1123 }
1301 } 1124 }
1125
1302 return NULL; 1126 return 0;
1303} 1127}
1304 1128
1305/* 1129/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1308 */ 1132 */
1133object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310 object* tmp; 1135{
1311 if (op->head) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1312 op=op->head; 1137 {
1313 for (tmp=op;tmp;tmp=tmp->more){
1314 tmp->x=x+tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1316 } 1140 }
1141
1317 return insert_ob_in_map (op, m, originator, flag); 1142 return insert_ob_in_map (op, m, originator, flag);
1318} 1143}
1319 1144
1320/* 1145/*
1321 * insert_ob_in_map (op, map, originator, flag): 1146 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1147 * This function inserts the object in the two-way linked list
1335 * Return value: 1160 * Return value:
1336 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1163 * just 'op' otherwise
1339 */ 1164 */
1340 1165object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1167{
1343 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1169 sint16 x, y;
1345 1170
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1348 return NULL; 1174 return NULL;
1175 }
1176
1177 if (!m)
1349 } 1178 {
1350 if(m==NULL) {
1351 dump_object(op); 1179 char *dump = dump_object (op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1353 return op; 1182 return op;
1354 } 1183 }
1184
1355 if(out_of_map(m,op->x,op->y)) { 1185 if (out_of_map (m, op->x, op->y))
1186 {
1356 dump_object(op); 1187 char *dump = dump_object (op);
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1358#ifdef MANY_CORES 1189#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object 1190 /* 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 1191 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted. 1192 * improperly inserted.
1362 */ 1193 */
1363 abort(); 1194 abort ();
1364#endif 1195#endif
1196 free (dump);
1365 return op; 1197 return op;
1366 } 1198 }
1199
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1368 dump_object(op); 1202 char *dump = dump_object (op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1370 return op; 1205 return op;
1206 }
1207
1208 if (op->more)
1371 } 1209 {
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1374 1211
1375 object *more = op->more; 1212 object *more = op->more;
1376 1213
1377 /* We really need the caller to normalize coordinates - if 1214 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within 1215 * 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 1216 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it. 1217 * is clear wrong do we normalize it.
1381 */ 1218 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 } else if (!more->map) { 1221 else if (!more->map)
1222 {
1385 /* For backwards compatibility - when not dealing with tiled maps, 1223 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent. 1224 * more->map should always point to the parent.
1387 */ 1225 */
1388 more->map = m; 1226 more->map = m;
1389 } 1227 }
1390 1228
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1392 if ( ! op->head) 1231 if (!op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1394 return NULL; 1234 return 0;
1395 } 1235 }
1396 } 1236 }
1237
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1398 1239
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1240 /* 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 1241 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work 1242 * need extra work
1402 */ 1243 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1404 x = op->x; 1245 x = op->x;
1405 y = op->y; 1246 y = op->y;
1406 1247
1407 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1408 */ 1249 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1411 if (CAN_MERGE(op,tmp)) { 1252 if (object::can_merge (op, tmp))
1253 {
1412 op->nrof+=tmp->nrof; 1254 op->nrof += tmp->nrof;
1413 remove_ob(tmp); 1255 tmp->destroy ();
1414 free_object(tmp); 1256 }
1257
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260
1261 if (!QUERY_FLAG (op, FLAG_ALIVE))
1262 CLEAR_FLAG (op, FLAG_NO_STEAL);
1263
1264 if (flag & INS_BELOW_ORIGINATOR)
1265 {
1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1267 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort ();
1270 }
1271
1272 op->above = originator;
1273 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bot = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op;
1282 }
1283 else
1284 {
1285 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 {
1288 object *last = 0;
1289
1290 /*
1291 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1295 * floor, we want to insert above that and no further.
1296 * Also, if there are spell objects on this space, we stop processing
1297 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects.
1301 */
1302 while (top)
1303 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top;
1306
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1308 {
1309 /* We insert above top, so we want this object below this */
1310 top = top->below;
1311 break;
1312 }
1313
1314 last = top;
1315 top = top->above;
1415 } 1316 }
1416 }
1417 1317
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 /* Don't want top to be NULL, so set it to the last valid object */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1319 top = last;
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422 1320
1423 if (flag & INS_BELOW_ORIGINATOR) { 1321 /* We let update_position deal with figuring out what the space
1424 if (originator->map != op->map || originator->x != op->x || 1322 * looks like instead of lots of conditions here.
