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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.123 by root, Fri Jan 26 20:59:56 2007 UTC

1/* 1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.19 2006/09/08 17:14:07 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
46 44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 47};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 50};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
56int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
59 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
60 135
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
63 key_value * wants_field; 140 key_value *wants_field;
64 141
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
68 */ 145 */
69 146
70 /* For each field in wants, */ 147 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
72 key_value * has_field; 150 key_value *has_field;
73 151
74 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
76 156 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 157 /* No field with that name. */
79 return FALSE; 158 return FALSE;
80 } 159 }
81 160
82 /* Found the matching field. */ 161 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
84 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 165 return FALSE;
86 } 166 }
87 167
88 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 169 }
170
91 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 172 return TRUE;
93} 173}
94 174
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
97 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
99 */ 181 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 183}
102 184
103/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 186 * they can be merged together.
105 * 187 *
106 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
109 * 191 *
110 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
111 * 193 *
112 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
113 * check weight 195 * check weight
114 */ 196 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
118{ 198{
119 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
121 return 0; 205 return 0;
122 206
123 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 210 * used to store nrof).
129 */ 211 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 223
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 226
145 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 252 return 0;
179 253
180 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 255 * check all objects in the inventory.
182 */ 256 */
183 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
184 { 258 {
185 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 261 return 0;
188 262
189 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 265 return 0;
192 266
193 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 268 * if it is valid.
195 */ 269 */
196 } 270 }
204 278
205 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
207 * check? 281 * check?
208 */ 282 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 284 return 0;
212 285
213 switch (ob1->type) 286 switch (ob1->type)
214 { 287 {
215 case SCROLL: 288 case SCROLL:
216 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
217 return 0; 290 return 0;
218 break; 291 break;
219 } 292 }
220 293
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 295 {
223 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
226 return 0; 299 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
230 303
231 //TODO: generate an event or call into perl for additional checks 304 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
233 { 306 {
234 ob1->optimise (); 307 ob1->optimise ();
235 ob2->optimise (); 308 ob2->optimise ();
236 309
237 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
238 return 0; 311 return 0;
239 } 312 }
240 313
241 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
242 return 1; 315 return 1;
243} 316}
317
244/* 318/*
245 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
248 */ 322 */
249signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
250 signed long sum; 326 long sum;
251 object *inv; 327 object *inv;
328
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
253 if (inv->inv) 331 if (inv->inv)
254 sum_weight(inv); 332 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 334 }
335
257 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
259 if(op->carrying != sum) 339 if (op->carrying != sum)
260 op->carrying = sum; 340 op->carrying = sum;
341
261 return sum; 342 return sum;
262} 343}
263 344
264/** 345/**
265 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
266 */ 347 */
267 348
349object *
268object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
269 while (op->env != NULL) 352 while (op->env != NULL)
270 op = op->env; 353 op = op->env;
271 return op; 354 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 355}
286 356
287/* 357/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 359 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
291 */ 361 */
292 362
293void dump_object2(object *op) { 363char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 364dump_object (object *op)
340 if(op==NULL) { 365{
341 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
342 return; 367 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 368
348void dump_all_objects(void) { 369 object_freezer freezer;
349 object *op; 370 save_object (freezer, op, 1);
350 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 372}
355 373
356/* 374/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
360 */ 378 */
361 379
380object *
362object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
363 object *tmp,*closest; 383 object *tmp, *closest;
364 int last_dist,i; 384 int last_dist, i;
385
365 if(op->more==NULL) 386 if (op->more == NULL)
366 return op; 387 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
370 return closest; 391 return closest;
371} 392}
372 393
373/* 394/*
374 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
375 */ 396 */
376 397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for_all_objects (op)
380 if(op->count==i) 401 if (op->count == i)
381 break;
382 return op; 402 return op;
403
404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412object *
391object *find_object_name(const char *str) { 413find_object_name (const char *str)
392 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
393 object *op; 416 object *op;
394 for(op=objects;op!=NULL;op=op->next) 417
418 for_all_objects (op)
395 if(&op->name == name) 419 if (op->name == str_)
396 break; 420 break;
397 421
398 return op; 422 return op;
399} 423}
400 424
425void
401void free_all_object_data () 426free_all_object_data ()
402{ 427{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 429}
440 430
441/* 431/*
442 * 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
443 * skill and experience objects. 433 * skill and experience objects.
444 */ 434 */
445void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
446{ 437{
447 if(owner==NULL||op==NULL) 438 if (!owner)
448 return; 439 return;
449 440
450 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
451 /* 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
452 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
453 * 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
454 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
455 * 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.
456 */ 447 */
457 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
459 450
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 451 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 452}
495 453
496/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 455 * refcounts and freeing the links.
498 */ 456 */
457static void
499static void free_key_values(object * op) 458free_key_values (object *op)
500{ 459{
501 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
502 { 461 {
503 key_value *next = i->next; 462 key_value *next = i->next;
504 delete i; 463 delete i;
464
505 i = next; 465 i = next;
506 } 466 }
507 467
508 op->key_values = 0; 468 op->key_values = 0;
509} 469}
510 470
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 471/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
577 * 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,
578 * 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
579 * will point at garbage. 477 * will point at garbage.
580 */ 478 */
581 479void
582void copy_object (object *op2, object *op) 480object::copy_to (object *dst)
583{ 481{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 484
587 op2->clone (op); 485 *(object_copy *)dst = *this;
588 486
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 487 if (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 488 SET_FLAG (dst, FLAG_FREED);
591 489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
592 if (op2->speed < 0) 493 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
594 495
595 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 497 if (key_values)
597 { 498 {
598 key_value *tail = NULL; 499 key_value *tail = 0;
599 key_value *i; 500 key_value *i;
600 501
601 op->key_values = NULL; 502 dst->key_values = 0;
602 503
603 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
604 { 505 {
605 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
606 507
607 new_link->next = NULL; 508 new_link->next = 0;
608 new_link->key = i->key; 509 new_link->key = i->key;
609 new_link->value = i->value; 510 new_link->value = i->value;
610 511
611 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 513 if (!dst->key_values)
613 { 514 {
614 op->key_values = new_link; 515 dst->key_values = new_link;
615 tail = new_link; 516 tail = new_link;
616 } 517 }
617 else 518 else
618 { 519 {
619 tail->next = new_link; 520 tail->next = new_link;
620 tail = new_link; 521 tail = new_link;
621 } 522 }
622 } 523 }
623 } 524 }
624 525
625 update_ob_speed (op); 526 dst->set_speed (dst->speed);
626} 527}
627 528
529object *
628object::object () 530object::clone ()
629{ 531{
630 count = ++ob_count; 532 object *neu = create ();
631 533 copy_to (neu);
632 next = objects; 534 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 535}
649 536
650/* 537/*
651 * 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
652 * 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
653 * 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.
654 */ 541 */
655 542void
656void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
658 return; 546 return;
547
659 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
661} 550}
662 551
663/* 552/*
664 * 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
665 * 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.
666 * 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.
667 */ 556 */
668 557void
669void update_ob_speed(object *op) { 558object::set_speed (float speed)
670 extern int arch_init; 559{
671 560 if (flag [FLAG_FREED] && speed)
672 /* No reason putting the archetypes objects on the speed list, 561 {
673 * since they never really need to be updated.
674 */
675
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
678#ifdef MANY_CORES
679 abort();
680#else
681 op->speed = 0; 563 speed = 0;
682#endif
683 } 564 }
684 if (arch_init) {
685 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 565
692 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
693 * of the list. */ 567
694 op->active_next = active_objects; 568 if (has_active_speed ())
695 if (op->active_next!=NULL) 569 activate ();
696 op->active_next->active_prev = op;
697 active_objects = op;
698 }
699 else { 570 else
700 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
701 if (!op->active_next && !op->active_prev && op!=active_objects)
702 return;
703
704 if (op->active_prev==NULL) {
705 active_objects = op->active_next;
706 if (op->active_next!=NULL)
707 op->active_next->active_prev = NULL;
708 }
709 else {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716 }
717} 572}
718 573
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void remove_from_active_list(object *op)
728{
729 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects)
731 return;
732
733 if (op->active_prev==NULL) {
734 active_objects = op->active_next;
735 if (op->active_next!=NULL)
736 op->active_next->active_prev = NULL;
737 }
738 else {
739 op->active_prev->active_next = op->active_next;
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743 op->active_next = NULL;
744 op->active_prev = NULL;
745}
746
747/* 574/*
748 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 578 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
755 * 582 *
756 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 584 * current action are:
762 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
767 */ 590 */
768 591void
769void update_object(object *op, int action) { 592update_object (object *op, int action)
770 int update_now=0, flags; 593{
771 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
772 595
773 if (op == NULL) { 596 if (op == NULL)
597 {
774 /* this should never happen */ 598 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 600 return;
777 }
778 601 }
779 if(op->env!=NULL) { 602
603 if (op->env)
604 {
780 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
781 * to do in this case. 606 * to do in this case.
782 */ 607 */
783 return; 608 return;
784 } 609 }
785 610
786 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 612 * going to get freed anyways.
788 */ 613 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
790 615 return;
616
791 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 621#ifdef MANY_CORES
796 abort(); 622 abort ();
797#endif 623#endif
798 return; 624 return;
799 }
800 625 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
808 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if ((move_on | op->move_on) != move_on) update_now=1;
822 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
642 || (m.move_slow | op->move_slow) != m.move_slow
823 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
824 * to have move_allow right now. 644 * to have move_allow right now.
825 */ 645 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
827 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
829 } 649 }
830 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 652 * that is being removed.
