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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.104 by root, Tue Jan 2 21:13:21 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
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, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
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}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
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, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
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}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int 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, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
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}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 196{
117
118 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
203 return 0;
120 204
121 if (ob1->speed != ob2->speed) return 0; 205 //TODO: this ain't working well, use nicer and correct overflow check
122 /* Note sure why the following is the case - either the object has to 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
123 * be animated or have a very low speed. Is this an attempted monster 207 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 208 * used to store nrof).
125 */ 209 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
211 return 0;
212
213 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning.
218 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224
225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
226 || ob1->arch != ob2->arch
227 || ob1->name != ob2->name
228 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
233 || ob1->attacktype != ob2->attacktype
234 || ob1->magic != ob2->magic
235 || ob1->slaying != ob2->slaying
236 || ob1->skill != ob2->skill
237 || ob1->value != ob2->value
238 || ob1->animation_id != ob2->animation_id
239 || ob1->client_type != ob2->client_type
240 || ob1->materialname != ob2->materialname
241 || ob1->lore != ob2->lore
242 || ob1->subtype != ob2->subtype
243 || ob1->move_type != ob2->move_type
244 || ob1->move_block != ob2->move_block
245 || ob1->move_allow != ob2->move_allow
246 || ob1->move_on != ob2->move_on
247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0;
251
252 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory.
254 */
255 if (ob1->inv || ob2->inv)
256 {
257 /* if one object has inventory but the other doesn't, not equiv */
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 259 return 0;
128 260
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 261 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 262 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 263 return 0;
135 264
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 266 * if it is valid.
148 */ 267 */
149 } 268 }
150 269
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* Don't merge objects that are applied. With the new 'body' code, 270 /* Don't merge objects that are applied. With the new 'body' code,
200 * it is possible for most any character to have more than one of 271 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge. 272 * some items equipped, and we don't want those to merge.
202 */ 273 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 274 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
275 return 0;
276
277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster
279 * check?
280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0;
283
284 switch (ob1->type)
285 {
286 case SCROLL:
287 if (ob1->level != ob2->level)
288 return 0;
289 break;
290 }
291
292 if (ob1->key_values != NULL || ob2->key_values != NULL)
293 {
294 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
296 /* One has fields, but the other one doesn't. */
204 return 0; 297 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 298 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 299 return 0;
219 } 300 }
301
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self)
220 } 304 {
305 ob1->optimise ();
306 ob2->optimise ();
221 307
308 if (ob1->self || ob2->self)
309 return 0;
310 }
311
222 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
223 return 1; 313 return 1;
224} 314}
225 315
226/* 316/*
227 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
230 */ 320 */
231signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
232 signed long sum; 324 long sum;
233 object *inv; 325 object *inv;
326
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
235 if (inv->inv) 329 if (inv->inv)
236 sum_weight(inv); 330 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 332 }
333
239 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
241 if(op->carrying != sum) 337 if (op->carrying != sum)
242 op->carrying = sum; 338 op->carrying = sum;
339
243 return sum; 340 return sum;
244} 341}
245 342
246/** 343/**
247 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
248 */ 345 */
249 346
347object *
250object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
251 while (op->env != NULL) 350 while (op->env != NULL)
252 op = op->env; 351 op = op->env;
253 return op; 352 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 353}
268 354
269/* 355/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 357 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
273 */ 359 */
274 360
275void dump_object2(object *op) { 361char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 362dump_object (object *op)
322 if(op==NULL) { 363{
323 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
324 return; 365 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 366
330void dump_all_objects(void) { 367 object_freezer freezer;
331 object *op; 368 save_object (freezer, op, 1);
332 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 370}
337 371
338/* 372/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
342 */ 376 */
343 377
378object *
344object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
345 object *tmp,*closest; 381 object *tmp, *closest;
346 int last_dist,i; 382 int last_dist, i;
383
347 if(op->more==NULL) 384 if (op->more == NULL)
348 return op; 385 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
352 return closest; 389 return closest;
353} 390}
354 391
355/* 392/*
356 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
357 */ 394 */
358 395
396object *
359object *find_object(tag_t i) { 397find_object (tag_t i)
360 object *op; 398{
361 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 400 if (op->count == i)
363 break; 401 return op;
402
364 return op; 403 return 0;
365} 404}
366 405
367/* 406/*
368 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
371 */ 410 */
372 411
412object *
373object *find_object_name(const char *str) { 413find_object_name (const char *str)
374 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
375 object *op; 416 object *op;
417
376 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 419 if (op->name == str_)
378 break; 420 break;
379 421
380 return op; 422 return op;
381} 423}
382 424
425void
383void free_all_object_data () 426free_all_object_data ()
384{ 427{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 429}
422 430
423/* 431/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 433 * skill and experience objects.
426 */ 434 */
427void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
428{ 437{
429 if(owner==NULL||op==NULL) 438 if (!owner)
430 return; 439 return;
431 440
432 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
438 */ 447 */
439 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
441 450
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 451 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 452}
477 453
478/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 455 * refcounts and freeing the links.
480 */ 456 */
457static void
481static void free_key_values(object * op) 458free_key_values (object *op)
482{ 459{
483 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
484 { 461 {
485 key_value *next = i->next; 462 key_value *next = i->next;
486 delete i; 463 delete i;
464
487 i = next; 465 i = next;
488 } 466 }
489 467
490 op->key_values = 0; 468 op->key_values = 0;
491} 469}
492 470
493void object::clear ()
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 471/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 477 * will point at garbage.
562 */ 478 */
563 479void
564void copy_object (object *op2, object *op) 480object::copy_to (object *dst)
565{ 481{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 484
569 op2->clone (op); 485 *(object_copy *)dst = *this;
570 486
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 487 if (is_freed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 488 SET_FLAG (dst, FLAG_FREED);
573 489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
574 if (op2->speed < 0) 493 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 495
577 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 497 if (key_values)
579 { 498 {
580 key_value *tail = NULL; 499 key_value *tail = 0;
581 key_value *i; 500 key_value *i;
582 501
583 op->key_values = NULL; 502 dst->key_values = 0;
584 503
585 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
586 { 505 {
587 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
588 507
589 new_link->next = NULL; 508 new_link->next = 0;
590 new_link->key = i->key; 509 new_link->key = i->key;
591 new_link->value = i->value; 510 new_link->value = i->value;
592 511
593 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 513 if (!dst->key_values)
595 { 514 {
596 op->key_values = new_link; 515 dst->key_values = new_link;
597 tail = new_link; 516 tail = new_link;
598 } 517 }
599 else 518 else
600 { 519 {
601 tail->next = new_link; 520 tail->next = new_link;
602 tail = new_link; 521 tail = new_link;
603 } 522 }
604 } 523 }
605 } 524 }
606 525
607 update_ob_speed (op); 526 dst->set_speed (dst->speed);
608} 527}
609 528
610/* 529object *
611 * get_object() grabs an object from the list of unused objects, makes 530object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 531{
618 object *op = new object; 532 object *neu = create ();
619 533 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 534 return neu;
640} 535}
641 536
642/* 537/*
643 * 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
644 * 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
645 * 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.
646 */ 541 */
647 542void
648void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
650 return; 546 return;
547
651 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
653} 550}
654 551
655/* 552/*
656 * 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
657 * 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.
658 * 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.
659 */ 556 */
660 557void
661void update_ob_speed(object *op) { 558object::set_speed (float speed)
662 extern int arch_init; 559{
663 560 if (flag [FLAG_FREED] && speed)
664 /* No reason putting the archetypes objects on the speed list, 561 {
665 * since they never really need to be updated.