1425 originator->y != op->y) { 1323 * 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 /* 1324 */
1440 * If there are multiple objects on this space, we do some trickier handling. 1325
1441 * We've already dealt with merging if appropriate. 1326 /* Have object 'fall below' other objects that block view.
1442 * Generally, we want to put the new object on top. But if 1327 * Unless those objects are exits, type 66
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1328 * If INS_ON_TOP is used, don't do this processing
1444 * floor, we want to insert above that and no further. 1329 * Need to find the object that in fact blocks view, otherwise
1445 * Also, if there are spell objects on this space, we stop processing 1330 * stacking is a bit odd.
1446 * once we get to them. This reduces the need to traverse over all of 1331 */
1447 * them when adding another one - this saves quite a bit of cpu time 1332 if (!(flag & INS_ON_TOP) &&
1448 * when lots of spells are cast in one area. Currently, it is presumed 1333 (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. 1334 {
1335 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break;
1338 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we
1341 * set top to the object below us.
1450 */ 1342 */
1451 1343 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; 1344 top = last->below;
1465 } 1345 }
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 */ 1346 } /* If objects on this space */
1347
1493 if (flag & INS_MAP_LOAD) 1348 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y); 1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1351 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor;
1496 1353
1497 /* Top is the object that our object (op) is going to get inserted above. 1354 /* Top is the object that our object (op) is going to get inserted above.
1498 */ 1355 */
1499 1356
1500 /* First object on this space */ 1357 /* First object on this space */
1501 if (!top) { 1358 if (!top)
1359 {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1361
1362 if (op->above)
1503 if (op->above) op->above->below = op; 1363 op->above->below = op;
1364
1504 op->below = NULL; 1365 op->below = 0;
1505 SET_MAP_OB(op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1367 }
1368 else
1506 } else { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1507 op->above = top->above; 1370 op->above = top->above;
1371
1372 if (op->above)
1508 if (op->above) op->above->below = op; 1373 op->above->below = op;
1374
1509 op->below = top; 1375 op->below = top;
1510 top->above = op; 1376 top->above = op;
1511 } 1377 }
1378
1512 if (op->above==NULL) 1379 if (!op->above)
1513 SET_MAP_TOP(op->map,op->x, op->y, op); 1380 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1515 1382
1516 if(op->type==PLAYER) 1383 if (op->type == PLAYER)
1384 {
1517 op->contr->do_los=1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1518 1389
1519 /* If we have a floor, we know the player, if any, will be above 1390 /* 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. 1391 * it, so save a few ticks and start from there.
1521 */ 1392 */
1522 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1394 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1525 tmp->contr->socket.update_look=1; 1396 pl->contr->ns->floorbox_update ();
1526 }
1527 1397
1528 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1399 * 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 1400 * 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 1401 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1535 * of effect may be sufficient. 1405 * of effect may be sufficient.
1536 */ 1406 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1539 1409
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1543 1412
1413 INVOKE_OBJECT (INSERT, op);
1544 1414
1545 /* Don't know if moving this to the end will break anything. However, 1415 /* 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. 1416 * we want to have floorbox_update called before calling this.
1547 * 1417 *
1548 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1421 * update_object().
1552 */ 1422 */
1553 1423
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* 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) { 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1426 {
1557 if (check_move_on(op, originator)) 1427 if (check_move_on (op, originator))
1558 return NULL; 1428 return 0;
1559 1429
1560 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1431 * walk on's.
1562 */ 1432 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1565 return NULL; 1435 return 0;
1566 } 1436 }
1437
1567 return op; 1438 return op;
1568} 1439}
1569 1440
1570/* this function inserts an object in the map, but if it 1441/* 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. 1442 * 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. 1443 * op is the object to insert it under: supplies x and the map.
1573 */ 1444 */
1445void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1575 object *tmp; 1447{
1576 object *tmp1; 1448 object *tmp, *tmp1;
1577 1449
1578 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1579 1451
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1454 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1455
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1457
1589 1458 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1459 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1467}
1593 1468
1594/* 1469/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * 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 1471 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1474 * global static errmsg array.