833 */ 653 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 655 m.flags_ = 0;
836 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
838 }
839 else { 658 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 660
843 if (update_now) {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y);
846 }
847
848 if(op->more!=NULL) 661 if (op->more)
849 update_object(op->more, action); 662 update_object (op->more, action);
850} 663}
851 664
665object::object ()
666{
667 SET_FLAG (this, FLAG_REMOVED);
852 668
853/* 669 expmul = 1.0;
854 * free_object() frees everything allocated by an object, removes 670 face = blank_face;
855 * it from the list of used objects, and puts it on the list of 671}
856 * free objects. The IS_FREED() flag is set in the object. 672
857 * The object must have been removed by remove_ob() first for 673object::~object ()
858 * this function to succeed. 674{
859 * 675 unlink ();
860 * If free_inventory is set, free inventory as well. Else drop items in 676
861 * inventory to the ground. 677 free_key_values (this);
862 */ 678}
679
680static int object_count;
681
682void object::link ()
683{
684 assert (!index);//D
685 uuid = gen_uuid ();
686 count = ++object_count;
687
688 refcnt_inc ();
689 objects.insert (this);
690}
691
692void object::unlink ()
693{
694 if (!index)
695 return;
696
697 objects.erase (this);
698 refcnt_dec ();
699}
863 700
864void 701void
865free_object (object * ob) 702object::activate ()
866{ 703{
867 free_object2 (ob, 0); 704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
868} 710}
869 711
870void 712void
871free_object2 (object * ob, int free_inventory) 713object::activate_recursive ()
872{ 714{
873 object *tmp, *op; 715 activate ();
874 716
875 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 717 for (object *op = inv; op; op = op->below)
876 { 718 op->activate_recursive ();
877 LOG (llevDebug, "Free object called with non removed object\n"); 719}
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883 720
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 721/* This function removes object 'op' from the list of active
885 { 722 * objects.
886 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 723 * This should only be used for style maps or other such
887 remove_friendly_object (ob); 724 * reference maps where you don't want an object that isn't
888 } 725 * in play chewing up cpu time getting processed.
889 726 * The reverse of this is to call update_ob_speed, which
890 if (QUERY_FLAG (ob, FLAG_FREED)) 727 * will do the right thing based on the speed of the object.
891 { 728 */
892 dump_object (ob); 729void
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 730object::deactivate ()
731{
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
894 return; 734 return;
735
736 actives.erase (this);
737}
738
739void
740object::deactivate_recursive ()
741{
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
895 } 752 {
896 753 op->flag [flag] = value;
897 if (ob->more != NULL) 754 op->set_flag_inv (flag, value);
898 { 755 }
899 free_object2 (ob->more, free_inventory); 756}
900 ob->more = NULL;
901 }
902 757
758/*
759 * Remove and free all objects in the inventory of the given object.
760 * object.c ?
761 */
762void
763object::destroy_inv (bool drop_to_ground)
764{
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
903 if (ob->inv) 770 if (!inv)
904 { 771 return;
772
905 /* Only if the space blocks everything do we not process - 773 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects 774 * if some form of movement is allowed, let objects
907 * drop on that space. 775 * drop on that space.
908 */ 776 */
909 if (free_inventory || ob->map == NULL 777 if (!drop_to_ground
778 || !map
910 || ob->map->in_memory != MAP_IN_MEMORY 779 || map->in_memory != MAP_IN_MEMORY
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 780 || map->nodrop
912 { 781 || ms ().move_block == MOVE_ALL)
913 op = ob->inv;
914
915 while (op != NULL)
916 { 782 {
917 tmp = op->below; 783 while (inv)
918 remove_ob (op); 784 {
919 free_object2 (op, free_inventory); 785 inv->destroy_inv (drop_to_ground);
920 op = tmp; 786 inv->destroy ();
921 } 787 }
922 }
923 else
924 { /* Put objects in inventory onto this space */
925 op = ob->inv;
926
927 while (op != NULL)
928 {
929 tmp = op->below;
930 remove_ob (op);
931
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
935 free_object (op);
936 else
937 {
938 op->x = ob->x;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
941 }
942
943 op = tmp;
944 }
945 }
946 }
947
948 /* Remove object from the active list */
949 ob->speed = 0;
950 update_ob_speed (ob);
951
952 SET_FLAG (ob, FLAG_FREED);
953 ob->count = 0;
954
955 /* Remove this object from the list of used objects */
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 } 788 }
963 else 789 else
790 { /* Put objects in inventory onto this space */
791 while (inv)
792 {
793 object *op = inv;
794
795 if (op->flag [FLAG_STARTEQUIP]
796 || op->flag [FLAG_NO_DROP]
797 || op->type == RUNE
798 || op->type == TRAP
799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
801 op->destroy ();
802 else
803 map->insert (op, x, y);
804 }
805 }
806}
807
808object *object::create ()
809{
810 object *op = new object;
811 op->link ();
812 return op;
813}
814
815void
816object::do_destroy ()
817{
818 attachable::do_destroy ();
819
820 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this);
822
823 if (flag [FLAG_FRIENDLY])
824 remove_friendly_object (this);
825
826 if (!flag [FLAG_REMOVED])
827 remove ();
828
829 destroy_inv (true);
830
831 deactivate ();
832 unlink ();
833
834 flag [FLAG_FREED] = 1;
835
836 // hack to ensure that freed objects still have a valid map
837 {
838 static maptile *freed_map; // freed objects are moved here to avoid crashes
839
840 if (!freed_map)
964 { 841 {
965 ob->prev->next = ob->next; 842 freed_map = new maptile;
966 843
967 if (ob->next != NULL) 844 freed_map->name = "/internal/freed_objects_map";
968 ob->next->prev = ob->prev; 845 freed_map->width = 3;
846 freed_map->height = 3;
847
848 freed_map->alloc ();
849 freed_map->in_memory = MAP_IN_MEMORY;
969 } 850 }
970 851
971 free_key_values (ob); 852 map = freed_map;
853 x = 1;
854 y = 1;
855 }
972 856
973 /* Now link it with the free_objects list: */ 857 head = 0;
974 ob->prev = 0;
975 ob->next = 0;
976 858
977 delete ob; 859 if (more)
860 {
861 more->destroy ();
862 more = 0;
863 }
864
865 // clear those pointers that likely might have circular references to us
866 owner = 0;
867 enemy = 0;
868 attacked_by = 0;
869}
870
871void
872object::destroy (bool destroy_inventory)
873{
874 if (destroyed ())
875 return;
876
877 if (destroy_inventory)
878 destroy_inv (false);
879
880 attachable::destroy ();
978} 881}
979 882
980/* 883/*
981 * sub_weight() recursively (outwards) subtracts a number from the 884 * sub_weight() recursively (outwards) subtracts a number from the
982 * weight of an object (and what is carried by it's environment(s)). 885 * weight of an object (and what is carried by it's environment(s)).
983 */ 886 */
984 887void
985void sub_weight (object *op, signed long weight) { 888sub_weight (object *op, signed long weight)
889{
986 while (op != NULL) { 890 while (op != NULL)
891 {
987 if (op->type == CONTAINER) { 892 if (op->type == CONTAINER)
988 weight=(signed long)(weight*(100-op->stats.Str)/100); 893 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
989 } 894
990 op->carrying-=weight; 895 op->carrying -= weight;
991 op = op->env; 896 op = op->env;
992 } 897 }
993} 898}
994 899
995/* remove_ob(op): 900/* op->remove ():
996 * This function removes the object op from the linked list of objects 901 * This function removes the object op from the linked list of objects
997 * which it is currently tied to. When this function is done, the 902 * which it is currently tied to. When this function is done, the
998 * object will have no environment. If the object previously had an 903 * object will have no environment. If the object previously had an
999 * environment, the x and y coordinates will be updated to 904 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 905 * the previous environment.
1001 * Beware: This function is called from the editor as well!
1002 */ 906 */
1003 907void
1004void remove_ob(object *op) { 908object::remove_slow ()
909{
1005 object *tmp,*last=NULL; 910 object *tmp, *last = 0;
1006 object *otmp; 911 object *otmp;
1007 tag_t tag;
1008 int check_walk_off;
1009 mapstruct *m;
1010 sint16 x,y;
1011
1012 912
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 913 if (QUERY_FLAG (this, FLAG_REMOVED))
1014 dump_object(op); 914 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 915
1017 /* Changed it to always dump core in this case. As has been learned
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031
1032 SET_FLAG(op, FLAG_REMOVED); 916 SET_FLAG (this, FLAG_REMOVED);
917 INVOKE_OBJECT (REMOVE, this);
1033 918
919 if (more)
920 more->remove ();
921
1034 /* 922 /*
1035 * In this case, the object to be removed is in someones 923 * In this case, the object to be removed is in someones
1036 * inventory. 924 * inventory.
1037 */ 925 */
1038 if(op->env!=NULL) { 926 if (env)
927 {
1039 if(op->nrof) 928 if (nrof)
1040 sub_weight(op->env, op->weight*op->nrof); 929 sub_weight (env, weight * nrof);
1041 else 930 else
1042 sub_weight(op->env, op->weight+op->carrying); 931 sub_weight (env, weight + carrying);
1043 932
1044 /* NO_FIX_PLAYER is set when a great many changes are being 933 /* NO_FIX_PLAYER is set when a great many changes are being
1045 * made to players inventory. If set, avoiding the call 934 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 935 * to save cpu time.
1047 */ 936 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 937 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 938 otmp->update_stats ();
1050 fix_player(otmp);
1051 939
1052 if(op->above!=NULL) 940 if (above)
1053 op->above->below=op->below; 941 above->below = below;
1054 else 942 else
1055 op->env->inv=op->below; 943 env->inv = below;
1056 944
1057 if(op->below!=NULL) 945 if (below)
1058 op->below->above=op->above; 946 below->above = above;
1059 947
1060 /* we set up values so that it could be inserted into 948 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up 949 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do. 950 * to the caller to decide what we want to do.