666 */
667
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
670#ifdef MANY_CORES
671 abort();
672#else
673 op->speed = 0; 563 speed = 0;
674#endif
675 } 564 }
676 if (arch_init) {
677 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 565
684 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
685 * of the list. */ 567
686 op->active_next = active_objects; 568 if (has_active_speed ())
687 if (op->active_next!=NULL) 569 activate ();
688 op->active_next->active_prev = op;
689 active_objects = op;
690 }
691 else { 570 else
692 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
693 if (!op->active_next && !op->active_prev && op!=active_objects)
694 return;
695
696 if (op->active_prev==NULL) {
697 active_objects = op->active_next;
698 if (op->active_next!=NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else {
702 op->active_prev->active_next = op->active_next;
703 if (op->active_next)
704 op->active_next->active_prev = op->active_prev;
705 }
706 op->active_next = NULL;
707 op->active_prev = NULL;
708 }
709} 572}
710 573
711/* This function removes object 'op' from the list of active
712 * objects.
713 * This should only be used for style maps or other such
714 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object.
718 */
719void remove_from_active_list(object *op)
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects)
723 return;
724
725 if (op->active_prev==NULL) {
726 active_objects = op->active_next;
727 if (op->active_next!=NULL)
728 op->active_next->active_prev = NULL;
729 }
730 else {
731 op->active_prev->active_next = op->active_next;
732 if (op->active_next)
733 op->active_next->active_prev = op->active_prev;
734 }
735 op->active_next = NULL;
736 op->active_prev = NULL;
737}
738
739/* 574/*
740 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
741 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
742 * 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
743 * invisible object, etc...) 578 * invisible object, etc...)
744 * 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
745 * 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
746 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
747 * 582 *
748 * 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.
749 * For example, if the only thing that has changed is the face (due to
750 * an animation), we don't need to call update_position until that actually
751 * comes into view of a player. OTOH, many other things, like addition/removal
752 * of walls or living creatures may need us to update the flags now.
753 * current action are: 584 * current action are:
754 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
755 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
756 * 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
757 * 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.
758 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
759 */ 590 */
760 591void
761void update_object(object *op, int action) { 592update_object (object *op, int action)
762 int update_now=0, flags; 593{
763 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
764 595
765 if (op == NULL) { 596 if (op == NULL)
597 {
766 /* this should never happen */ 598 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 600 return;
769 }
770 601 }
771 if(op->env!=NULL) { 602
603 if (op->env)
604 {
772 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
773 * to do in this case. 606 * to do in this case.
774 */ 607 */
775 return; 608 return;
776 } 609 }
777 610
778 /* 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
779 * going to get freed anyways. 612 * going to get freed anyways.
780 */ 613 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
782 615 return;
616
783 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
784 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)
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 621#ifdef MANY_CORES
788 abort(); 622 abort ();
789#endif 623#endif
790 return; 624 return;
791 }
792 625 }
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
800 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
802 update_now=1;
803
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
805 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
806 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
808 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
809
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1;
812
813 if ((move_on | op->move_on) != move_on) update_now=1;
814 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
815 /* 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
816 * to have move_allow right now. 644 * to have move_allow right now.
817 */ 645 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
819 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
821 } 649 }
822 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 652 * that is being removed.
825 */ 653 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 655 m.flags_ = 0;
828 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
830 }
831 else { 658 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 660
835 if (update_now) {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y);
838 }
839
840 if(op->more!=NULL) 661 if (op->more)
841 update_object(op->more, action); 662 update_object (op->more, action);
842} 663}
843 664
665object *object::first;
844 666
845/* 667object::object ()
846 * free_object() frees everything allocated by an object, removes 668{
847 * it from the list of used objects, and puts it on the list of 669 SET_FLAG (this, FLAG_REMOVED);
848 * free objects. The IS_FREED() flag is set in the object. 670
849 * The object must have been removed by remove_ob() first for 671 expmul = 1.0;
850 * this function to succeed. 672 face = blank_face;
851 * 673}
852 * If free_inventory is set, free inventory as well. Else drop items in 674
853 * inventory to the ground. 675object::~object ()
854 */ 676{
677 free_key_values (this);
678}
679
680void object::link ()
681{
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692}
693
694void object::unlink ()
695{
696 if (this == object::first)
697 object::first = next;
698
699 /* Remove this object from the list of used objects */
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
855 712
856void 713void
857free_object (object * ob) 714object::activate ()
858{ 715{
859 free_object2 (ob, 0); 716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
860} 731}
861 732
862void 733void
863free_object2 (object * ob, int free_inventory) 734object::activate_recursive ()
864{ 735{
865 object *tmp, *op; 736 activate ();
866 737
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 738 for (object *op = inv; op; op = op->below)
868 { 739 op->activate_recursive ();
869 LOG (llevDebug, "Free object called with non removed object\n"); 740}
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 741
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 742/* This function removes object 'op' from the list of active
877 { 743 * objects.
878 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 744 * This should only be used for style maps or other such
879 remove_friendly_object (ob); 745 * reference maps where you don't want an object that isn't
880 } 746 * in play chewing up cpu time getting processed.
881 747 * The reverse of this is to call update_ob_speed, which
882 if (QUERY_FLAG (ob, FLAG_FREED)) 748 * will do the right thing based on the speed of the object.
883 { 749 */
884 dump_object (ob); 750void
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
886 return; 755 return;
887 }
888 756
889 if (ob->more != NULL) 757 if (active_prev == 0)
890 {
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894
895 if (ob->inv)
896 {
897 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects
899 * drop on that space.
900 */
901 if (free_inventory || ob->map == NULL
902 || ob->map->in_memory != MAP_IN_MEMORY
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
904 {
905 op = ob->inv;
906
907 while (op != NULL)
908 { 758 {
909 tmp = op->below; 759 active_objects = active_next;
910 remove_ob (op); 760 if (active_next)
911 free_object2 (op, free_inventory); 761 active_next->active_prev = 0;
912 op = tmp;
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 op = ob->inv;
918
919 while (op != NULL)
920 {
921 tmp = op->below;
922 remove_ob (op);
923
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
927 free_object (op);
928 else
929 {
930 op->x = ob->x;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
933 }
934
935 op = tmp;
936 }
937 }
938 }
939
940 /* Remove object from the active list */
941 ob->speed = 0;
942 update_ob_speed (ob);
943
944 SET_FLAG (ob, FLAG_FREED);
945 ob->count = 0;
946
947 /* Remove this object from the list of used objects */
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 } 762 }
955 else 763 else
956 { 764 {
957 ob->prev->next = ob->next; 765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
958 769
959 if (ob->next != NULL) 770 active_next = 0;
960 ob->next->prev = ob->prev; 771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
831object *object::create ()
832{
833 object *op = new object;
834 op->link ();
835 return op;
836}
837
838void
839object::do_destroy ()
840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
961 } 876 }
962 877
963 free_key_values (ob); 878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
964 882
965 /* Now link it with the free_objects list: */ 883 head = 0;
966 ob->prev = 0;
967 ob->next = 0;
968 884
969 delete ob; 885 if (more)
886 {
887 more->destroy ();
888 more = 0;
889 }
890
891 // clear those pointers that likely might have circular references to us
892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898}
899
900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
904 return;
905
906 if (destroy_inventory)
907 destroy_inv (false);
908
909 attachable::destroy ();
970} 910}
971 911
972/* 912/*
973 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
975 */ 915 */
976 916void
977void sub_weight (object *op, signed long weight) { 917sub_weight (object *op, signed long weight)
918{
978 while (op != NULL) { 919 while (op != NULL)
920 {
979 if (op->type == CONTAINER) { 921 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 923
982 op->carrying-=weight; 924 op->carrying -= weight;
983 op = op->env; 925 op = op->env;
984 } 926 }
985} 927}
986 928
987/* remove_ob(op): 929/* op->remove ():
988 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
989 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
990 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
992 * the previous environment. 934 * the previous environment.
993 * Beware: This function is called from the editor as well! 935 * Beware: This function is called from the editor as well!
994 */ 936 */
995 937void
996void remove_ob(object *op) { 938object::remove ()
939{
997 object *tmp,*last=NULL; 940 object *tmp, *last = 0;
998 object *otmp; 941 object *otmp;
999 tag_t tag;
1000 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 942
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 943 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 944 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 945
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 946 SET_FLAG (this, FLAG_REMOVED);
947 INVOKE_OBJECT (REMOVE, this);
1025 948
949 if (more)
950 more->remove ();
951
1026 /* 952 /*
1027 * In this case, the object to be removed is in someones 953 * In this case, the object to be removed is in someones
1028 * inventory. 954 * inventory.