1600 */ 1475 */
1601 1476object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1603 object *newob; 1479 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1481
1606 if(orig_ob->nrof<nr) { 1482 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1483 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1485 return NULL;
1610 } 1486 }
1487
1611 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1612 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1491 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1618 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1498 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"); 1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1500 return NULL;
1625 } 1501 }
1626 } 1502 }
1503
1627 newob->nrof=nr; 1504 newob->nrof = nr;
1628 1505
1629 return newob; 1506 return newob;
1630} 1507}
1631 1508
1632/* 1509/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1511 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1636 * 1513 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1514 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1515 */
1639 1516
1517object *
1640object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1641{ 1519{
1642 object *tmp; 1520 object *tmp;
1643 player *pl;
1644 1521
1645 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1523 return op;
1647 1524
1648 if (i > op->nrof) 1525 if (i > op->nrof)
1649 i = op->nrof; 1526 i = op->nrof;
1650 1527
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1652 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1653 op->nrof -= i; 1570 op->nrof -= i;
1654 } 1571 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 } 1572 {
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); 1573 op->remove ();
1682 op->nrof = 0; 1574 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 } 1575 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691 1576
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 */ 1577 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1701 if (op->nrof) 1581 if (op->nrof)
1702 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1703 else 1583 else
1704 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1705 } 1585 }
1706 } 1586 }
1707 1587
1708 if (op->nrof) { 1588 if (op->nrof)
1709 return op; 1589 return op;
1710 } else { 1590 else
1711 free_object (op); 1591 {
1592 op->destroy ();
1712 return NULL; 1593 return 0;
1713 } 1594 }
1714} 1595}
1715 1596
1716/* 1597/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1719 */ 1600 */
1720 1601
1602void
1721void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1722 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1723 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1609
1726 op->carrying+=weight; 1610 op->carrying += weight;
1727 op=op->env; 1611 op = op->env;
1728 } 1612 }
1729} 1613}
1730 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1731/* 1635/*
1732 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1733 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1734 * inside the object environment. 1638 * inside the object environment.
1735 * 1639 *
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 1640 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1743 */ 1642 */
1744 1643
1745object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1746 object *tmp, *otmp; 1647 object *tmp, *otmp;
1747 1648
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1650 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
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) { 1652 if (op->more)
1653 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1655 return op;
1767 } 1656 }
1657
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1660 if (op->nrof)
1661 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1773 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1666 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1778 */ 1670 */
1779 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1782 op = tmp; 1674 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1677 break;
1786 } 1678 }
1787 1679
1788 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1682 * (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 1683 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1684 * the linking below
1793 */ 1685 */
1794 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1795 } else 1688 else
1796 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1797 1690
1798 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1799 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1694 otmp->update_stats ();
1802 }
1803 1695
1804 op->map=NULL; 1696 op->map = 0;
1805 op->env=where; 1697 op->env = this;
1806 op->above=NULL; 1698 op->above = 0;
1807 op->below=NULL; 1699 op->below = 0;
1808 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1809 1701
1810 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1812 { 1704 {
1813#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1708 if (map->darkness)
1709 update_all_los (map, x, y);
1818 } 1710 }
1819 1711
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1713 * It sure simplifies this function...
1822 */ 1714 */
1823 if (where->inv==NULL) 1715 if (!inv)
1824 where->inv=op; 1716 inv = op;
1825 else { 1717 else
1718 {
1826 op->below = where->inv; 1719 op->below = inv;
1827 op->below->above = op; 1720 op->below->above = op;
1828 where->inv = op; 1721 inv = op;
1829 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1830 return op; 1726 return op;
1831} 1727}
1832 1728
1833/* 1729/*
1834 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1848 * 1744 *
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * 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 1746 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1747 * on top.
1852 */ 1748 */
1853 1749int
1854int check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1855{ 1751{
1856 object *tmp; 1752 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1753 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1754 int x = op->x, y = op->y;
1755
1860 MoveType move_on, move_slow, move_block; 1756 MoveType move_on, move_slow, move_block;
1861 1757
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1758 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1759 return 0;
1864 1760
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1761 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); 1762 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); 1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1764
1871 /* if nothing on this space will slow op down or be applied, 1765 /* 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 1766 * 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 1767 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1768 * as walking.
1875 */ 1769 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1771 return 0;
1878 1772
1879 /* This is basically inverse logic of that below - basically, 1773 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1774 * 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 1775 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1776 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1777 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1778 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; 1779 return 0;
1886 1780
1887 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1889 */ 1783 */
1890 1784
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1892 tmp->above!=NULL; tmp=tmp->above) { 1786 {
1893 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1789 * we don't need to check all of them.