951 */
952 x = env->x, y = env->y;
953 map = env->map;
954 above = 0, below = 0;
955 env = 0;
956 }
957 else if (map)
958 {
959 if (type == PLAYER)
960 {
961 --map->players;
962 map->touch ();
963 }
964
965 map->dirty = true;
966 mapspace &ms = this->ms ();
967
968 /* link the object above us */
969 if (above)
970 above->below = below;
971 else
972 ms.top = below; /* we were top, set new top */
973
974 /* Relink the object below us, if there is one */
975 if (below)
976 below->above = above;
977 else
978 {
979 /* Nothing below, which means we need to relink map object for this space
980 * use translated coordinates in case some oddness with map tiling is
981 * evident
1063 */ 982 */
1064 op->x=op->env->x,op->y=op->env->y; 983 if (GET_MAP_OB (map, x, y) != this)
1065 op->map=op->env->map; 984 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1066 op->above=NULL,op->below=NULL; 985
1067 op->env=NULL; 986 ms.bot = above; /* goes on above it. */
987 }
988
989 above = 0;
990 below = 0;
991
992 if (map->in_memory == MAP_SAVING)
1068 return; 993 return;
1069 }
1070 994
1071 /* If we get here, we are removing it from a map */ 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1072 if (op->map == NULL) return;
1073 996
1074 x = op->x; 997 for (tmp = ms.bot; tmp; tmp = tmp->above)
1075 y = op->y; 998 {
1076 m = get_map_from_coord(op->map, &x, &y); 999 /* No point updating the players look faces if he is the object
1077 1000 * being removed.
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */ 1001 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091 1002
1092 /* Re did the following section of code - it looks like it had 1003 if (tmp->type == PLAYER && tmp != this)
1093 * lots of logic for things we no longer care about 1004 {
1094 */ 1005 /* If a container that the player is currently using somehow gets
1095 1006 * removed (most likely destroyed), update the player view
1096 /* link the object above us */ 1007 * appropriately.
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */ 1008 */
1110 if(GET_MAP_OB(m,x,y)!=op) { 1009 if (tmp->container == this)
1111 dump_object(op); 1010 {
1112 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); 1011 flag [FLAG_APPLIED] = 0;
1113 dump_object(GET_MAP_OB(m,x,y)); 1012 tmp->container = 0;
1114 LOG(llevError,"%s\n",errmsg); 1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1017 }
1018
1019 /* See if object moving off should effect something */
1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1023 {
1024 move_apply (tmp, this, 0);
1025
1026 if (destroyed ())
1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1028 }
1029
1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1032 if (tmp->above == tmp)
1033 tmp->above = 0;
1034
1035 last = tmp;
1115 } 1036 }
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120 1037
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1127 /* No point updating the players look faces if he is the object
1128 * being removed.
1129 */
1130
1131 if(tmp->type==PLAYER && tmp!=op) {
1132 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view
1134 * appropriately.
1135 */
1136 if (tmp->container==op) {
1137 CLEAR_FLAG(op, FLAG_APPLIED);
1138 tmp->container=NULL;
1139 }
1140 tmp->contr->socket.update_look=1;
1141 }
1142 /* See if player moving off should effect something */
1143 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1145
1146 move_apply(tmp, op, NULL);
1147 if (was_destroyed (op, tag)) {
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 }
1151 }
1152
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154
1155 if(tmp->above == tmp)
1156 tmp->above = NULL;
1157 last=tmp;
1158 }
1159 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1160 if (last==NULL) { 1039 //TODO: this makes little sense, why only update the topmost object?
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1040 if (!last)
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1041 map->at (x, y).flags_ = 0;
1163 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways.
1165 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y);
1168 }
1169 else 1042 else
1170 update_object(last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1171 1044
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1173 update_all_los(op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1174 1047 }
1175} 1048}
1176 1049
1177/* 1050/*
1178 * merge_ob(op,top): 1051 * merge_ob(op,top):
1179 * 1052 *
1180 * This function goes through all objects below and including top, and 1053 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1054 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1055 * If top is NULL, it is calculated.
1183 * Returns pointer to object if it succeded in the merge, otherwise NULL 1056 * Returns pointer to object if it succeded in the merge, otherwise NULL
1184 */ 1057 */
1185 1058object *
1186object *merge_ob(object *op, object *top) { 1059merge_ob (object *op, object *top)
1060{
1187 if(!op->nrof) 1061 if (!op->nrof)
1188 return 0; 1062 return 0;
1189 if(top==NULL) 1063
1064 if (top)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1067
1191 for(;top!=NULL;top=top->below) { 1068 for (; top; top = top->below)
1069 {
1192 if(top==op) 1070 if (top == op)
1193 continue; 1071 continue;
1194 if (CAN_MERGE(op,top)) 1072
1195 { 1073 if (object::can_merge (op, top))
1074 {
1196 top->nrof+=op->nrof; 1075 top->nrof += op->nrof;
1076
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1079 op->destroy ();
1200 free_object(op);
1201 return top; 1080 return top;
1202 } 1081 }
1203 } 1082 }
1083
1204 return NULL; 1084 return 0;
1205} 1085}
1206 1086
1207/* 1087/*
1208 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1209 * job preparing multi-part monsters 1089 * job preparing multi-part monsters.
1210 */ 1090 */
1091object *
1211object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1212 object* tmp; 1093{
1213 if (op->head) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1214 op=op->head; 1095 {
1215 for (tmp=op;tmp;tmp=tmp->more){
1216 tmp->x=x+tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1217 tmp->y=y+tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1218 } 1098 }
1099
1219 return insert_ob_in_map (op, m, originator, flag); 1100 return insert_ob_in_map (op, m, originator, flag);
1220} 1101}
1221 1102
1222/* 1103/*
1223 * insert_ob_in_map (op, map, originator, flag): 1104 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1105 * This function inserts the object in the two-way linked list
1237 * Return value: 1118 * Return value:
1238 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1121 * just 'op' otherwise
1241 */ 1122 */
1242 1123object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1125{
1245 object *tmp, *top, *floor=NULL; 1126 object *tmp, *top, *floor = NULL;
1246 sint16 x,y;
1247 1127
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1128 if (QUERY_FLAG (op, FLAG_FREED))
1129 {
1249 LOG (llevError, "Trying to insert freed object!\n"); 1130 LOG (llevError, "Trying to insert freed object!\n");
1250 return NULL; 1131 return NULL;
1132 }
1133
1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136
1137 op->remove ();
1138
1139 if (!m)
1251 } 1140 {
1252 if(m==NULL) {
1253 dump_object(op); 1141 char *dump = dump_object (op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1143 free (dump);
1255 return op; 1144 return op;
1256 } 1145 }
1146
1257 if(out_of_map(m,op->x,op->y)) { 1147 if (out_of_map (m, op->x, op->y))
1148 {
1258 dump_object(op); 1149 char *dump = dump_object (op);
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1150 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1260#ifdef MANY_CORES 1151#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object 1152 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting 1153 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted. 1154 * improperly inserted.
1264 */ 1155 */
1265 abort(); 1156 abort ();
1266#endif 1157#endif
1158 free (dump);
1267 return op; 1159 return op;
1160 }
1161
1162 if (object *more = op->more)
1268 } 1163 {
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1164 if (!insert_ob_in_map (more, m, originator, flag))
1270 dump_object(op); 1165 {
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1166 if (!op->head)
1167 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1168
1272 return op; 1169 return 0;
1273 }
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */
1276
1277 object *more = op->more;
1278
1279 /* We really need the caller to normalize coordinates - if
1280 * we set the map, that doesn't work if the location is within
1281 * a map and this is straddling an edge. So only if coordinate
1282 * is clear wrong do we normalize it.
1283 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1285 more->map = get_map_from_coord(m, &more->x, &more->y);
1286 } else if (!more->map) {
1287 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent.
1289 */
1290 more->map = m;
1291 } 1170 }
1171 }
1292 1172
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1173 CLEAR_FLAG (op, FLAG_REMOVED);
1294 if ( ! op->head) 1174
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1175 /* Ideally, the caller figures this out. However, it complicates a lot
1296 return NULL; 1176 * of areas of callers (eg, anything that uses find_free_spot would now
1177 * need extra work
1178 */
1179 if (!xy_normalise (m, op->x, op->y))
1180 return 0;
1181
1182 op->map = m;
1183 mapspace &ms = op->ms ();
1184
1185 /* this has to be done after we translate the coordinates.
1186 */
1187 if (op->nrof && !(flag & INS_NO_MERGE))
1188 for (tmp = ms.bot; tmp; tmp = tmp->above)
1189 if (object::can_merge (op, tmp))
1190 {
1191 op->nrof += tmp->nrof;
1192 tmp->destroy ();
1297 } 1193 }
1194
1195 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1196 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1197
1198 if (!QUERY_FLAG (op, FLAG_ALIVE))
1199 CLEAR_FLAG (op, FLAG_NO_STEAL);
1200
1201 if (flag & INS_BELOW_ORIGINATOR)
1298 } 1202 {
1299 CLEAR_FLAG(op,FLAG_REMOVED); 1203 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1204 {
1205 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1206 abort ();
1207 }
1300 1208
1301 /* Ideally, the caller figures this out. However, it complicates a lot 1209 op->above = originator;
1302 * of areas of callers (eg, anything that uses find_free_spot would now 1210 op->below = originator->below;
1303 * need extra work
1304 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y);
1306 x = op->x;
1307 y = op->y;
1308 1211
1309 /* this has to be done after we translate the coordinates. 1212 if (op->below)
1310 */ 1213 op->below->above = op;
1311 if(op->nrof && !(flag & INS_NO_MERGE)) { 1214 else
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1215 ms.bot = op;
1313 if (CAN_MERGE(op,tmp)) { 1216
1314 op->nrof+=tmp->nrof; 1217 /* since *below* originator, no need to update top */
1315 remove_ob(tmp); 1218 originator->below = op;
1316 free_object(tmp); 1219 }
1220 else
1221 {
1222 top = ms.bot;
1223
1224 /* If there are other objects, then */
1225 if ((!(flag & INS_MAP_LOAD)) && top)
1226 {
1227 object *last = 0;
1228
1229 /*
1230 * If there are multiple objects on this space, we do some trickier handling.