1029 */ 955 */
1030 if(op->env!=NULL) { 956 if (env)
957 {
1031 if(op->nrof) 958 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 959 sub_weight (env, weight * nrof);
1033 else 960 else
1034 sub_weight(op->env, op->weight+op->carrying); 961 sub_weight (env, weight + carrying);
1035 962
1036 /* NO_FIX_PLAYER is set when a great many changes are being 963 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 964 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 965 * to save cpu time.
1039 */ 966 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 968 otmp->update_stats ();
1042 fix_player(otmp);
1043 969
1044 if(op->above!=NULL) 970 if (above)
1045 op->above->below=op->below; 971 above->below = below;
1046 else 972 else
1047 op->env->inv=op->below; 973 env->inv = below;
1048 974
1049 if(op->below!=NULL) 975 if (below)
1050 op->below->above=op->above; 976 below->above = above;
1051 977
1052 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
981 */
982 x = env->x, y = env->y;
983 map = env->map;
984 above = 0, below = 0;
985 env = 0;
986 }
987 else if (map)
988 {
989 if (type == PLAYER)
990 {
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
996
997 /* link the object above us */
998 if (above)
999 above->below = below;
1000 else
1001 map->at (x, y).top = below; /* we were top, set new top */
1002
1003 /* Relink the object below us, if there is one */
1004 if (below)
1005 below->above = above;
1006 else
1007 {
1008 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is
1010 * evident
1055 */ 1011 */
1056 op->x=op->env->x,op->y=op->env->y; 1012 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1013 {
1058 op->above=NULL,op->below=NULL; 1014 char *dump = dump_object (this);
1059 op->env=NULL; 1015 LOG (llevError,
1016 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022
1023 map->at (x, y).bot = above; /* goes on above it. */
1024 }
1025
1026 above = 0;
1027 below = 0;
1028
1029 if (map->in_memory == MAP_SAVING)
1060 return; 1030 return;
1061 }
1062 1031
1063 /* If we get here, we are removing it from a map */ 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1064 if (op->map == NULL) return;
1065 1033
1066 x = op->x; 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1067 y = op->y;
1068 m = get_map_from_coord(op->map, &x, &y);
1069
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */
1102 if(GET_MAP_OB(m,x,y)!=op) {
1103 dump_object(op);
1104 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);
1105 dump_object(GET_MAP_OB(m,x,y));
1106 LOG(llevError,"%s\n",errmsg);
1107 } 1035 {
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1119 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1120 * being removed. 1037 * being removed.
1121 */ 1038 */
1122 1039
1123 if(tmp->type==PLAYER && tmp!=op) { 1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1124 /* If a container that the player is currently using somehow gets 1042 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1043 * removed (most likely destroyed), update the player view
1126 * appropriately. 1044 * appropriately.
1127 */ 1045 */
1128 if (tmp->container==op) { 1046 if (tmp->container == this)
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1047 {
1048 flag [FLAG_APPLIED] = 0;
1130 tmp->container=NULL; 1049 tmp->container = 0;
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1131 } 1054 }
1132 tmp->contr->socket.update_look=1; 1055
1133 }
1134 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1057 if (check_walk_off
1058 && ((move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1137 1060 {
1138 move_apply(tmp, op, NULL); 1061 move_apply (tmp, this, 0);
1062
1139 if (was_destroyed (op, tag)) { 1063 if (destroyed ())
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1065 }
1143 }
1144 1066
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1147 if(tmp->above == tmp) 1069 if (tmp->above == tmp)
1148 tmp->above = NULL; 1070 tmp->above = 0;
1071
1149 last=tmp; 1072 last = tmp;
1150 } 1073 }
1074
1151 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1152 if (last==NULL) { 1076 //TODO: this makes little sense, why only update the topmost object?
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1077 if (!last)
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1078 map->at (x, y).flags_ = 0;
1155 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways.
1157 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y);
1160 }
1161 else 1079 else
1162 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1163 1081
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1166 1084 }
1167} 1085}
1168 1086
1169/* 1087/*
1170 * merge_ob(op,top): 1088 * merge_ob(op,top):
1171 * 1089 *
1172 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1091 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1094 */
1177 1095object *
1178object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1179 if(!op->nrof) 1098 if (!op->nrof)
1180 return 0; 1099 return 0;
1181 if(top==NULL) 1100
1101 if (top)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top && top->above; top = top->above)
1103 ;
1104
1183 for(;top!=NULL;top=top->below) { 1105 for (; top; top = top->below)
1106 {
1184 if(top==op) 1107 if (top == op)
1185 continue; 1108 continue;
1186 if (CAN_MERGE(op,top)) 1109
1187 { 1110 if (object::can_merge (op, top))
1111 {
1188 top->nrof+=op->nrof; 1112 top->nrof += op->nrof;
1113
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1116 op->destroy ();
1192 free_object(op);
1193 return top; 1117 return top;
1194 } 1118 }
1195 } 1119 }
1120
1196 return NULL; 1121 return 0;
1197} 1122}
1198 1123
1199/* 1124/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1202 */ 1127 */
1128object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204 object* tmp; 1130{
1205 if (op->head) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 op=op->head; 1132 {
1207 for (tmp=op;tmp;tmp=tmp->more){
1208 tmp->x=x+tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1210 } 1135 }
1136
1211 return insert_ob_in_map (op, m, originator, flag); 1137 return insert_ob_in_map (op, m, originator, flag);
1212} 1138}
1213 1139
1214/* 1140/*
1215 * insert_ob_in_map (op, map, originator, flag): 1141 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1142 * This function inserts the object in the two-way linked list
1229 * Return value: 1155 * Return value:
1230 * new object if 'op' was merged with other object 1156 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1157 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1158 * just 'op' otherwise
1233 */ 1159 */
1234 1160object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1162{
1237 object *tmp, *top, *floor=NULL; 1163 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1164 sint16 x, y;
1239 1165
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1166 if (QUERY_FLAG (op, FLAG_FREED))
1167 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1242 return NULL; 1169 return NULL;
1170 }
1171
1172 if (!m)
1243 } 1173 {
1244 if(m==NULL) {
1245 dump_object(op); 1174 char *dump = dump_object (op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1247 return op; 1177 return op;
1248 } 1178 }
1179
1249 if(out_of_map(m,op->x,op->y)) { 1180 if (out_of_map (m, op->x, op->y))
1181 {
1250 dump_object(op); 1182 char *dump = dump_object (op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1252#ifdef MANY_CORES 1184#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object 1185 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting 1186 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted. 1187 * improperly inserted.
1256 */ 1188 */
1257 abort(); 1189 abort ();
1258#endif 1190#endif
1191 free (dump);
1259 return op; 1192 return op;
1260 } 1193 }
1194
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1262 dump_object(op); 1197 char *dump = dump_object (op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1264 return op; 1200 return op;
1201 }
1202
1203 if (op->more)
1265 } 1204 {
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1268 1206
1269 object *more = op->more; 1207 object *more = op->more;
1270 1208
1271 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalize coordinates - if
1272 * we set the map, that doesn't work if the location is within 1210 * we set the map, that doesn't work if the location is within
1273 * a map and this is straddling an edge. So only if coordinate 1211 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalize it.
1275 */ 1213 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1277 more->map = get_map_from_coord(m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1278 } else if (!more->map) { 1216 else if (!more->map)
1217 {
1279 /* For backwards compatibility - when not dealing with tiled maps, 1218 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent. 1219 * more->map should always point to the parent.