1896 */ 1790 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1792 break;
1793 }
1794
1795 for (; tmp; tmp = tmp->below)
1898 } 1796 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1797 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1901 1799
1902 /* Check to see if one of the movement types should be slowed down. 1800 /* 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 1801 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1802 * (~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 1803 * 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. 1804 * swim on that space, can't use it to avoid the penalty.
1907 */ 1805 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 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)) { 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 {
1912 1811
1913 float diff; 1812 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1813 diff = tmp->move_slow_penalty * FABS (op->speed);
1814
1916 if (op->type == PLAYER) { 1815 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1816 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))) { 1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1818 diff /= 4.0;
1920 } 1819
1921 }
1922 op->speed_left -= diff; 1820 op->speed_left -= diff;
1923 } 1821 }
1924 } 1822 }
1925 1823
1926 /* Basically same logic as above, except now for actual apply. */ 1824 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1825 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)) { 1826 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1827 {
1931 move_apply(tmp, op, originator); 1828 move_apply (tmp, op, originator);
1829
1932 if (was_destroyed (op, tag)) 1830 if (op->destroyed ())
1933 return 1; 1831 return 1;
1934 1832
1935 /* what the person/creature stepped onto has moved the object 1833 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1834 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1835 * have a feeling strange problems would result.
1938 */ 1836 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1837 if (op->map != m || op->x != x || op->y != y)
1838 return 0;
1940 } 1839 }
1941 } 1840 }
1841
1942 return 0; 1842 return 0;
1943} 1843}
1944 1844
1945/* 1845/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1949 */ 1849 */
1950 1850object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1851present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1852{
1953 if(m==NULL || out_of_map(m,x,y)) { 1853 if (m == NULL || out_of_map (m, x, y))
1854 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1856 return NULL;
1956 } 1857 }
1858
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if(tmp->arch == at) 1860 if (tmp->arch == at)
1959 return tmp; 1861 return tmp;
1862
1960 return NULL; 1863 return NULL;
1961} 1864}
1962 1865
1963/* 1866/*
1964 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1967 */ 1870 */
1968 1871object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1872present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1873{
1971 if(out_of_map(m,x,y)) { 1874 if (out_of_map (m, x, y))
1875 {
1972 LOG(llevError,"Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1877 return NULL;
1974 } 1878 }
1879
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if(tmp->type==type) 1881 if (tmp->type == type)
1977 return tmp; 1882 return tmp;
1883
1978 return NULL; 1884 return NULL;
1979} 1885}
1980 1886
1981/* 1887/*
1982 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
1985 */ 1891 */
1986 1892object *
1987object *present_in_ob(unsigned char type, const object *op) { 1893present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1894{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1896 if (tmp->type == type)
1991 return tmp; 1897 return tmp;
1898
1992 return NULL; 1899 return NULL;
1993} 1900}
1994 1901
1995/* 1902/*
1996 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1911 * 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 1912 * 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 1913 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1914 * to be unique.
2008 */ 1915 */
2009 1916object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1917present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1918{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1921 return tmp;
2016 } 1922
2017 return NULL; 1923 return 0;
2018} 1924}
2019 1925
2020/* 1926/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2024 */ 1930 */
2025 1931object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1932present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1933{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 1935 if (tmp->arch == at)
2030 return tmp; 1936 return tmp;
1937
2031 return NULL; 1938 return NULL;
2032} 1939}
2033 1940
2034/* 1941/*
2035 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2036 */ 1943 */
1944void
2037void flag_inv(object*op, int flag){ 1945flag_inv (object *op, int flag)
2038 object *tmp; 1946{
2039 if(op->inv) 1947 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1949 {
2041 SET_FLAG(tmp, flag); 1950 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 1951 flag_inv (tmp, flag);
2043 } 1952 }
1953}
1954
2044}/* 1955/*
2045 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2046 */ 1957 */
1958void
2047void unflag_inv(object*op, int flag){ 1959unflag_inv (object *op, int flag)
2048 object *tmp; 1960{
2049 if(op->inv) 1961 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1963 {
2051 CLEAR_FLAG(tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 1965 unflag_inv (tmp, flag);
2053 } 1966 }
2054} 1967}
2055 1968
2056/* 1969/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 1972 * 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. 1973 * him/her-self and all object carried by a call to this function.