1231 * We've already dealt with merging if appropriate.
1232 * Generally, we want to put the new object on top. But if
1233 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1234 * floor, we want to insert above that and no further.
1235 * Also, if there are spell objects on this space, we stop processing
1236 * once we get to them. This reduces the need to traverse over all of
1237 * them when adding another one - this saves quite a bit of cpu time
1238 * when lots of spells are cast in one area. Currently, it is presumed
1239 * that flying non pickable objects are spell objects.
1240 */
1241 for (top = ms.bot; top; top = top->above)
1242 {
1243 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1244 floor = top;
1245
1246 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1247 {
1248 /* We insert above top, so we want this object below this */
1249 top = top->below;
1250 break;
1251 }
1252
1253 last = top;
1317 } 1254 }
1318 }
1319 1255
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1256 /* Don't want top to be NULL, so set it to the last valid object */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1257 top = last;
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324 1258
1325 if (flag & INS_BELOW_ORIGINATOR) { 1259 /* We let update_position deal with figuring out what the space
1326 if (originator->map != op->map || originator->x != op->x || 1260 * looks like instead of lots of conditions here.
1327 originator->y != op->y) { 1261 * makes things faster, and effectively the same result.
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1262 */
1329 abort(); 1263
1264 /* Have object 'fall below' other objects that block view.
1265 * Unless those objects are exits, type 66
1266 * If INS_ON_TOP is used, don't do this processing
1267 * Need to find the object that in fact blocks view, otherwise
1268 * stacking is a bit odd.
1269 */
1270 if (!(flag & INS_ON_TOP)
1271 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility))
1273 {
1274 for (last = top; last != floor; last = last->below)
1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1276 break;
1277
1278 /* Check to see if we found the object that blocks view,
1279 * and make sure we have a below pointer for it so that
1280 * we can get inserted below this one, which requires we
1281 * set top to the object below us.
1282 */
1283 if (last && last->below && last != floor)
1284 top = last->below;
1285 }
1286 } /* If objects on this space */
1287
1288 if (flag & INS_MAP_LOAD)
1289 top = ms.top;
1290
1291 if (flag & INS_ABOVE_FLOOR_ONLY)
1292 top = floor;
1293
1294 /* Top is the object that our object (op) is going to get inserted above.
1295 */
1296
1297 /* First object on this space */
1298 if (!top)
1299 {
1300 op->above = ms.bot;
1301
1302 if (op->above)
1303 op->above->below = op;
1304
1305 op->below = 0;
1306 ms.bot = op;
1330 } 1307 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else { 1308 else
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /*
1342 * If there are multiple objects on this space, we do some trickier handling.
1343 * We've already dealt with merging if appropriate.
1344 * Generally, we want to put the new object on top. But if
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1346 * floor, we want to insert above that and no further.
1347 * Also, if there are spell objects on this space, we stop processing
1348 * once we get to them. This reduces the need to traverse over all of
1349 * them when adding another one - this saves quite a bit of cpu time
1350 * when lots of spells are cast in one area. Currently, it is presumed
1351 * that flying non pickable objects are spell objects.
1352 */
1353
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above;
1367 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */
1395 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y);
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1398
1399 /* Top is the object that our object (op) is going to get inserted above.
1400 */
1401
1402 /* First object on this space */
1403 if (!top) {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y);
1405 if (op->above) op->above->below = op;
1406 op->below = NULL;
1407 SET_MAP_OB(op->map, op->x, op->y, op);
1408 } else { /* get inserted into the stack above top */ 1309 { /* get inserted into the stack above top */
1409 op->above = top->above; 1310 op->above = top->above;
1311
1312 if (op->above)
1410 if (op->above) op->above->below = op; 1313 op->above->below = op;
1314
1411 op->below = top; 1315 op->below = top;
1412 top->above = op; 1316 top->above = op;
1413 } 1317 }
1318
1414 if (op->above==NULL) 1319 if (!op->above)
1415 SET_MAP_TOP(op->map,op->x, op->y, op); 1320 ms.top = op;
1416 } /* else not INS_BELOW_ORIGINATOR */ 1321 } /* else not INS_BELOW_ORIGINATOR */
1417 1322
1418 if(op->type==PLAYER) 1323 if (op->type == PLAYER)
1324 {
1419 op->contr->do_los=1; 1325 op->contr->do_los = 1;
1326 ++op->map->players;
1327 op->map->touch ();
1328 }
1420 1329
1330 op->map->dirty = true;
1331
1421 /* If we have a floor, we know the player, if any, will be above 1332 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there. 1333 * it, so save a few ticks and start from there.
1423 */ 1334 */
1424 if (!(flag & INS_MAP_LOAD)) 1335 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1336 if (object *pl = ms.player ())
1426 if (tmp->type == PLAYER) 1337 if (pl->contr->ns)
1427 tmp->contr->socket.update_look=1; 1338 pl->contr->ns->floorbox_update ();
1428 }
1429 1339
1430 /* If this object glows, it may affect lighting conditions that are 1340 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really 1341 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players 1342 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well 1343 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way - 1344 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range, 1345 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area 1346 * or just updating the P_UPTODATE for spaces within this area
1437 * of effect may be sufficient. 1347 * of effect may be sufficient.
1438 */ 1348 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1349 if (op->map->darkness && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y); 1350 update_all_los (op->map, op->x, op->y);
1441 1351
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1352 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT); 1353 update_object (op, UP_OBJ_INSERT);
1445 1354
1355 INVOKE_OBJECT (INSERT, op);
1446 1356
1447 /* Don't know if moving this to the end will break anything. However, 1357 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this. 1358 * we want to have floorbox_update called before calling this.
1449 * 1359 *
1450 * check_move_on() must be after this because code called from 1360 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like 1361 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by 1362 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object(). 1363 * update_object().
1454 */ 1364 */
1455 1365
1456 /* if this is not the head or flag has been passed, don't check walk on status */ 1366 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1367 if (!(flag & INS_NO_WALK_ON) && !op->head)
1368 {
1459 if (check_move_on(op, originator)) 1369 if (check_move_on (op, originator))
1460 return NULL; 1370 return 0;
1461 1371
1462 /* If we are a multi part object, lets work our way through the check 1372 /* If we are a multi part object, lets work our way through the check
1463 * walk on's. 1373 * walk on's.
1464 */ 1374 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1375 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1376 if (check_move_on (tmp, originator))
1467 return NULL; 1377 return 0;
1468 } 1378 }
1379
1469 return op; 1380 return op;
1470} 1381}
1471 1382
1472/* this function inserts an object in the map, but if it 1383/* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first. 1384 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map. 1385 * op is the object to insert it under: supplies x and the map.
1475 */ 1386 */
1387void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1388replace_insert_ob_in_map (const char *arch_string, object *op)
1477 object *tmp; 1389{
1478 object *tmp1; 1390 object *tmp, *tmp1;
1479 1391
1480 /* first search for itself and remove any old instances */ 1392 /* first search for itself and remove any old instances */
1481 1393
1482 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1394 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1395 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1484 remove_ob(tmp); 1396 tmp->destroy ();
1485 free_object(tmp);
1486 }
1487 }
1488 1397
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1398 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1399
1491 1400 tmp1->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1401 tmp1->y = op->y;
1493 insert_ob_in_map(tmp1,op->map,op,0); 1402 insert_ob_in_map (tmp1, op->map, op, 0);
1494} 1403}
1404
1405object *
1406object::insert_at (object *where, object *originator, int flags)
1407{
1408 where->map->insert (this, where->x, where->y, originator, flags);
1409}
1495 1410
1496/* 1411/*
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1412 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1498 * is returned contains nr objects, and the remaining parts contains 1413 * is returned contains nr objects, and the remaining parts contains
1499 * the rest (or is removed and freed if that number is 0). 1414 * the rest (or is removed and freed if that number is 0).
1500 * On failure, NULL is returned, and the reason put into the 1415 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array. 1416 * global static errmsg array.
1502 */ 1417 */
1503 1418object *
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1419get_split_ob (object *orig_ob, uint32 nr)
1420{
1505 object *newob; 1421 object *newob;
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1422 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507 1423
1508 if(orig_ob->nrof<nr) { 1424 if (orig_ob->nrof < nr)
1509 sprintf(errmsg,"There are only %d %ss.", 1425 {
1510 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1426 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1511 return NULL; 1427 return NULL;
1512 } 1428 }
1429
1513 newob = object_create_clone(orig_ob); 1430 newob = object_create_clone (orig_ob);
1431
1514 if((orig_ob->nrof-=nr)<1) { 1432 if ((orig_ob->nrof -= nr) < 1)
1515 if ( ! is_removed) 1433 orig_ob->destroy (1);
1516 remove_ob(orig_ob);
1517 free_object2(orig_ob, 1);
1518 }
1519 else if ( ! is_removed) { 1434 else if (!is_removed)
1435 {
1520 if(orig_ob->env!=NULL) 1436 if (orig_ob->env != NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr); 1437 sub_weight (orig_ob->env, orig_ob->weight * nr);
1522 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1438 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1439 {
1523 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1440 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1524 LOG(llevDebug,
1525 "Error, Tried to split object whose map is not in memory.\n"); 1441 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1526 return NULL; 1442 return NULL;
1527 } 1443 }
1528 } 1444 }
1445
1529 newob->nrof=nr; 1446 newob->nrof = nr;
1530 1447
1531 return newob; 1448 return newob;
1532} 1449}
1533 1450
1534/* 1451/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1452 * decrease_ob_nr(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1453 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1454 * is subsequently removed and freed.