1281 */ 1220 */
1282 more->map = m; 1221 more->map = m;
1283 } 1222 }
1284 1223
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1286 if ( ! op->head) 1226 if (!op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1288 return NULL; 1229 return 0;
1289 } 1230 }
1290 } 1231 }
1232
1291 CLEAR_FLAG(op,FLAG_REMOVED); 1233 CLEAR_FLAG (op, FLAG_REMOVED);
1292 1234
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1235 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * of areas of callers (eg, anything that uses find_free_spot would now 1236 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work 1237 * need extra work
1296 */ 1238 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y); 1239 op->map = get_map_from_coord (m, &op->x, &op->y);
1298 x = op->x; 1240 x = op->x;
1299 y = op->y; 1241 y = op->y;
1300 1242
1301 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1302 */ 1244 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) { 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1305 if (CAN_MERGE(op,tmp)) { 1247 if (object::can_merge (op, tmp))
1248 {
1306 op->nrof+=tmp->nrof; 1249 op->nrof += tmp->nrof;
1307 remove_ob(tmp); 1250 tmp->destroy ();
1308 free_object(tmp); 1251 }
1252
1253 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1254 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1255
1256 if (!QUERY_FLAG (op, FLAG_ALIVE))
1257 CLEAR_FLAG (op, FLAG_NO_STEAL);
1258
1259 if (flag & INS_BELOW_ORIGINATOR)
1260 {
1261 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1262 {
1263 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1264 abort ();
1265 }
1266
1267 op->above = originator;
1268 op->below = originator->below;
1269
1270 if (op->below)
1271 op->below->above = op;
1272 else
1273 op->ms ().bot = op;
1274
1275 /* since *below* originator, no need to update top */
1276 originator->below = op;
1277 }
1278 else
1279 {
1280 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1282 {
1283 object *last = 0;
1284
1285 /*
1286 * If there are multiple objects on this space, we do some trickier handling.
1287 * We've already dealt with merging if appropriate.
1288 * Generally, we want to put the new object on top. But if
1289 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1290 * floor, we want to insert above that and no further.
1291 * Also, if there are spell objects on this space, we stop processing
1292 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects.
1296 */
1297 while (top)
1298 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top;
1301
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1303 {
1304 /* We insert above top, so we want this object below this */
1305 top = top->below;
1306 break;
1307 }
1308
1309 last = top;
1310 top = top->above;
1309 } 1311 }
1310 }
1311 1312
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1313 /* Don't want top to be NULL, so set it to the last valid object */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1314 top = last;
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316 1315
1317 if (flag & INS_BELOW_ORIGINATOR) { 1316 /* We let update_position deal with figuring out what the space
1318 if (originator->map != op->map || originator->x != op->x || 1317 * looks like instead of lots of conditions here.
1319 originator->y != op->y) { 1318 * makes things faster, and effectively the same result.
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1321 abort();
1322 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else {
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /* 1319 */
1334 * If there are multiple objects on this space, we do some trickier handling. 1320
1335 * We've already dealt with merging if appropriate. 1321 /* Have object 'fall below' other objects that block view.
1336 * Generally, we want to put the new object on top. But if 1322 * Unless those objects are exits, type 66
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1323 * If INS_ON_TOP is used, don't do this processing
1338 * floor, we want to insert above that and no further. 1324 * Need to find the object that in fact blocks view, otherwise
1339 * Also, if there are spell objects on this space, we stop processing 1325 * stacking is a bit odd.
1340 * once we get to them. This reduces the need to traverse over all of 1326 */
1341 * them when adding another one - this saves quite a bit of cpu time 1327 if (!(flag & INS_ON_TOP) &&
1342 * when lots of spells are cast in one area. Currently, it is presumed 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1343 * that flying non pickable objects are spell objects. 1329 {
1330 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break;
1333 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we
1336 * set top to the object below us.
1344 */ 1337 */
1345 1338 if (last && last->below && last != floor)
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above; 1339 top = last->below;
1359 } 1340 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */ 1341 } /* If objects on this space */
1342
1387 if (flag & INS_MAP_LOAD) 1343 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y); 1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1346 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor;
1390 1348
1391 /* Top is the object that our object (op) is going to get inserted above. 1349 /* Top is the object that our object (op) is going to get inserted above.
1392 */ 1350 */
1393 1351
1394 /* First object on this space */ 1352 /* First object on this space */
1395 if (!top) { 1353 if (!top)
1354 {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1397 if (op->above) op->above->below = op; 1358 op->above->below = op;
1359
1398 op->below = NULL; 1360 op->below = 0;
1399 SET_MAP_OB(op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1362 }
1363 else
1400 } else { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1401 op->above = top->above; 1365 op->above = top->above;
1366
1367 if (op->above)
1402 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1403 op->below = top; 1370 op->below = top;
1404 top->above = op; 1371 top->above = op;
1405 } 1372 }
1373
1406 if (op->above==NULL) 1374 if (!op->above)
1407 SET_MAP_TOP(op->map,op->x, op->y, op); 1375 op->ms ().top = op;
1408 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1409 1377
1410 if(op->type==PLAYER) 1378 if (op->type == PLAYER)
1379 {
1411 op->contr->do_los=1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1412 1384
1385 op->map->dirty = true;
1386
1413 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1414 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1415 */ 1389 */
1416 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1391 if (object *pl = op->ms ().player ())
1418 if (tmp->type == PLAYER) 1392 if (pl->contr->ns)
1419 tmp->contr->socket.update_look=1; 1393 pl->contr->ns->floorbox_update ();
1420 }
1421 1394
1422 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1429 * of effect may be sufficient. 1402 * of effect may be sufficient.
1430 */ 1403 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1433 1406
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1437 1409
1410 INVOKE_OBJECT (INSERT, op);
1438 1411
1439 /* Don't know if moving this to the end will break anything. However, 1412 /* Don't know if moving this to the end will break anything. However,
1440 * we want to have update_look set above before calling this. 1413 * we want to have floorbox_update called before calling this.
1441 * 1414 *
1442 * check_move_on() must be after this because code called from 1415 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like 1416 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by 1417 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1418 * update_object().
1446 */ 1419 */
1447 1420
1448 /* if this is not the head or flag has been passed, don't check walk on status */ 1421 /* if this is not the head or flag has been passed, don't check walk on status */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1422 if (!(flag & INS_NO_WALK_ON) && !op->head)
1423 {
1451 if (check_move_on(op, originator)) 1424 if (check_move_on (op, originator))
1452 return NULL; 1425 return 0;
1453 1426
1454 /* If we are a multi part object, lets work our way through the check 1427 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1428 * walk on's.
1456 */ 1429 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1431 if (check_move_on (tmp, originator))
1459 return NULL; 1432 return 0;
1460 } 1433 }
1434
1461 return op; 1435 return op;
1462} 1436}
1463 1437
1464/* this function inserts an object in the map, but if it 1438/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1439 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1440 * op is the object to insert it under: supplies x and the map.
1467 */ 1441 */
1442void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1443replace_insert_ob_in_map (const char *arch_string, object *op)
1469 object *tmp; 1444{
1470 object *tmp1; 1445 object *tmp, *tmp1;
1471 1446
1472 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1473 1448
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1451 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1452
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1454
1483 1455 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1456 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1464}
1487 1465
1488/* 1466/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1490 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1471 * global static errmsg array.
1494 */ 1472 */
1495 1473object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1474get_split_ob (object *orig_ob, uint32 nr)
1475{
1497 object *newob; 1476 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1478
1500 if(orig_ob->nrof<nr) { 1479 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1480 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1481 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1482 return NULL;
1504 } 1483 }
1484
1505 newob = object_create_clone(orig_ob); 1485 newob = object_create_clone (orig_ob);
1486
1506 if((orig_ob->nrof-=nr)<1) { 1487 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1488 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1489 else if (!is_removed)
1490 {
1512 if(orig_ob->env!=NULL) 1491 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1492 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1493 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1494 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1495 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n"); 1496 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1497 return NULL;
1519 } 1498 }
1520 } 1499 }
1500
1521 newob->nrof=nr; 1501 newob->nrof = nr;
1522 1502
1523 return newob; 1503 return newob;
1524} 1504}
1525 1505
1526/* 1506/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1507 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1508 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1509 * is subsequently removed and freed.