2061 */ 1974 */
2062 1975void
2063void set_cheat(object *op) { 1976set_cheat (object *op)
1977{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2066} 1980}
2067 1981
2068/* 1982/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * 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 1984 * 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 1998 * 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 1999 * 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 2000 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 2001 * customized, changed states, etc.
2088 */ 2002 */
2089 2003int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{
2091 int i,index=0, flag; 2006 int index = 0, flag;
2092 static int altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2093 2008
2094 for(i=start;i<stop;i++) { 2009 for (int i = start; i < stop; i++)
2010 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 2012 if (!flag)
2097 altern[index++]=i; 2013 altern [index++] = i;
2098 2014
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* 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. 2016 * 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 - 2017 * 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 2018 * 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 2019 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2106 */ 2022 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2024 stop = maxfree[i];
2109 } 2025 }
2110 if(!index) return -1; 2026
2027 if (!index)
2028 return -1;
2029
2111 return altern[RANDOM()%index]; 2030 return altern[RANDOM () % index];
2112} 2031}
2113 2032
2114/* 2033/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2036 * 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. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2038 */
2120 2039int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2041{
2123 for(i=0;i<SIZEOFFREE;i++) { 2042 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2044 return i;
2126 } 2045
2127 return -1; 2046 return -1;
2128} 2047}
2129 2048
2130/* 2049/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2053 */
2054static void
2134static void permute(int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2135{ 2056{
2136 int i, j, tmp, len; 2057 arr += begin;
2058 end -= begin;
2137 2059
2138 len = end-begin; 2060 while (--end)
2139 for(i = begin; i < end; i++) 2061 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} 2062}
2148 2063
2149/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2065 * 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 2066 * 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 2067 * 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 2068 * 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. 2069 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2070 */
2071void
2156void get_search_arr(int *search_arr) 2072get_search_arr (int *search_arr)
2157{ 2073{
2158 int i; 2074 int i;
2159 2075
2160 for(i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2077 search_arr[i] = i;
2163 }
2164 2078
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2082}
2169 2083
2170/* 2084/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2085 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2086 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * 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 2092 * 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 2093 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2094 * there is capable of.
2181 */ 2095 */
2182 2096int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2097find_dir (maptile *m, int x, int y, object *exclude)
2098{
2184 int i,max=SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2100
2185 sint16 nx, ny; 2101 sint16 nx, ny;
2186 object *tmp; 2102 object *tmp;
2187 mapstruct *mp; 2103 maptile *mp;
2104
2188 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2189 2106
2190 if (exclude && exclude->head) { 2107 if (exclude && exclude->head)
2108 {
2191 exclude = exclude->head; 2109 exclude = exclude->head;
2192 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2193 } else { 2111 }
2112 else
2113 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2114 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2115 move_type = MOVE_ALL;
2116 }
2117
2118 for (i = 1; i < max; i++)
2196 } 2119 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2120 mp = m;
2200 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2202 2123
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2204 if (mflags & P_OUT_OF_MAP) { 2126 if (mflags & P_OUT_OF_MAP)
2127 max = maxfree[i];
2128 else
2129 {
2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2133
2134 if ((move_type & blocked) == move_type)
2205 max = maxfree[i]; 2135 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) { 2136 else if (mflags & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2137 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2215 break; 2141 break;
2216 } 2142
2217 }
2218 if(tmp) { 2143 if (tmp)
2219 return freedir[i]; 2144 return freedir[i];
2220 }
2221 } 2145 }
2222 } 2146 }
2223 } 2147 }
2148
2224 return 0; 2149 return 0;
2225} 2150}
2226 2151
2227/* 2152/*
2228 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2154 * distance between the two given objects.