1538 * 1455 *
1539 * Return value: 'op' if something is left, NULL if the amount reached 0 1456 * Return value: 'op' if something is left, NULL if the amount reached 0
1540 */ 1457 */
1541 1458
1459object *
1542object *decrease_ob_nr (object *op, uint32 i) 1460decrease_ob_nr (object *op, uint32 i)
1543{ 1461{
1544 object *tmp; 1462 object *tmp;
1545 player *pl;
1546 1463
1547 if (i == 0) /* objects with op->nrof require this check */ 1464 if (i == 0) /* objects with op->nrof require this check */
1548 return op; 1465 return op;
1549 1466
1550 if (i > op->nrof) 1467 if (i > op->nrof)
1551 i = op->nrof; 1468 i = op->nrof;
1552 1469
1553 if (QUERY_FLAG (op, FLAG_REMOVED)) 1470 if (QUERY_FLAG (op, FLAG_REMOVED))
1471 op->nrof -= i;
1472 else if (op->env)
1473 {
1474 /* is this object in the players inventory, or sub container
1475 * therein?
1476 */
1477 tmp = op->in_player ();
1478 /* nope. Is this a container the player has opened?
1479 * If so, set tmp to that player.
1480 * IMO, searching through all the players will mostly
1481 * likely be quicker than following op->env to the map,
1482 * and then searching the map for a player.
1483 */
1484 if (!tmp)
1485 for_all_players (pl)
1486 if (pl->ob->container == op->env)
1487 {
1488 tmp = pl->ob;
1489 break;
1490 }
1491
1492 if (i < op->nrof)
1493 {
1494 sub_weight (op->env, op->weight * i);
1495 op->nrof -= i;
1496 if (tmp)
1497 esrv_send_item (tmp, op);
1498 }
1499 else
1500 {
1501 op->remove ();
1502 op->nrof = 0;
1503 if (tmp)
1504 esrv_del_item (tmp->contr, op->count);
1505 }
1554 { 1506 }
1507 else
1508 {
1509 object *above = op->above;
1510
1511 if (i < op->nrof)
1555 op->nrof -= i; 1512 op->nrof -= i;
1556 } 1513 else
1557 else if (op->env != NULL)
1558 {
1559 /* is this object in the players inventory, or sub container
1560 * therein?
1561 */ 1514 {
1562 tmp = is_player_inv (op->env); 1515 op->remove ();
1563 /* nope. Is this a container the player has opened? 1516 op->nrof = 0;
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 } 1517 }
1575 1518
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op);
1584 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */ 1519 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above) 1520 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER) { 1521 if (tmp->type == PLAYER)
1522 {
1603 if (op->nrof) 1523 if (op->nrof)
1604 esrv_send_item(tmp, op); 1524 esrv_send_item (tmp, op);
1605 else 1525 else
1606 esrv_del_item(tmp->contr, op->count); 1526 esrv_del_item (tmp->contr, op->count);
1607 } 1527 }
1608 } 1528 }
1609 1529
1610 if (op->nrof) { 1530 if (op->nrof)
1611 return op; 1531 return op;
1612 } else { 1532 else
1613 free_object (op); 1533 {
1534 op->destroy ();
1614 return NULL; 1535 return 0;
1615 } 1536 }
1616} 1537}
1617 1538
1618/* 1539/*
1619 * add_weight(object, weight) adds the specified weight to an object, 1540 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying. 1541 * and also updates how much the environment(s) is/are carrying.
1621 */ 1542 */
1622 1543
1544void
1623void add_weight (object *op, signed long weight) { 1545add_weight (object *op, signed long weight)
1546{
1624 while (op!=NULL) { 1547 while (op != NULL)
1548 {
1625 if (op->type == CONTAINER) { 1549 if (op->type == CONTAINER)
1626 weight=(signed long)(weight*(100-op->stats.Str)/100); 1550 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627 } 1551
1628 op->carrying+=weight; 1552 op->carrying += weight;
1629 op=op->env; 1553 op = op->env;
1630 } 1554 }
1631} 1555}
1632 1556
1557object *
1558insert_ob_in_ob (object *op, object *where)
1559{
1560 if (!where)
1561 {
1562 char *dump = dump_object (op);
1563 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1564 free (dump);
1565 return op;
1566 }
1567
1568 if (where->head)
1569 {
1570 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1571 where = where->head;
1572 }
1573
1574 return where->insert (op);
1575}
1576
1633/* 1577/*
1634 * insert_ob_in_ob(op,environment): 1578 * env->insert (op)
1635 * This function inserts the object op in the linked list 1579 * This function inserts the object op in the linked list
1636 * inside the object environment. 1580 * inside the object environment.
1637 * 1581 *
1638 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1639 * the inventory at the last position or next to other objects of the same
1640 * type.
1641 * Frank: Now sorted by type, archetype and magic!
1642 *
1643 * The function returns now pointer to inserted item, and return value can 1582 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1583 * be != op, if items are merged. -Tero
1645 */ 1584 */
1646 1585
1647object *insert_ob_in_ob(object *op,object *where) { 1586object *
1587object::insert (object *op)
1588{
1648 object *tmp, *otmp; 1589 object *tmp, *otmp;
1649 1590
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1591 if (!QUERY_FLAG (op, FLAG_REMOVED))
1651 dump_object(op); 1592 op->remove ();
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1593
1653 return op;
1654 }
1655 if(where==NULL) {
1656 dump_object(op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1658 return op;
1659 }
1660 if (where->head) {
1661 LOG(llevDebug,
1662 "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665 if (op->more) { 1594 if (op->more)
1595 {
1666 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1596 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 &op->name, op->count);
1668 return op; 1597 return op;
1669 } 1598 }
1599
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1600 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1601 CLEAR_FLAG (op, FLAG_REMOVED);
1672 if(op->nrof) { 1602 if (op->nrof)
1603 {
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1604 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1605 if (object::can_merge (tmp, op))
1606 {
1675 /* return the original object and remove inserted object 1607 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1608 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1609 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1610 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight. 1611 * tmp->nrof, we need to increase the weight.
1680 */ 1612 */
1681 add_weight (where, op->weight*op->nrof); 1613 add_weight (this, op->weight * op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED); 1614 SET_FLAG (op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */ 1615 op->destroy (); /* free the inserted object */
1684 op = tmp; 1616 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1617 op->remove (); /* and fix old object's links */
1686 CLEAR_FLAG(op, FLAG_REMOVED); 1618 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break; 1619 break;
1688 } 1620 }
1689 1621
1690 /* I assume combined objects have no inventory 1622 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed 1623 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract 1624 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do 1625 * the weight, so we need to add it in again, since we actually do
1694 * the linking below 1626 * the linking below
1695 */ 1627 */
1696 add_weight (where, op->weight*op->nrof); 1628 add_weight (this, op->weight * op->nrof);
1629 }
1697 } else 1630 else
1698 add_weight (where, (op->weight+op->carrying)); 1631 add_weight (this, (op->weight + op->carrying));
1699 1632
1700 otmp=is_player_inv(where); 1633 otmp = this->in_player ();
1701 if (otmp&&otmp->contr!=NULL) { 1634 if (otmp && otmp->contr)
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1635 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp); 1636 otmp->update_stats ();
1704 }
1705 1637
1706 op->map=NULL; 1638 op->map = 0;
1707 op->env=where; 1639 op->env = this;
1708 op->above=NULL; 1640 op->above = 0;
1709 op->below=NULL; 1641 op->below = 0;
1710 op->x=0,op->y=0; 1642 op->x = 0, op->y = 0;
1711 1643
1712 /* reset the light list and los of the players on the map */ 1644 /* reset the light list and los of the players on the map */
1713 if((op->glow_radius!=0)&&where->map) 1645 if ((op->glow_radius != 0) && map)
1714 { 1646 {
1715#ifdef DEBUG_LIGHTS 1647#ifdef DEBUG_LIGHTS
1716 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1648 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */ 1649#endif /* DEBUG_LIGHTS */
1719 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1650 if (map->darkness)
1651 update_all_los (map, x, y);
1720 } 1652 }
1721 1653
1722 /* Client has no idea of ordering so lets not bother ordering it here. 1654 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function... 1655 * It sure simplifies this function...
1724 */ 1656 */
1725 if (where->inv==NULL) 1657 if (!inv)
1726 where->inv=op; 1658 inv = op;
1727 else { 1659 else
1660 {
1728 op->below = where->inv; 1661 op->below = inv;
1729 op->below->above = op; 1662 op->below->above = op;
1730 where->inv = op; 1663 inv = op;
1731 } 1664 }
1665
1666 INVOKE_OBJECT (INSERT, this);
1667
1732 return op; 1668 return op;
1733} 1669}
1734 1670
1735/* 1671/*
1736 * Checks if any objects has a move_type that matches objects 1672 * Checks if any objects has a move_type that matches objects
1750 * 1686 *
1751 * MSW 2001-07-08: Check all objects on space, not just those below 1687 * MSW 2001-07-08: Check all objects on space, not just those below
1752 * object being inserted. insert_ob_in_map may not put new objects 1688 * object being inserted. insert_ob_in_map may not put new objects
1753 * on top. 1689 * on top.