1530 * 1510 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1511 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1512 */
1533 1513
1514object *
1534object *decrease_ob_nr (object *op, uint32 i) 1515decrease_ob_nr (object *op, uint32 i)
1535{ 1516{
1536 object *tmp; 1517 object *tmp;
1537 player *pl;
1538 1518
1539 if (i == 0) /* objects with op->nrof require this check */ 1519 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1520 return op;
1541 1521
1542 if (i > op->nrof) 1522 if (i > op->nrof)
1543 i = op->nrof; 1523 i = op->nrof;
1544 1524
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1525 if (QUERY_FLAG (op, FLAG_REMOVED))
1526 op->nrof -= i;
1527 else if (op->env)
1528 {
1529 /* is this object in the players inventory, or sub container
1530 * therein?
1531 */
1532 tmp = op->in_player ();
1533 /* nope. Is this a container the player has opened?
1534 * If so, set tmp to that player.
1535 * IMO, searching through all the players will mostly
1536 * likely be quicker than following op->env to the map,
1537 * and then searching the map for a player.
1538 */
1539 if (!tmp)
1540 for_all_players (pl)
1541 if (pl->ob->container == op->env)
1542 {
1543 tmp = pl->ob;
1544 break;
1545 }
1546
1547 if (i < op->nrof)
1548 {
1549 sub_weight (op->env, op->weight * i);
1550 op->nrof -= i;
1551 if (tmp)
1552 esrv_send_item (tmp, op);
1553 }
1554 else
1555 {
1556 op->remove ();
1557 op->nrof = 0;
1558 if (tmp)
1559 esrv_del_item (tmp->contr, op->count);
1560 }
1546 { 1561 }
1562 else
1563 {
1564 object *above = op->above;
1565
1566 if (i < op->nrof)
1547 op->nrof -= i; 1567 op->nrof -= i;
1548 } 1568 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1569 {
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op); 1570 op->remove ();
1576 op->nrof = 0; 1571 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1572 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1573
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1574 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1575 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1576 if (tmp->type == PLAYER)
1577 {
1595 if (op->nrof) 1578 if (op->nrof)
1596 esrv_send_item(tmp, op); 1579 esrv_send_item (tmp, op);
1597 else 1580 else
1598 esrv_del_item(tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1599 } 1582 }
1600 } 1583 }
1601 1584
1602 if (op->nrof) { 1585 if (op->nrof)
1603 return op; 1586 return op;
1604 } else { 1587 else
1605 free_object (op); 1588 {
1589 op->destroy ();
1606 return NULL; 1590 return 0;
1607 } 1591 }
1608} 1592}
1609 1593
1610/* 1594/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1595 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1596 * and also updates how much the environment(s) is/are carrying.
1613 */ 1597 */
1614 1598
1599void
1615void add_weight (object *op, signed long weight) { 1600add_weight (object *op, signed long weight)
1601{
1616 while (op!=NULL) { 1602 while (op != NULL)
1603 {
1617 if (op->type == CONTAINER) { 1604 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1605 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1606
1620 op->carrying+=weight; 1607 op->carrying += weight;
1621 op=op->env; 1608 op = op->env;
1622 } 1609 }
1623} 1610}
1624 1611
1612object *
1613insert_ob_in_ob (object *op, object *where)
1614{
1615 if (!where)
1616 {
1617 char *dump = dump_object (op);
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump);
1620 return op;
1621 }
1622
1623 if (where->head)
1624 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head;
1627 }
1628
1629 return where->insert (op);
1630}
1631
1625/* 1632/*
1626 * insert_ob_in_ob(op,environment): 1633 * env->insert (op)
1627 * This function inserts the object op in the linked list 1634 * This function inserts the object op in the linked list
1628 * inside the object environment. 1635 * inside the object environment.
1629 * 1636 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * The function returns now pointer to inserted item, and return value can 1637 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1638 * be != op, if items are merged. -Tero
1637 */ 1639 */
1638 1640
1639object *insert_ob_in_ob(object *op,object *where) { 1641object *
1642object::insert (object *op)
1643{
1640 object *tmp, *otmp; 1644 object *tmp, *otmp;
1641 1645
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1646 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1647 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1648
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1649 if (op->more)
1650 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1652 return op;
1661 } 1653 }
1654
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1656 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1657 if (op->nrof)
1658 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1659 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1660 if (object::can_merge (tmp, op))
1661 {
1667 /* return the original object and remove inserted object 1662 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1663 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1664 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1665 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1666 * tmp->nrof, we need to increase the weight.
1672 */ 1667 */
1673 add_weight (where, op->weight*op->nrof); 1668 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1669 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1670 op->destroy (); /* free the inserted object */
1676 op = tmp; 1671 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1672 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1673 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1674 break;
1680 } 1675 }
1681 1676
1682 /* I assume combined objects have no inventory 1677 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1678 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1679 * (if it was possible to merge). calling remove_ob will subtract
1685 * the weight, so we need to add it in again, since we actually do 1680 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1681 * the linking below
1687 */ 1682 */
1688 add_weight (where, op->weight*op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1684 }
1689 } else 1685 else
1690 add_weight (where, (op->weight+op->carrying)); 1686 add_weight (this, (op->weight + op->carrying));
1691 1687
1692 otmp=is_player_inv(where); 1688 otmp = this->in_player ();
1693 if (otmp&&otmp->contr!=NULL) { 1689 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1691 otmp->update_stats ();
1696 }
1697 1692
1698 op->map=NULL; 1693 op->map = 0;
1699 op->env=where; 1694 op->env = this;
1700 op->above=NULL; 1695 op->above = 0;
1701 op->below=NULL; 1696 op->below = 0;
1702 op->x=0,op->y=0; 1697 op->x = 0, op->y = 0;
1703 1698
1704 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1700 if ((op->glow_radius != 0) && map)
1706 { 1701 {
1707#ifdef DEBUG_LIGHTS 1702#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1704#endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1705 if (map->darkness)
1706 update_all_los (map, x, y);
1712 } 1707 }
1713 1708
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1709 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1710 * It sure simplifies this function...
1716 */ 1711 */
1717 if (where->inv==NULL) 1712 if (!inv)
1718 where->inv=op; 1713 inv = op;
1719 else { 1714 else
1715 {
1720 op->below = where->inv; 1716 op->below = inv;
1721 op->below->above = op; 1717 op->below->above = op;
1722 where->inv = op; 1718 inv = op;
1723 } 1719 }
1720
1721 INVOKE_OBJECT (INSERT, this);
1722
1724 return op; 1723 return op;
1725} 1724}
1726 1725
1727/* 1726/*
1728 * Checks if any objects has a move_type that matches objects 1727 * Checks if any objects has a move_type that matches objects
1742 * 1741 *
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * MSW 2001-07-08: Check all objects on space, not just those below
1744 * object being inserted. insert_ob_in_map may not put new objects 1743 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1744 * on top.
1746 */ 1745 */
1747 1746int
1748int check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1749{ 1748{
1750 object *tmp; 1749 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1750 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1751 int x = op->x, y = op->y;
1752
1754 MoveType move_on, move_slow, move_block; 1753 MoveType move_on, move_slow, move_block;
1755 1754
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1756 return 0;
1758 1757
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1758 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1760 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1761
1765 /* if nothing on this space will slow op down or be applied, 1762 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1763 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1764 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1765 * as walking.
1769 */ 1766 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1767 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1768 return 0;
1772 1769
1773 /* This is basically inverse logic of that below - basically, 1770 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1771 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1772 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1773 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1774 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1775 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1776 return 0;
1780 1777
1781 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1783 */ 1780 */
1784 1781
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1783 {
1787 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1786 * we don't need to check all of them.
1790 */ 1787 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1788 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1789 break;
1790 }
1791
1792 for (; tmp; tmp = tmp->below)
1792 } 1793 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1794 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1795 continue; /* Can't apply yourself */
1795 1796
1796 /* Check to see if one of the movement types should be slowed down. 1797 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1798 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1799 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1800 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1801 * swim on that space, can't use it to avoid the penalty.