2230 */ 2155 */
2231 2156int
2232int distance(const object *ob1, const object *ob2) { 2157distance (const object *ob1, const object *ob2)
2233 int i; 2158{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2159 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} 2160}
2238 2161
2239/* 2162/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * 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 2164 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2243 */ 2166 */
2244 2167int
2245int find_dir_2(int x, int y) { 2168find_dir_2 (int x, int y)
2169{
2246 int q; 2170 int q;
2247 2171
2248 if(y) 2172 if (y)
2249 q=x*100/y; 2173 q = x * 100 / y;
2250 else if (x) 2174 else if (x)
2251 q= -300*x; 2175 q = -300 * x;
2252 else 2176 else
2253 return 0; 2177 return 0;
2254 2178
2255 if(y>0) { 2179 if (y > 0)
2180 {
2256 if(q < -242) 2181 if (q < -242)
2257 return 3 ; 2182 return 3;
2258 if (q < -41) 2183 if (q < -41)
2259 return 2 ; 2184 return 2;
2260 if (q < 41) 2185 if (q < 41)
2261 return 1 ; 2186 return 1;
2262 if (q < 242) 2187 if (q < 242)
2263 return 8 ; 2188 return 8;
2264 return 7 ; 2189 return 7;
2265 } 2190 }
2266 2191
2267 if (q < -242) 2192 if (q < -242)
2268 return 7 ; 2193 return 7;
2269 if (q < -41) 2194 if (q < -41)
2270 return 6 ; 2195 return 6;
2271 if (q < 41) 2196 if (q < 41)
2272 return 5 ; 2197 return 5;
2273 if (q < 242) 2198 if (q < 242)
2274 return 4 ; 2199 return 4;
2275 2200
2276 return 3 ; 2201 return 3;
2277} 2202}
2278 2203
2279/* 2204/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2205 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2206 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2207 * "overflow" in previous calculations of a direction).
2283 */ 2208 */
2284 2209
2210int
2285int absdir(int d) { 2211absdir (int d)
2286 while(d<1) d+=8; 2212{
2287 while(d>8) d-=8; 2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2288 return d; 2219 return d;
2289} 2220}
2290 2221
2291/* 2222/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2224 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2225 */
2295 2226
2227int
2296int dirdiff(int dir1, int dir2) { 2228dirdiff (int dir1, int dir2)
2229{
2297 int d; 2230 int d;
2231
2298 d = abs(dir1 - dir2); 2232 d = abs (dir1 - dir2);
2299 if(d>4) 2233 if (d > 4)
2300 d = 8 - d; 2234 d = 8 - d;
2235
2301 return d; 2236 return d;
2302} 2237}
2303 2238
2304/* peterm: 2239/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * 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 2243 * 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. 2244 * 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 2245 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2246 * functions.
2312 */ 2247 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2254 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2255 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2256 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2257 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2258 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2259 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2260 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2261 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2262 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2263 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2264 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2265 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2266 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2267 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2268 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2269 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2270 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2271 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2272 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2273 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2274 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2275 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2276 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2277 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2278 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2279 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2280 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2281 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2282 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2283 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2284 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2285 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2286 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2287 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2288 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2289 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2290 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2291 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2292 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2293 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2294 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2295 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2296 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2297 {24, 9, -1}
2298}; /* 48 */
2364 2299
2365/* Recursive routine to step back and see if we can 2300/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2303 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2370 */ 2305 */
2371 2306int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2308{
2374 sint16 dx, dy; 2309 sint16 dx, dy;
2375 int mflags; 2310 int mflags;
2376 2311
2312 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2378 2314
2379 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2316 dy = y + freearr_y[dir];
2381 2317
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2318 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2319
2384 /* This functional arguably was incorrect before - it was 2320 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2321 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2322 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2323 * 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 2324 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2325 * at least its move type.
2390 */ 2326 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2327 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2328 return 0;
2392 2329
2393 /* yes, can see. */ 2330 /* yes, can see. */
2394 if(dir < 9) return 1; 2331 if (dir < 9)
2332 return 1;
2333
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2337}
2399 2338
2400
2401
2402/* 2339/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2340 * 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 2341 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2406 * 2343 *
2408 * core dumps if they do. 2345 * core dumps if they do.