1754 */ 1690 */
1755 1691int
1756int check_move_on (object *op, object *originator) 1692check_move_on (object *op, object *originator)
1757{ 1693{
1758 object *tmp; 1694 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1695 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1696 int x = op->x, y = op->y;
1697
1762 MoveType move_on, move_slow, move_block; 1698 MoveType move_on, move_slow, move_block;
1763 1699
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1700 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1701 return 0;
1766 1702
1767 tag = op->count;
1768
1769 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1703 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1704 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1705 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772 1706
1773 /* if nothing on this space will slow op down or be applied, 1707 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1708 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1709 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1710 * as walking.
1777 */ 1711 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1712 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0; 1713 return 0;
1780 1714
1781 /* This is basically inverse logic of that below - basically, 1715 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so, 1716 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is 1717 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct. 1718 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1719 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && 1720 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1721 return 0;
1788 1722
1789 /* The objects have to be checked from top to bottom. 1723 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1724 * Hence, we first go to the top:
1791 */ 1725 */
1792 1726
1793 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1794 tmp->above!=NULL; tmp=tmp->above) { 1728 {
1795 /* Trim the search when we find the first other spell effect 1729 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects, 1730 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them. 1731 * we don't need to check all of them.
1798 */ 1732 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1733 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1734 break;
1735 }
1736
1737 for (; tmp; tmp = tmp->below)
1800 } 1738 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1739 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1740 continue; /* Can't apply yourself */
1803 1741
1804 /* Check to see if one of the movement types should be slowed down. 1742 /* Check to see if one of the movement types should be slowed down.
1805 * Second check makes sure that the movement types not being slowed 1743 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1744 * (~slow_move) is not blocked on this space - just because the
1807 * space doesn't slow down swimming (for example), if you can't actually 1745 * space doesn't slow down swimming (for example), if you can't actually
1808 * swim on that space, can't use it to avoid the penalty. 1746 * swim on that space, can't use it to avoid the penalty.
1809 */ 1747 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1748 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1749 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1752 {
1814 1753
1815 float diff; 1754 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1756
1818 if (op->type == PLAYER) { 1757 if (op->type == PLAYER)
1819 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1760 diff /= 4.0;
1822 } 1761
1823 }
1824 op->speed_left -= diff; 1762 op->speed_left -= diff;
1825 } 1763 }
1826 } 1764 }
1827 1765
1828 /* Basically same logic as above, except now for actual apply. */ 1766 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1767 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1768 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1832 1769 {
1833 move_apply(tmp, op, originator); 1770 move_apply (tmp, op, originator);
1771
1834 if (was_destroyed (op, tag)) 1772 if (op->destroyed ())
1835 return 1; 1773 return 1;
1836 1774
1837 /* what the person/creature stepped onto has moved the object 1775 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1776 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1777 * have a feeling strange problems would result.
1840 */ 1778 */
1841 if (op->map != m || op->x != x || op->y != y) return 0; 1779 if (op->map != m || op->x != x || op->y != y)
1780 return 0;
1842 } 1781 }
1843 } 1782 }
1783
1844 return 0; 1784 return 0;
1845} 1785}
1846 1786
1847/* 1787/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1788 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1789 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1790 * The first matching object is returned, or NULL if none.
1851 */ 1791 */
1852 1792object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1793present_arch (const archetype *at, maptile *m, int x, int y)
1854 object *tmp; 1794{
1855 if(m==NULL || out_of_map(m,x,y)) { 1795 if (!m || out_of_map (m, x, y))
1796 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1797 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1798 return NULL;
1858 } 1799 }
1859 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1800
1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if(tmp->arch == at) 1802 if (tmp->arch == at)
1861 return tmp; 1803 return tmp;
1804
1862 return NULL; 1805 return NULL;
1863} 1806}
1864 1807
1865/* 1808/*
1866 * present(type, map, x, y) searches for any objects with 1809 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1810 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1869 */ 1812 */
1870 1813object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 1814present (unsigned char type, maptile *m, int x, int y)
1872 object *tmp; 1815{
1873 if(out_of_map(m,x,y)) { 1816 if (out_of_map (m, x, y))
1817 {
1874 LOG(llevError,"Present called outside map.\n"); 1818 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1819 return NULL;
1876 } 1820 }
1877 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if(tmp->type==type) 1823 if (tmp->type == type)
1879 return tmp; 1824 return tmp;
1825
1880 return NULL; 1826 return NULL;
1881} 1827}
1882 1828
1883/* 1829/*
1884 * present_in_ob(type, object) searches for any objects with 1830 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1831 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1887 */ 1833 */
1888 1834object *
1889object *present_in_ob(unsigned char type, const object *op) { 1835present_in_ob (unsigned char type, const object *op)
1890 object *tmp; 1836{
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1837 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 1838 if (tmp->type == type)
1893 return tmp; 1839 return tmp;
1840
1894 return NULL; 1841 return NULL;
1895} 1842}
1896 1843
1897/* 1844/*
1898 * present_in_ob (type, str, object) searches for any objects with 1845 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1853 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1854 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1855 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1856 * to be unique.
1910 */ 1857 */
1911 1858object *
1912object *present_in_ob_by_name(int type, const char *str, const object *op) { 1859present_in_ob_by_name (int type, const char *str, const object *op)
1913 object *tmp; 1860{
1914
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1861 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1862 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 1863 return tmp;
1918 } 1864
1919 return NULL; 1865 return 0;
1920} 1866}
1921 1867
1922/* 1868/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 1869 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 1870 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 1871 * The first matching object is returned, or NULL if none.
1926 */ 1872 */
1927 1873object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 1874present_arch_in_ob (const archetype *at, const object *op)
1929 object *tmp; 1875{
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1876 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 1877 if (tmp->arch == at)
1932 return tmp; 1878 return tmp;
1879
1933 return NULL; 1880 return NULL;
1934} 1881}
1935 1882
1936/* 1883/*
1937 * activate recursively a flag on an object inventory 1884 * activate recursively a flag on an object inventory
1938 */ 1885 */
1886void
1939void flag_inv(object*op, int flag){ 1887flag_inv (object *op, int flag)
1940 object *tmp; 1888{
1941 if(op->inv) 1889 if (op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1890 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1891 {
1943 SET_FLAG(tmp, flag); 1892 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 1893 flag_inv (tmp, flag);
1945 } 1894 }
1895}
1896
1946}/* 1897/*
1947 * desactivate recursively a flag on an object inventory 1898 * deactivate recursively a flag on an object inventory
1948 */ 1899 */
1900void
1949void unflag_inv(object*op, int flag){ 1901unflag_inv (object *op, int flag)
1950 object *tmp; 1902{
1951 if(op->inv) 1903 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 {
1953 CLEAR_FLAG(tmp, flag); 1906 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 1907 unflag_inv (tmp, flag);
1955 } 1908 }
1956} 1909}
1957 1910
1958/* 1911/*
1959 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1912 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960 * all it's inventory (recursively). 1913 * all it's inventory (recursively).
1961 * If checksums are used, a player will get set_cheat called for 1914 * If checksums are used, a player will get set_cheat called for
1962 * him/her-self and all object carried by a call to this function. 1915 * him/her-self and all object carried by a call to this function.
1963 */ 1916 */
1964 1917void
1965void set_cheat(object *op) { 1918set_cheat (object *op)
1919{
1966 SET_FLAG(op, FLAG_WAS_WIZ); 1920 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ); 1921 flag_inv (op, FLAG_WAS_WIZ);
1968} 1922}
1969 1923
1970/* 1924/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 1925 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 1926 * a spot at the given map and coordinates which will be able to contain
1986 * because arch_blocked (now ob_blocked) needs to know the movement type 1940 * because arch_blocked (now ob_blocked) needs to know the movement type
1987 * to know if the space in question will block the object. We can't use 1941 * to know if the space in question will block the object. We can't use
1988 * the archetype because that isn't correct if the monster has been 1942 * the archetype because that isn't correct if the monster has been
1989 * customized, changed states, etc. 1943 * customized, changed states, etc.
1990 */ 1944 */
1991 1945int
1992int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1946find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1947{
1993 int i,index=0, flag; 1948 int index = 0, flag;
1994 static int altern[SIZEOFFREE]; 1949 int altern[SIZEOFFREE];
1995 1950
1996 for(i=start;i<stop;i++) { 1951 for (int i = start; i < stop; i++)
1952 {
1997 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1953 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1998 if(!flag) 1954 if (!flag)
1999 altern[index++]=i; 1955 altern [index++] = i;
2000 1956
2001 /* Basically, if we find a wall on a space, we cut down the search size. 1957 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 1958 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 1959 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 1960 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 1961 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 1962 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 1963 * won't look 2 spaces south of the target space.
2008 */ 1964 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1965 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2010 stop=maxfree[i]; 1966 stop = maxfree[i];
2011 } 1967 }
2012 if(!index) return -1; 1968
1969 if (!index)
1970 return -1;
1971
2013 return altern[RANDOM()%index]; 1972 return altern[RANDOM () % index];
2014} 1973}
2015 1974
2016/* 1975/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 1976 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 1977 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice. 1978 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1979 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */ 1980 */
2022 1981int
2023int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 1982find_first_free_spot (const object *ob, maptile *m, int x, int y)
2024 int i; 1983{
2025 for(i=0;i<SIZEOFFREE;i++) { 1984 for (int i = 0; i < SIZEOFFREE; i++)
2026 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 1985 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 1986 return i;
2028 } 1987
2029 return -1; 1988 return -1;
2030} 1989}
2031 1990
2032/* 1991/*
2033 * The function permute(arr, begin, end) randomly reorders the array 1992 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 1993 * arr[begin..end-1].