1801 */ 1802 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1803 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1804 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 {
1806 1808
1807 float diff; 1809 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1810 diff = tmp->move_slow_penalty * FABS (op->speed);
1811
1810 if (op->type == PLAYER) { 1812 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1815 diff /= 4.0;
1814 } 1816
1815 }
1816 op->speed_left -= diff; 1817 op->speed_left -= diff;
1817 } 1818 }
1818 } 1819 }
1819 1820
1820 /* Basically same logic as above, except now for actual apply. */ 1821 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1822 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1823 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1824 {
1825 move_apply(tmp, op, originator); 1825 move_apply (tmp, op, originator);
1826
1826 if (was_destroyed (op, tag)) 1827 if (op->destroyed ())
1827 return 1; 1828 return 1;
1828 1829
1829 /* what the person/creature stepped onto has moved the object 1830 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1831 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1832 * have a feeling strange problems would result.
1832 */ 1833 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1834 if (op->map != m || op->x != x || op->y != y)
1835 return 0;
1834 } 1836 }
1835 } 1837 }
1838
1836 return 0; 1839 return 0;
1837} 1840}
1838 1841
1839/* 1842/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1843 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1844 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
1843 */ 1846 */
1844 1847object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1848present_arch (const archetype *at, maptile *m, int x, int y)
1846 object *tmp; 1849{
1847 if(m==NULL || out_of_map(m,x,y)) { 1850 if (!m || out_of_map (m, x, y))
1851 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1853 return NULL;
1850 } 1854 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1855
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1852 if(tmp->arch == at) 1857 if (tmp->arch == at)
1853 return tmp; 1858 return tmp;
1859
1854 return NULL; 1860 return NULL;
1855} 1861}
1856 1862
1857/* 1863/*
1858 * present(type, map, x, y) searches for any objects with 1864 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1865 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
1861 */ 1867 */
1862 1868object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1869present (unsigned char type, maptile *m, int x, int y)
1864 object *tmp; 1870{
1865 if(out_of_map(m,x,y)) { 1871 if (out_of_map (m, x, y))
1872 {
1866 LOG(llevError,"Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1874 return NULL;
1868 } 1875 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876
1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 if(tmp->type==type) 1878 if (tmp->type == type)
1871 return tmp; 1879 return tmp;
1880
1872 return NULL; 1881 return NULL;
1873} 1882}
1874 1883
1875/* 1884/*
1876 * present_in_ob(type, object) searches for any objects with 1885 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1886 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
1879 */ 1888 */
1880 1889object *
1881object *present_in_ob(unsigned char type, const object *op) { 1890present_in_ob (unsigned char type, const object *op)
1882 object *tmp; 1891{
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1893 if (tmp->type == type)
1885 return tmp; 1894 return tmp;
1895
1886 return NULL; 1896 return NULL;
1887} 1897}
1888 1898
1889/* 1899/*
1890 * present_in_ob (type, str, object) searches for any objects with 1900 * present_in_ob (type, str, object) searches for any objects with
1898 * str is the string to match against. Note that we match against 1908 * str is the string to match against. Note that we match against
1899 * the object name, not the archetype name. this is so that the 1909 * the object name, not the archetype name. this is so that the
1900 * spell code can use one object type (force), but change it's name 1910 * spell code can use one object type (force), but change it's name
1901 * to be unique. 1911 * to be unique.
1902 */ 1912 */
1903 1913object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 1914present_in_ob_by_name (int type, const char *str, const object *op)
1905 object *tmp; 1915{
1906
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1916 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1917 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 1918 return tmp;
1910 } 1919
1911 return NULL; 1920 return 0;
1912} 1921}
1913 1922
1914/* 1923/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 1924 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 1925 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
1918 */ 1927 */
1919 1928object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 1929present_arch_in_ob (const archetype *at, const object *op)
1921 object *tmp; 1930{
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 1932 if (tmp->arch == at)
1924 return tmp; 1933 return tmp;
1934
1925 return NULL; 1935 return NULL;
1926} 1936}
1927 1937
1928/* 1938/*
1929 * activate recursively a flag on an object inventory 1939 * activate recursively a flag on an object inventory
1930 */ 1940 */
1941void
1931void flag_inv(object*op, int flag){ 1942flag_inv (object *op, int flag)
1932 object *tmp; 1943{
1933 if(op->inv) 1944 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 {
1935 SET_FLAG(tmp, flag); 1947 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 1948 flag_inv (tmp, flag);
1937 } 1949 }
1950}
1951
1938}/* 1952/*
1939 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
1940 */ 1954 */
1955void
1941void unflag_inv(object*op, int flag){ 1956unflag_inv (object *op, int flag)
1942 object *tmp; 1957{
1943 if(op->inv) 1958 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 {
1945 CLEAR_FLAG(tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 1962 unflag_inv (tmp, flag);
1947 } 1963 }
1948} 1964}
1949 1965
1950/* 1966/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 1968 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 1969 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function. 1970 * him/her-self and all object carried by a call to this function.
1955 */ 1971 */
1956 1972void
1957void set_cheat(object *op) { 1973set_cheat (object *op)
1974{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 1975 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 1976 flag_inv (op, FLAG_WAS_WIZ);
1960} 1977}
1961 1978
1962/* 1979/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
1964 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
1978 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
1979 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
1980 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 1998 * customized, changed states, etc.
1982 */ 1999 */
1983 2000int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{
1985 int i,index=0, flag; 2003 int index = 0, flag;
1986 static int altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
1987 2005
1988 for(i=start;i<stop;i++) { 2006 for (int i = start; i < stop; i++)
2007 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2008 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 2009 if (!flag)
1991 altern[index++]=i; 2010 altern [index++] = i;
1992 2011
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2000 */ 2019 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2020 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2021 stop = maxfree[i];
2003 } 2022 }
2004 if(!index) return -1; 2023
2024 if (!index)
2025 return -1;
2026
2005 return altern[RANDOM()%index]; 2027 return altern[RANDOM () % index];
2006} 2028}
2007 2029
2008/* 2030/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2031 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2032 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2033 * But it will return the first available spot, not a random choice.
2012 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2034 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2035 */
2014 2036int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2037find_first_free_spot (const object *ob, maptile *m, int x, int y)
2016 int i; 2038{
2017 for(i=0;i<SIZEOFFREE;i++) { 2039 for (int i = 0; i < SIZEOFFREE; i++)
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2040 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2041 return i;
2020 } 2042
2021 return -1; 2043 return -1;
2022} 2044}
2023 2045
2024/* 2046/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2047 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2048 * arr[begin..end-1].
2049 * now uses a fisher-yates shuffle, old permute was broken
2027 */ 2050 */
2051static void
2028static void permute(int *arr, int begin, int end) 2052permute (int *arr, int begin, int end)
2029{ 2053{
2030 int i, j, tmp, len; 2054 arr += begin;
2055 end -= begin;
2031 2056
2032 len = end-begin; 2057 while (--end)
2033 for(i = begin; i < end; i++) 2058 swap (arr [end], arr [RANDOM () % (end + 1)]);
2034 {
2035 j = begin+RANDOM()%len;
2036
2037 tmp = arr[i];
2038 arr[i] = arr[j];
2039 arr[j] = tmp;
2040 }
2041} 2059}
2042 2060
2043/* new function to make monster searching more efficient, and effective! 2061/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2062 * This basically returns a randomized array (in the passed pointer) of
2045 * the spaces to find monsters. In this way, it won't always look for 2063 * the spaces to find monsters. In this way, it won't always look for
2046 * monsters to the north first. However, the size of the array passed 2064 * monsters to the north first. However, the size of the array passed
2047 * covers all the spaces, so within that size, all the spaces within 2065 * covers all the spaces, so within that size, all the spaces within
2048 * the 3x3 area will be searched, just not in a predictable order. 2066 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2067 */
2068void
2050void get_search_arr(int *search_arr) 2069get_search_arr (int *search_arr)
2051{ 2070{
2052 int i; 2071 int i;
2053 2072
2054 for(i = 0; i < SIZEOFFREE; i++) 2073 for (i = 0; i < SIZEOFFREE; i++)
2055 {
2056 search_arr[i] = i; 2074 search_arr[i] = i;
2057 }
2058 2075
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2076 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2077 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2078 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2079}
2063 2080
2064/* 2081/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2082 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2083 * given map at the given coordinates for live objects.