2409 * 2346 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2347 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2348 */
2412 2349
2350int
2413int can_pick(const object *who, const object *item) { 2351can_pick (const object *who, const object *item)
2352{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2355 !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} 2356}
2419
2420 2357
2421/* 2358/*
2422 * create clone from object to another 2359 * create clone from object to another
2423 */ 2360 */
2361object *
2424object *object_create_clone (object *asrc) { 2362object_create_clone (object *asrc)
2363{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2365
2427 if(!asrc) return NULL; 2366 if (!asrc)
2367 return 0;
2368
2428 src = asrc; 2369 src = asrc;
2429 if(src->head) 2370 if (src->head)
2430 src = src->head; 2371 src = src->head;
2431 2372
2432 prev = NULL; 2373 prev = 0;
2433 for(part = src; part; part = part->more) { 2374 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2375 {
2435 copy_object(part,tmp); 2376 tmp = part->clone ();
2436 tmp->x -= src->x; 2377 tmp->x -= src->x;
2437 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2438 if(!part->head) { 2380 if (!part->head)
2381 {
2439 dst = tmp; 2382 dst = tmp;
2440 tmp->head = NULL; 2383 tmp->head = 0;
2384 }
2441 } else { 2385 else
2442 tmp->head = dst; 2386 tmp->head = dst;
2443 } 2387
2444 tmp->more = NULL; 2388 tmp->more = 0;
2389
2445 if(prev) 2390 if (prev)
2446 prev->more = tmp; 2391 prev->more = tmp;
2392
2447 prev = tmp; 2393 prev = tmp;
2448 } 2394 }
2449 /*** copy inventory ***/ 2395
2450 for(item = src->inv; item; item = item->below) { 2396 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2398
2454 return dst; 2399 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} 2400}
2464 2401
2465/* GROS - Creates an object using a string representing its content. */ 2402/* 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 */ 2403/* 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, */ 2404/* 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. */ 2405/* 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. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2471 2408object *
2472object* load_object_str(const char *obstr) 2409load_object_str (const char *obstr)
2473{ 2410{
2474 object *op; 2411 object *op;
2475 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2413
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2415
2478 FILE *tempfile=fopen(filename,"w"); 2416 FILE *tempfile = fopen (filename, "w");
2417
2479 if (tempfile == NULL) 2418 if (tempfile == NULL)
2480 { 2419 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2421 return NULL;
2483 }; 2422 }
2423
2484 fprintf(tempfile,obstr); 2424 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2425 fclose (tempfile);
2486 2426
2487 op=get_object(); 2427 op = object::create ();
2488 2428
2489 object_thawer thawer (filename); 2429 object_thawer thawer (filename);
2430
2490 if (thawer) 2431 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0); 2432 load_object (thawer, op, 0);
2433
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED); 2435 CLEAR_FLAG (op, FLAG_REMOVED);
2494 2436
2495 return op; 2437 return op;
2496} 2438}
2497 2439
2498/* This returns the first object in who's inventory that 2440/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2441 * has the same type and subtype match.
2500 * returns NULL if no match. 2442 * returns NULL if no match.
2501 */ 2443 */
2444object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2446{
2504 object *tmp;
2505
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2448 if (tmp->type == type && tmp->subtype == subtype)
2449 return tmp;
2508 2450
2509 return NULL; 2451 return 0;
2510} 2452}
2511 2453
2512/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2513 * otherwise return NULL. 2455 * otherwise return NULL.
2514 * 2456 *
2515 * key must be a passed in shared string - otherwise, this won't 2457 * key must be a passed in shared string - otherwise, this won't
2516 * do the desired thing. 2458 * do the desired thing.
2517 */ 2459 */
2460key_value *
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2461get_ob_key_link (const object *ob, const char *key)
2519 key_value * link; 2462{
2520
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2463 for (key_value *link = ob->key_values; link; link = link->next)
2522 if (link->key == key) { 2464 if (link->key == key)
2523 return link; 2465 return link;
2524 } 2466
2525 } 2467 return 0;
2526 2468}
2527 return NULL;
2528}
2529 2469
2530/* 2470/*
2531 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2532 * 2472 *
2533 * The argument doesn't need to be a shared string. 2473 * The argument doesn't need to be a shared string.
2534 * 2474 *
2535 * The returned string is shared. 2475 * The returned string is shared.
2536 */ 2476 */
2477const char *
2537const char * get_ob_key_value(const object * op, const char * const key) { 2478get_ob_key_value (const object *op, const char *const key)
2479{
2538 key_value * link; 2480 key_value *link;
2539 const char * canonical_key; 2481 shstr_cmp canonical_key (key);
2482
2483 if (!canonical_key)
2540 2484 {
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object 2485 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find. 2486 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field. 2487 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field. 2488 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2489 */
2549 return NULL; 2490 return 0;
2550 } 2491 }
2551 2492
2552 /* This is copied from get_ob_key_link() above - 2493 /* This is copied from get_ob_key_link() above -
2553 * only 4 lines, and saves the function call overhead. 2494 * only 4 lines, and saves the function call overhead.