1994 * now uses a fisher-yates shuffle, old permute was broken
2035 */ 1995 */
1996static void
2036static void permute(int *arr, int begin, int end) 1997permute (int *arr, int begin, int end)
2037{ 1998{
2038 int i, j, tmp, len; 1999 arr += begin;
2000 end -= begin;
2039 2001
2040 len = end-begin; 2002 while (--end)
2041 for(i = begin; i < end; i++) 2003 swap (arr [end], arr [RANDOM () % (end + 1)]);
2042 {
2043 j = begin+RANDOM()%len;
2044
2045 tmp = arr[i];
2046 arr[i] = arr[j];
2047 arr[j] = tmp;
2048 }
2049} 2004}
2050 2005
2051/* new function to make monster searching more efficient, and effective! 2006/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2007 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2008 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2009 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2010 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2011 * the 3x3 area will be searched, just not in a predictable order.
2057 */ 2012 */
2013void
2058void get_search_arr(int *search_arr) 2014get_search_arr (int *search_arr)
2059{ 2015{
2060 int i; 2016 int i;
2061 2017
2062 for(i = 0; i < SIZEOFFREE; i++) 2018 for (i = 0; i < SIZEOFFREE; i++)
2063 {
2064 search_arr[i] = i; 2019 search_arr[i] = i;
2065 }
2066 2020
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2021 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2022 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2023 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2024}
2071 2025
2072/* 2026/*
2073 * find_dir(map, x, y, exclude) will search some close squares in the 2027 * find_dir(map, x, y, exclude) will search some close squares in the
2074 * given map at the given coordinates for live objects. 2028 * given map at the given coordinates for live objects.
2079 * Perhaps incorrectly, but I'm making the assumption that exclude 2033 * Perhaps incorrectly, but I'm making the assumption that exclude
2080 * is actually want is going to try and move there. We need this info 2034 * is actually want is going to try and move there. We need this info
2081 * because we have to know what movement the thing looking to move 2035 * because we have to know what movement the thing looking to move
2082 * there is capable of. 2036 * there is capable of.
2083 */ 2037 */
2084 2038int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2039find_dir (maptile *m, int x, int y, object *exclude)
2040{
2086 int i,max=SIZEOFFREE, mflags; 2041 int i, max = SIZEOFFREE, mflags;
2042
2087 sint16 nx, ny; 2043 sint16 nx, ny;
2088 object *tmp; 2044 object *tmp;
2089 mapstruct *mp; 2045 maptile *mp;
2046
2090 MoveType blocked, move_type; 2047 MoveType blocked, move_type;
2091 2048
2092 if (exclude && exclude->head) { 2049 if (exclude && exclude->head)
2050 {
2093 exclude = exclude->head; 2051 exclude = exclude->head;
2094 move_type = exclude->move_type; 2052 move_type = exclude->move_type;
2095 } else { 2053 }
2054 else
2055 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2056 /* If we don't have anything, presume it can use all movement types. */
2097 move_type=MOVE_ALL; 2057 move_type = MOVE_ALL;
2058 }
2059
2060 for (i = 1; i < max; i++)
2098 } 2061 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2062 mp = m;
2102 nx = x + freearr_x[i]; 2063 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2064 ny = y + freearr_y[i];
2104 2065
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2066 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2067
2106 if (mflags & P_OUT_OF_MAP) { 2068 if (mflags & P_OUT_OF_MAP)
2069 max = maxfree[i];
2070 else
2071 {
2072 mapspace &ms = mp->at (nx, ny);
2073
2074 blocked = ms.move_block;
2075
2076 if ((move_type & blocked) == move_type)
2107 max = maxfree[i]; 2077 max = maxfree[i];
2108 } else {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2110
2111 if ((move_type & blocked) == move_type) {
2112 max=maxfree[i];
2113 } else if (mflags & P_IS_ALIVE) { 2078 else if (mflags & P_IS_ALIVE)
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2079 {
2080 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2081 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2082 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2117 break; 2083 break;
2118 } 2084
2119 }
2120 if(tmp) { 2085 if (tmp)
2121 return freedir[i]; 2086 return freedir[i];
2122 }
2123 } 2087 }
2124 } 2088 }
2125 } 2089 }
2090
2126 return 0; 2091 return 0;
2127} 2092}
2128 2093
2129/* 2094/*
2130 * distance(object 1, object 2) will return the square of the 2095 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2096 * distance between the two given objects.
2132 */ 2097 */
2133 2098int
2134int distance(const object *ob1, const object *ob2) { 2099distance (const object *ob1, const object *ob2)
2135 int i; 2100{
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2101 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2138 return i;
2139} 2102}
2140 2103
2141/* 2104/*
2142 * find_dir_2(delta-x,delta-y) will return a direction in which 2105 * find_dir_2(delta-x,delta-y) will return a direction in which
2143 * an object which has subtracted the x and y coordinates of another 2106 * an object which has subtracted the x and y coordinates of another
2144 * object, needs to travel toward it. 2107 * object, needs to travel toward it.
2145 */ 2108 */
2146 2109int
2147int find_dir_2(int x, int y) { 2110find_dir_2 (int x, int y)
2111{
2148 int q; 2112 int q;
2149 2113
2150 if(y) 2114 if (y)
2151 q=x*100/y; 2115 q = x * 100 / y;
2152 else if (x) 2116 else if (x)
2153 q= -300*x; 2117 q = -300 * x;
2154 else 2118 else
2155 return 0; 2119 return 0;
2156 2120
2157 if(y>0) { 2121 if (y > 0)
2122 {
2158 if(q < -242) 2123 if (q < -242)
2159 return 3 ; 2124 return 3;
2160 if (q < -41) 2125 if (q < -41)
2161 return 2 ; 2126 return 2;
2162 if (q < 41) 2127 if (q < 41)
2163 return 1 ; 2128 return 1;
2164 if (q < 242) 2129 if (q < 242)
2165 return 8 ; 2130 return 8;
2166 return 7 ; 2131 return 7;
2167 } 2132 }
2168 2133
2169 if (q < -242) 2134 if (q < -242)
2170 return 7 ; 2135 return 7;
2171 if (q < -41) 2136 if (q < -41)
2172 return 6 ; 2137 return 6;
2173 if (q < 41) 2138 if (q < 41)
2174 return 5 ; 2139 return 5;
2175 if (q < 242) 2140 if (q < 242)
2176 return 4 ; 2141 return 4;
2177 2142
2178 return 3 ; 2143 return 3;
2179}
2180
2181/*
2182 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction).
2185 */
2186
2187int absdir(int d) {
2188 while(d<1) d+=8;
2189 while(d>8) d-=8;
2190 return d;
2191} 2144}
2192 2145
2193/* 2146/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2148 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2149 */
2197 2150int
2198int dirdiff(int dir1, int dir2) { 2151dirdiff (int dir1, int dir2)
2152{
2199 int d; 2153 int d;
2154
2200 d = abs(dir1 - dir2); 2155 d = abs (dir1 - dir2);
2201 if(d>4) 2156 if (d > 4)
2202 d = 8 - d; 2157 d = 8 - d;
2158
2203 return d; 2159 return d;
2204} 2160}
2205 2161
2206/* peterm: 2162/* peterm:
2207 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2163 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2210 * This basically means that if direction is 15, then it could either go 2166 * This basically means that if direction is 15, then it could either go
2211 * direction 4, 14, or 16 to get back to where we are. 2167 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2168 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2169 * functions.
2214 */ 2170 */
2215
2216int reduction_dir[SIZEOFFREE][3] = { 2171int reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2172 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2173 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2174 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2175 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2176 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2177 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2178 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2179 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2180 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2181 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2182 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2183 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2184 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2185 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2186 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2187 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2188 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2189 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2190 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2191 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2192 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2193 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2194 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2195 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2196 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2197 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2198 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2199 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2200 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2201 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2202 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2203 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2204 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2205 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2206 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2207 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2208 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2209 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2210 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2211 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2212 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2213 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2214 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2215 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2216 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2217 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2218 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2219 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2220 {24, 9, -1}
2221}; /* 48 */
2266 2222
2267/* Recursive routine to step back and see if we can 2223/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2224 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2225 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2226 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2227 * Modified to be map tile aware -.MSW
2272 */ 2228 */
2273 2229int
2274
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2230can_see_monsterP (maptile *m, int x, int y, int dir)
2231{
2276 sint16 dx, dy; 2232 sint16 dx, dy;
2277 int mflags; 2233 int mflags;
2278 2234
2235 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2236 return 0; /* exit condition: invalid direction */
2280 2237
2281 dx = x + freearr_x[dir]; 2238 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2239 dy = y + freearr_y[dir];
2283 2240
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2241 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2242
2286 /* This functional arguably was incorrect before - it was 2243 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2244 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2245 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually 2246 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or 2247 * move to the monster, we'd need the monster passed in or
2291 * at least its move type. 2248 * at least its move type.
2292 */ 2249 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2250 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2251 return 0;
2294 2252
2295 /* yes, can see. */ 2253 /* yes, can see. */
2296 if(dir < 9) return 1; 2254 if (dir < 9)
2255 return 1;
2256
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2257 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2258 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2259 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2300} 2260}
2301 2261
2302
2303
2304/* 2262/*
2305 * can_pick(picker, item): finds out if an object is possible to be 2263 * can_pick(picker, item): finds out if an object is possible to be
2306 * picked up by the picker. Returnes 1 if it can be 2264 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2265 * picked up, otherwise 0.