2071 * Perhaps incorrectly, but I'm making the assumption that exclude 2088 * Perhaps incorrectly, but I'm making the assumption that exclude
2072 * is actually want is going to try and move there. We need this info 2089 * is actually want is going to try and move there. We need this info
2073 * because we have to know what movement the thing looking to move 2090 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2091 * there is capable of.
2075 */ 2092 */
2076 2093int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2094find_dir (maptile *m, int x, int y, object *exclude)
2095{
2078 int i,max=SIZEOFFREE, mflags; 2096 int i, max = SIZEOFFREE, mflags;
2097
2079 sint16 nx, ny; 2098 sint16 nx, ny;
2080 object *tmp; 2099 object *tmp;
2081 mapstruct *mp; 2100 maptile *mp;
2101
2082 MoveType blocked, move_type; 2102 MoveType blocked, move_type;
2083 2103
2084 if (exclude && exclude->head) { 2104 if (exclude && exclude->head)
2105 {
2085 exclude = exclude->head; 2106 exclude = exclude->head;
2086 move_type = exclude->move_type; 2107 move_type = exclude->move_type;
2087 } else { 2108 }
2109 else
2110 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2111 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2112 move_type = MOVE_ALL;
2113 }
2114
2115 for (i = 1; i < max; i++)
2090 } 2116 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2117 mp = m;
2094 nx = x + freearr_x[i]; 2118 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2119 ny = y + freearr_y[i];
2096 2120
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2121 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2122
2098 if (mflags & P_OUT_OF_MAP) { 2123 if (mflags & P_OUT_OF_MAP)
2124 max = maxfree[i];
2125 else
2126 {
2127 mapspace &ms = mp->at (nx, ny);
2128
2129 blocked = ms.move_block;
2130
2131 if ((move_type & blocked) == move_type)
2099 max = maxfree[i]; 2132 max = maxfree[i];
2100 } else {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102
2103 if ((move_type & blocked) == move_type) {
2104 max=maxfree[i];
2105 } else if (mflags & P_IS_ALIVE) { 2133 else if (mflags & P_IS_ALIVE)
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2134 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2137 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2109 break; 2138 break;
2110 } 2139
2111 }
2112 if(tmp) { 2140 if (tmp)
2113 return freedir[i]; 2141 return freedir[i];
2114 }
2115 } 2142 }
2116 } 2143 }
2117 } 2144 }
2145
2118 return 0; 2146 return 0;
2119} 2147}
2120 2148
2121/* 2149/*
2122 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2151 * distance between the two given objects.
2124 */ 2152 */
2125 2153int
2126int distance(const object *ob1, const object *ob2) { 2154distance (const object *ob1, const object *ob2)
2127 int i; 2155{
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2130 return i;
2131} 2157}
2132 2158
2133/* 2159/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2135 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2137 */ 2163 */
2138 2164int
2139int find_dir_2(int x, int y) { 2165find_dir_2 (int x, int y)
2166{
2140 int q; 2167 int q;
2141 2168
2142 if(y) 2169 if (y)
2143 q=x*100/y; 2170 q = x * 100 / y;
2144 else if (x) 2171 else if (x)
2145 q= -300*x; 2172 q = -300 * x;
2146 else 2173 else
2147 return 0; 2174 return 0;
2148 2175
2149 if(y>0) { 2176 if (y > 0)
2177 {
2150 if(q < -242) 2178 if (q < -242)
2151 return 3 ; 2179 return 3;
2152 if (q < -41) 2180 if (q < -41)
2153 return 2 ; 2181 return 2;
2154 if (q < 41) 2182 if (q < 41)
2155 return 1 ; 2183 return 1;
2156 if (q < 242) 2184 if (q < 242)
2157 return 8 ; 2185 return 8;
2158 return 7 ; 2186 return 7;
2159 } 2187 }
2160 2188
2161 if (q < -242) 2189 if (q < -242)
2162 return 7 ; 2190 return 7;
2163 if (q < -41) 2191 if (q < -41)
2164 return 6 ; 2192 return 6;
2165 if (q < 41) 2193 if (q < 41)
2166 return 5 ; 2194 return 5;
2167 if (q < 242) 2195 if (q < 242)
2168 return 4 ; 2196 return 4;
2169 2197
2170 return 3 ; 2198 return 3;
2171} 2199}
2172 2200
2173/* 2201/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2202 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2203 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2204 * "overflow" in previous calculations of a direction).
2177 */ 2205 */
2178 2206
2207int
2179int absdir(int d) { 2208absdir (int d)
2180 while(d<1) d+=8; 2209{
2181 while(d>8) d-=8; 2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2182 return d; 2216 return d;
2183} 2217}
2184 2218
2185/* 2219/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2222 */
2189 2223
2224int
2190int dirdiff(int dir1, int dir2) { 2225dirdiff (int dir1, int dir2)
2226{
2191 int d; 2227 int d;
2228
2192 d = abs(dir1 - dir2); 2229 d = abs (dir1 - dir2);
2193 if(d>4) 2230 if (d > 4)
2194 d = 8 - d; 2231 d = 8 - d;
2232
2195 return d; 2233 return d;
2196} 2234}
2197 2235
2198/* peterm: 2236/* peterm:
2199 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2237 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2202 * This basically means that if direction is 15, then it could either go 2240 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are. 2241 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2242 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2243 * functions.
2206 */ 2244 */
2207
2208int reduction_dir[SIZEOFFREE][3] = { 2245int reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2246 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2247 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2248 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2249 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2250 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2251 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2252 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2253 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2254 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2255 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2256 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2257 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2258 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2259 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2260 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2261 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2262 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2263 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2264 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2265 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2266 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2267 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2268 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2269 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2270 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2271 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2272 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2273 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2274 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2275 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2276 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2277 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2278 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2279 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2280 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2281 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2282 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2283 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2284 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2285 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2286 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2287 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2288 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2289 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2290 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2291 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2292 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2293 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2294 {24, 9, -1}
2295}; /* 48 */
2258 2296
2259/* Recursive routine to step back and see if we can 2297/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2298 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2299 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2300 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2301 * Modified to be map tile aware -.MSW
2264 */ 2302 */
2265 2303int
2266
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2304can_see_monsterP (maptile *m, int x, int y, int dir)
2305{
2268 sint16 dx, dy; 2306 sint16 dx, dy;
2269 int mflags; 2307 int mflags;
2270 2308
2309 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2310 return 0; /* exit condition: invalid direction */
2272 2311
2273 dx = x + freearr_x[dir]; 2312 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2313 dy = y + freearr_y[dir];
2275 2314
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2315 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2316
2278 /* This functional arguably was incorrect before - it was 2317 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2318 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2319 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2320 * literal on if we can see it. To know if we can actually
2282 * move to the monster, we'd need the monster passed in or 2321 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2322 * at least its move type.
2284 */ 2323 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2324 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2325 return 0;
2286 2326
2287 /* yes, can see. */ 2327 /* yes, can see. */
2288 if(dir < 9) return 1; 2328 if (dir < 9)
2329 return 1;
2330
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2331 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2333 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292} 2334}
2293 2335
2294
2295
2296/* 2336/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2337 * can_pick(picker, item): finds out if an object is possible to be
2298 * picked up by the picker. Returnes 1 if it can be 2338 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2339 * picked up, otherwise 0.
2300 * 2340 *
2302 * core dumps if they do. 2342 * core dumps if they do.