2554 */ 2495 */
2555 for (link = op->key_values; link != NULL; link = link->next) { 2496 for (link = op->key_values; link; link = link->next)
2556 if (link->key == canonical_key) { 2497 if (link->key == canonical_key)
2557 return link->value; 2498 return link->value;
2558 } 2499
2559 } 2500 return 0;
2560 return NULL;
2561} 2501}
2562 2502
2563 2503
2564/* 2504/*
2565 * Updates the canonical_key in op to value. 2505 * 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 2509 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570 * keys. 2510 * keys.
2571 * 2511 *
2572 * Returns TRUE on success. 2512 * Returns TRUE on success.
2573 */ 2513 */
2514int
2574int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2516{
2575 key_value * field = NULL, *last=NULL; 2517 key_value *field = NULL, *last = NULL;
2576 2518
2577 for (field=op->key_values; field != NULL; field=field->next) { 2519 for (field = op->key_values; field != NULL; field = field->next)
2520 {
2578 if (field->key != canonical_key) { 2521 if (field->key != canonical_key)
2522 {
2579 last = field; 2523 last = field;
2580 continue; 2524 continue;
2581 } 2525 }
2582 2526
2583 if (value) 2527 if (value)
2584 field->value = value; 2528 field->value = value;
2585 else { 2529 else
2530 {
2586 /* Basically, if the archetype has this key set, 2531 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save 2532 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load, 2533 * it, we save the empty value so that when we load,
2589 * we get this value back again. 2534 * we get this value back again.
2590 */ 2535 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2536 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0; 2537 field->value = 0;
2538 else
2539 {
2540 if (last)
2541 last->next = field->next;
2593 else 2542 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next; 2543 op->key_values = field->next;
2597 2544
2598 delete field; 2545 delete field;
2599 } 2546 }
2600 } 2547 }
2601 return TRUE; 2548 return TRUE;
2602 } 2549 }
2603 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2604 2551
2605 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2606 2553
2607 if (!add_key) { 2554 if (!add_key)
2608 return FALSE; 2555 return FALSE;
2609 } 2556
2610 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2611 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2612 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2613 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2614 * should pass in "" 2561 * should pass in ""
2615 */ 2562 */
2616 if (value == NULL) return TRUE; 2563 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; 2564 return TRUE;
2565
2566 field = new key_value;
2567
2568 field->key = canonical_key;
2569 field->value = value;
2570 /* Usual prepend-addition. */
2571 field->next = op->key_values;
2572 op->key_values = field;
2573
2574 return TRUE;
2627} 2575}
2628 2576
2629/* 2577/*
2630 * Updates the key in op to value. 2578 * Updates the key in op to value.
2631 * 2579 *
2633 * and not add new ones. 2581 * and not add new ones.
2634 * In general, should be little reason FALSE is ever passed in for add_key 2582 * In general, should be little reason FALSE is ever passed in for add_key
2635 * 2583 *
2636 * Returns TRUE on success. 2584 * Returns TRUE on success.
2637 */ 2585 */
2586int
2638int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2587set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2639{ 2588{
2640 shstr key_ (key); 2589 shstr key_ (key);
2590
2641 return set_ob_key_value_s (op, key_, value, add_key); 2591 return set_ob_key_value_s (op, key_, value, add_key);
2642} 2592}
2593
2594object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container)
2596{
2597 while (item->inv)
2598 item = item->inv;
2599}
2600
2601void
2602object::depth_iterator::next ()
2603{
2604 if (item->below)
2605 {
2606 item = item->below;
2607
2608 while (item->inv)
2609 item = item->inv;
2610 }
2611 else
2612 item = item->env;
2613}
2614
2615// return a suitable string describing an objetc in enough detail to find it
2616const char *
2617object::debug_desc (char *info) const
2618{
2619 char info2[256 * 3];
2620 char *p = info;
2621
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2623 count,
2624 &name,
2625 title ? " " : "",
2626 title ? (const char *)title : "");
2627
2628 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630
2631 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633
2634 return info;
2635}
2636
2637const char *
2638object::debug_desc () const
2639{
2640 static char info[256 * 3];
2641 return debug_desc (info);
2642}
2643

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