2308 * 2266 *
2310 * core dumps if they do. 2268 * core dumps if they do.
2311 * 2269 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2270 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2271 */
2314 2272
2273int
2315int can_pick(const object *who, const object *item) { 2274can_pick (const object *who, const object *item)
2275{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2276 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2277 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2278 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2279}
2321
2322 2280
2323/* 2281/*
2324 * create clone from object to another 2282 * create clone from object to another
2325 */ 2283 */
2284object *
2326object *object_create_clone (object *asrc) { 2285object_create_clone (object *asrc)
2286{
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2287 object *dst = 0, *tmp, *src, *part, *prev, *item;
2328 2288
2329 if(!asrc) return NULL; 2289 if (!asrc)
2290 return 0;
2291
2330 src = asrc; 2292 src = asrc;
2331 if(src->head) 2293 if (src->head)
2332 src = src->head; 2294 src = src->head;
2333 2295
2334 prev = NULL; 2296 prev = 0;
2335 for(part = src; part; part = part->more) { 2297 for (part = src; part; part = part->more)
2336 tmp = get_object(); 2298 {
2337 copy_object(part,tmp); 2299 tmp = part->clone ();
2338 tmp->x -= src->x; 2300 tmp->x -= src->x;
2339 tmp->y -= src->y; 2301 tmp->y -= src->y;
2302
2340 if(!part->head) { 2303 if (!part->head)
2304 {
2341 dst = tmp; 2305 dst = tmp;
2342 tmp->head = NULL;
2343 } else {
2344 tmp->head = dst; 2306 tmp->head = 0;
2345 } 2307 }
2308 else
2309 tmp->head = dst;
2310
2346 tmp->more = NULL; 2311 tmp->more = 0;
2312
2347 if(prev) 2313 if (prev)
2348 prev->more = tmp; 2314 prev->more = tmp;
2315
2349 prev = tmp; 2316 prev = tmp;
2350 } 2317 }
2351 /*** copy inventory ***/ 2318
2352 for(item = src->inv; item; item = item->below) { 2319 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2320 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2321
2356 return dst; 2322 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365} 2323}
2366 2324
2367/* GROS - Creates an object using a string representing its content. */ 2325/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */ 2326/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */ 2327/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */ 2328/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */ 2329/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */ 2330/* Also remember that multiparts objects are not supported for now. */
2373 2331object *
2374object* load_object_str(const char *obstr) 2332load_object_str (const char *obstr)
2375{ 2333{
2376 object *op; 2334 object *op;
2377 char filename[MAX_BUF]; 2335 char filename[MAX_BUF];
2336
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2337 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2379 2338
2380 FILE *tempfile=fopen(filename,"w"); 2339 FILE *tempfile = fopen (filename, "w");
2340
2381 if (tempfile == NULL) 2341 if (tempfile == NULL)
2382 { 2342 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n"); 2343 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL; 2344 return NULL;
2385 }; 2345 }
2346
2386 fprintf(tempfile,obstr); 2347 fprintf (tempfile, obstr);
2387 fclose(tempfile); 2348 fclose (tempfile);
2388 2349
2389 op=get_object(); 2350 op = object::create ();
2390 2351
2391 object_thawer thawer (filename); 2352 object_thawer thawer (filename);
2392 2353
2393 if (thawer) 2354 if (thawer)
2394 load_object(thawer,op,0); 2355 load_object (thawer, op, 0);
2395 2356
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2357 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED); 2358 CLEAR_FLAG (op, FLAG_REMOVED);
2398 2359
2399 return op; 2360 return op;
2400} 2361}
2401 2362
2402/* This returns the first object in who's inventory that 2363/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2364 * has the same type and subtype match.
2404 * returns NULL if no match. 2365 * returns NULL if no match.
2405 */ 2366 */
2367object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2368find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2369{
2408 object *tmp;
2409
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2370 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2371 if (tmp->type == type && tmp->subtype == subtype)
2372 return tmp;
2412 2373
2413 return NULL; 2374 return 0;
2414} 2375}
2415 2376
2416/* If ob has a field named key, return the link from the list, 2377/* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL. 2378 * otherwise return NULL.
2418 * 2379 *
2419 * key must be a passed in shared string - otherwise, this won't 2380 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing. 2381 * do the desired thing.
2421 */ 2382 */
2383key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2384get_ob_key_link (const object *ob, const char *key)
2423 key_value * link; 2385{
2424
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2386 for (key_value *link = ob->key_values; link; link = link->next)
2426 if (link->key == key) { 2387 if (link->key == key)
2427 return link; 2388 return link;
2428 } 2389
2429 } 2390 return 0;
2430 2391}
2431 return NULL;
2432}
2433 2392
2434/* 2393/*
2435 * Returns the value of op has an extra_field for key, or NULL. 2394 * Returns the value of op has an extra_field for key, or NULL.
2436 * 2395 *
2437 * The argument doesn't need to be a shared string. 2396 * The argument doesn't need to be a shared string.
2438 * 2397 *
2439 * The returned string is shared. 2398 * The returned string is shared.
2440 */ 2399 */
2400const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2401get_ob_key_value (const object *op, const char *const key)
2402{
2442 key_value * link; 2403 key_value *link;
2443 const char * canonical_key; 2404 shstr_cmp canonical_key (key);
2405
2406 if (!canonical_key)
2444 2407 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2408 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2409 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2410 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2411 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2412 */
2453 return NULL; 2413 return 0;
2454 } 2414 }
2455 2415
2456 /* This is copied from get_ob_key_link() above - 2416 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2417 * only 4 lines, and saves the function call overhead.
2458 */ 2418 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2419 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2420 if (link->key == canonical_key)
2461 return link->value; 2421 return link->value;
2462 } 2422
2463 } 2423 return 0;
2464 return NULL;
2465} 2424}
2466 2425
2467 2426
2468/* 2427/*
2469 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2432 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys. 2433 * keys.
2475 * 2434 *
2476 * Returns TRUE on success. 2435 * Returns TRUE on success.
2477 */ 2436 */
2437int
2478int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2438set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2439{
2479 key_value * field = NULL, *last=NULL; 2440 key_value *field = NULL, *last = NULL;
2480 2441
2481 for (field=op->key_values; field != NULL; field=field->next) { 2442 for (field = op->key_values; field != NULL; field = field->next)
2443 {
2482 if (field->key != canonical_key) { 2444 if (field->key != canonical_key)
2445 {
2483 last = field; 2446 last = field;
2484 continue; 2447 continue;
2485 } 2448 }
2486 2449
2487 if (value) 2450 if (value)
2488 field->value = value; 2451 field->value = value;
2489 else { 2452 else
2453 {
2490 /* Basically, if the archetype has this key set, 2454 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2455 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2456 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2457 * we get this value back again.
2494 */ 2458 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2459 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0; 2460 field->value = 0;
2461 else
2462 {
2463 if (last)
2464 last->next = field->next;
2497 else 2465 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2466 op->key_values = field->next;
2501 2467
2502 delete field; 2468 delete field;
2503 } 2469 }
2504 } 2470 }
2505 return TRUE; 2471 return TRUE;
2506 } 2472 }
2507 /* IF we get here, key doesn't exist */ 2473 /* IF we get here, key doesn't exist */
2508 2474
2509 /* No field, we'll have to add it. */ 2475 /* No field, we'll have to add it. */
2510 2476
2511 if (!add_key) { 2477 if (!add_key)
2512 return FALSE; 2478 return FALSE;
2513 } 2479
2514 /* There isn't any good reason to store a null 2480 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2481 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2482 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2483 * be here. If user wants to store empty strings,
2518 * should pass in "" 2484 * should pass in ""
2519 */ 2485 */
2520 if (value == NULL) return TRUE; 2486 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 return TRUE; 2487 return TRUE;
2488
2489 field = new key_value;
2490
2491 field->key = canonical_key;
2492 field->value = value;
2493 /* Usual prepend-addition. */
2494 field->next = op->key_values;
2495 op->key_values = field;
2496
2497 return TRUE;
2531} 2498}
2532 2499
2533/* 2500/*
2534 * Updates the key in op to value. 2501 * Updates the key in op to value.
2535 * 2502 *
2537 * and not add new ones. 2504 * and not add new ones.
2538 * In general, should be little reason FALSE is ever passed in for add_key 2505 * In general, should be little reason FALSE is ever passed in for add_key
2539 * 2506 *
2540 * Returns TRUE on success. 2507 * Returns TRUE on success.
2541 */ 2508 */
2509int
2542int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2510set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2543{ 2511{
2544 shstr key_ (key); 2512 shstr key_ (key);
2513
2545 return set_ob_key_value_s (op, key_, value, add_key); 2514 return set_ob_key_value_s (op, key_, value, add_key);
2546} 2515}
2516
2517object::depth_iterator::depth_iterator (object *container)
2518: iterator_base (container)
2519{
2520 while (item->inv)
2521 item = item->inv;
2522}
2523
2524void
2525object::depth_iterator::next ()
2526{
2527 if (item->below)
2528 {
2529 item = item->below;
2530
2531 while (item->inv)
2532 item = item->inv;
2533 }
2534 else
2535 item = item->env;
2536}
2537
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2567// return a suitable string describing an object in enough detail to find it
2568const char *
2569object::debug_desc (char *info) const
2570{
2571 char flagdesc[512];
2572 char info2[256 * 4];
2573 char *p = info;
2574
2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2576 count, uuid.seq,
2577 &name,
2578 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2581
2582 if (env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584
2585 if (map)
2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2587
2588 return info;
2589}
2590
2591const char *
2592object::debug_desc () const
2593{
2594 static char info[256 * 4];
2595 return debug_desc (info);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604

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