2303 * 2343 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2344 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2345 */
2306 2346
2347int
2307int can_pick(const object *who, const object *item) { 2348can_pick (const object *who, const object *item)
2349{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2353}
2313
2314 2354
2315/* 2355/*
2316 * create clone from object to another 2356 * create clone from object to another
2317 */ 2357 */
2358object *
2318object *object_create_clone (object *asrc) { 2359object_create_clone (object *asrc)
2360{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2361 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2362
2321 if(!asrc) return NULL; 2363 if (!asrc)
2364 return 0;
2365
2322 src = asrc; 2366 src = asrc;
2323 if(src->head) 2367 if (src->head)
2324 src = src->head; 2368 src = src->head;
2325 2369
2326 prev = NULL; 2370 prev = 0;
2327 for(part = src; part; part = part->more) { 2371 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2372 {
2329 copy_object(part,tmp); 2373 tmp = part->clone ();
2330 tmp->x -= src->x; 2374 tmp->x -= src->x;
2331 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2332 if(!part->head) { 2377 if (!part->head)
2378 {
2333 dst = tmp; 2379 dst = tmp;
2334 tmp->head = NULL; 2380 tmp->head = 0;
2381 }
2335 } else { 2382 else
2336 tmp->head = dst; 2383 tmp->head = dst;
2337 } 2384
2338 tmp->more = NULL; 2385 tmp->more = 0;
2386
2339 if(prev) 2387 if (prev)
2340 prev->more = tmp; 2388 prev->more = tmp;
2389
2341 prev = tmp; 2390 prev = tmp;
2342 } 2391 }
2343 /*** copy inventory ***/ 2392
2344 for(item = src->inv; item; item = item->below) { 2393 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2395
2348 return dst; 2396 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2397}
2358 2398
2359/* GROS - Creates an object using a string representing its content. */ 2399/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */ 2400/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */ 2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */ 2402/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */ 2403/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2404/* Also remember that multiparts objects are not supported for now. */
2365 2405object *
2366object* load_object_str(const char *obstr) 2406load_object_str (const char *obstr)
2367{ 2407{
2368 object *op; 2408 object *op;
2369 char filename[MAX_BUF]; 2409 char filename[MAX_BUF];
2410
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2412
2372 FILE *tempfile=fopen(filename,"w"); 2413 FILE *tempfile = fopen (filename, "w");
2414
2373 if (tempfile == NULL) 2415 if (tempfile == NULL)
2374 { 2416 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2418 return NULL;
2377 }; 2419 }
2420
2378 fprintf(tempfile,obstr); 2421 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2422 fclose (tempfile);
2380 2423
2381 op=get_object(); 2424 op = object::create ();
2382 2425
2383 object_thawer thawer (filename); 2426 object_thawer thawer (filename);
2384 2427
2385 if (thawer) 2428 if (thawer)
2386 load_object(thawer,op,0); 2429 load_object (thawer, op, 0);
2387 2430
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2432 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2433
2391 return op; 2434 return op;
2392} 2435}
2393 2436
2394/* This returns the first object in who's inventory that 2437/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2438 * has the same type and subtype match.
2396 * returns NULL if no match. 2439 * returns NULL if no match.
2397 */ 2440 */
2441object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2442find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2443{
2400 object *tmp;
2401
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2444 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2445 if (tmp->type == type && tmp->subtype == subtype)
2446 return tmp;
2404 2447
2405 return NULL; 2448 return 0;
2406} 2449}
2407 2450
2408/* If ob has a field named key, return the link from the list, 2451/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2452 * otherwise return NULL.
2410 * 2453 *
2411 * key must be a passed in shared string - otherwise, this won't 2454 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2455 * do the desired thing.
2413 */ 2456 */
2457key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2458get_ob_key_link (const object *ob, const char *key)
2415 key_value * link; 2459{
2416
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2460 for (key_value *link = ob->key_values; link; link = link->next)
2418 if (link->key == key) { 2461 if (link->key == key)
2419 return link; 2462 return link;
2420 } 2463
2421 } 2464 return 0;
2422 2465}
2423 return NULL;
2424}
2425 2466
2426/* 2467/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2468 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2469 *
2429 * The argument doesn't need to be a shared string. 2470 * The argument doesn't need to be a shared string.
2430 * 2471 *
2431 * The returned string is shared. 2472 * The returned string is shared.
2432 */ 2473 */
2474const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2475get_ob_key_value (const object *op, const char *const key)
2476{
2434 key_value * link; 2477 key_value *link;
2435 const char * canonical_key; 2478 shstr_cmp canonical_key (key);
2479
2480 if (!canonical_key)
2436 2481 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2482 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2483 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2484 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2485 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2486 */
2445 return NULL; 2487 return 0;
2446 } 2488 }
2447 2489
2448 /* This is copied from get_ob_key_link() above - 2490 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2491 * only 4 lines, and saves the function call overhead.
2450 */ 2492 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2493 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2494 if (link->key == canonical_key)
2453 return link->value; 2495 return link->value;
2454 } 2496
2455 } 2497 return 0;
2456 return NULL;
2457} 2498}
2458 2499
2459 2500
2460/* 2501/*
2461 * Updates the canonical_key in op to value. 2502 * Updates the canonical_key in op to value.
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2506 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2507 * keys.
2467 * 2508 *
2468 * Returns TRUE on success. 2509 * Returns TRUE on success.
2469 */ 2510 */
2511int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2512set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2513{
2471 key_value * field = NULL, *last=NULL; 2514 key_value *field = NULL, *last = NULL;
2472 2515
2473 for (field=op->key_values; field != NULL; field=field->next) { 2516 for (field = op->key_values; field != NULL; field = field->next)
2517 {
2474 if (field->key != canonical_key) { 2518 if (field->key != canonical_key)
2519 {
2475 last = field; 2520 last = field;
2476 continue; 2521 continue;
2477 } 2522 }
2478 2523
2479 if (value) 2524 if (value)
2480 field->value = value; 2525 field->value = value;
2481 else { 2526 else
2527 {
2482 /* Basically, if the archetype has this key set, 2528 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2529 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2530 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2531 * we get this value back again.
2486 */ 2532 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2533 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2534 field->value = 0;
2535 else
2536 {
2537 if (last)
2538 last->next = field->next;
2489 else 2539 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2540 op->key_values = field->next;
2493 2541
2494 delete field; 2542 delete field;
2495 } 2543 }
2496 } 2544 }
2497 return TRUE; 2545 return TRUE;
2498 } 2546 }
2499 /* IF we get here, key doesn't exist */ 2547 /* IF we get here, key doesn't exist */
2500 2548
2501 /* No field, we'll have to add it. */ 2549 /* No field, we'll have to add it. */
2502 2550
2503 if (!add_key) { 2551 if (!add_key)
2504 return FALSE; 2552 return FALSE;
2505 } 2553
2506 /* There isn't any good reason to store a null 2554 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2555 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2556 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2557 * be here. If user wants to store empty strings,
2510 * should pass in "" 2558 * should pass in ""
2511 */ 2559 */
2512 if (value == NULL) return TRUE; 2560 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 return TRUE; 2561 return TRUE;
2562
2563 field = new key_value;
2564
2565 field->key = canonical_key;
2566 field->value = value;
2567 /* Usual prepend-addition. */
2568 field->next = op->key_values;
2569 op->key_values = field;
2570
2571 return TRUE;
2523} 2572}
2524 2573
2525/* 2574/*
2526 * Updates the key in op to value. 2575 * Updates the key in op to value.
2527 * 2576 *
2529 * and not add new ones. 2578 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2579 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2580 *
2532 * Returns TRUE on success. 2581 * Returns TRUE on success.
2533 */ 2582 */
2583int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2584set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2585{
2536 shstr key_ (key); 2586 shstr key_ (key);
2587
2537 return set_ob_key_value_s (op, key_, value, add_key); 2588 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2589}
2590
2591object::depth_iterator::depth_iterator (object *container)
2592: iterator_base (container)
2593{
2594 while (item->inv)
2595 item = item->inv;
2596}
2597
2598void
2599object::depth_iterator::next ()
2600{
2601 if (item->below)
2602 {
2603 item = item->below;
2604
2605 while (item->inv)
2606 item = item->inv;
2607 }
2608 else
2609 item = item->env;
2610}
2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2641// return a suitable string describing an object in enough detail to find it
2642const char *
2643object::debug_desc (char *info) const
2644{
2645 char flagdesc[512];
2646 char info2[256 * 4];
2647 char *p = info;
2648
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2650 count, uuid.seq,
2651 &name,
2652 title ? "\",title:" : "",
2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2655
2656 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658
2659 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661
2662 return info;
2663}
2664
2665const char *
2666object::debug_desc () const
2667{
2668 static char info[256 * 4];
2669 return debug_desc (info);
2670}
2671

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