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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 1.112 by root, Mon Jan 8 14:11:04 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
46 44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 47};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 50};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
56int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
59 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
60 135
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
63 key_value * wants_field; 140 key_value *wants_field;
64 141
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
68 */ 145 */
69 146
70 /* For each field in wants, */ 147 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
72 key_value * has_field; 150 key_value *has_field;
73 151
74 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
76 156 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 157 /* No field with that name. */
79 return FALSE; 158 return FALSE;
80 }
81 159 }
160
82 /* Found the matching field. */ 161 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
84 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 165 return FALSE;
86 } 166 }
87 167
88 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 169 }
170
91 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 172 return TRUE;
93} 173}
94 174
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
97 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
99 */ 181 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 183}
102 184
103/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 186 * they can be merged together.
105 * 187 *
106 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
109 * 191 *
110 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
111 * 193 *
112 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
113 * check weight 195 * check weight
114 */ 196 */
115 197bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 198{
117
118 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
205 return 0;
120 206
121 if (ob1->speed != ob2->speed) return 0; 207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
124 * check? 210 * used to store nrof).
125 */ 211 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0;
214
215 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning.
220 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name
230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id
241 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0;
253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
127 return 0; 261 return 0;
128 262
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 263 /* Now check to see if the two inventory objects could merge */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 264 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; 265 return 0;
135 266
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 267 /* inventory ok - still need to check rest of this object to see
147 * if it is valid. 268 * if it is valid.
148 */ 269 */
149 } 270 }
150 271
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, 272 /* 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 273 * 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. 274 * some items equipped, and we don't want those to merge.
202 */ 275 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277 return 0;
278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
286 switch (ob1->type)
287 {
288 case SCROLL:
289 if (ob1->level != ob2->level)
290 return 0;
291 break;
292 }
293
294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
296 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 /* One has fields, but the other one doesn't. */
204 return 0; 299 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)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 301 return 0;
219 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
220 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
221 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
222 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
223 return 1; 315 return 1;
224} 316}
225 317
226/* 318/*
227 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
229 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
230 */ 322 */
231signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
232 signed long sum; 326 long sum;
233 object *inv; 327 object *inv;
328
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
235 if (inv->inv) 331 if (inv->inv)
236 sum_weight(inv); 332 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 334 }
335
239 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
241 if(op->carrying != sum) 339 if (op->carrying != sum)
242 op->carrying = sum; 340 op->carrying = sum;
341
243 return sum; 342 return sum;
244} 343}
245 344
246/** 345/**
247 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
248 */ 347 */
249 348
349object *
250object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
251 while (op->env != NULL) 352 while (op->env != NULL)
252 op = op->env; 353 op = op->env;
253 return op; 354 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} 355}
268 356
269/* 357/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 359 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
273 */ 361 */
274 362
275void dump_object2(object *op) { 363char *
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) { 364dump_object (object *op)
322 if(op==NULL) { 365{
323 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
324 return; 367 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 368
330void dump_all_objects(void) { 369 object_freezer freezer;
331 object *op; 370 save_object (freezer, op, 1);
332 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 372}
337 373
338/* 374/*
339 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
340 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
342 */ 378 */
343 379
380object *
344object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
345 object *tmp,*closest; 383 object *tmp, *closest;
346 int last_dist,i; 384 int last_dist, i;
385
347 if(op->more==NULL) 386 if (op->more == NULL)
348 return op; 387 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
350 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
352 return closest; 391 return closest;
353} 392}
354 393
355/* 394/*
356 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
357 */ 396 */
358 397object *
359object *find_object(tag_t i) { 398find_object (tag_t i)
360 object *op; 399{
361 for(op=objects;op!=NULL;op=op->next) 400 for_all_objects (op)
362 if(op->count==i) 401 if (op->count == i)
363 break;
364 return op; 402 return op;
403
404 return 0;
365} 405}
366 406
367/* 407/*
368 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
371 */ 411 */
372 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;
376 for(op=objects;op!=NULL;op=op->next) 417
418 for_all_objects (op)
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
680static int object_count;
681
682void object::link ()
683{
684 assert (!index);//D
685 uuid = gen_uuid ();
686 count = ++object_count;
687
688 refcnt_inc ();
689 objects.insert (this);
690}
691
692void object::unlink ()
693{
694 assert (index);//D
695 objects.erase (this);
696 refcnt_dec ();
697}
855 698
856void 699void
857free_object (object * ob) 700object::activate ()
858{ 701{
859 free_object2 (ob, 0); 702 /* If already on active list, don't do anything */
703 if (active)
704 return;
705
706 if (has_active_speed ())
707 actives.insert (this);
860} 708}
861 709
862void 710void
863free_object2 (object * ob, int free_inventory) 711object::activate_recursive ()
864{ 712{
865 object *tmp, *op; 713 activate ();
866 714
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 715 for (object *op = inv; op; op = op->below)
868 { 716 op->activate_recursive ();
869 LOG (llevDebug, "Free object called with non removed object\n"); 717}
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875 718
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 719/* This function removes object 'op' from the list of active
877 { 720 * objects.
878 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 721 * This should only be used for style maps or other such
879 remove_friendly_object (ob); 722 * reference maps where you don't want an object that isn't
880 } 723 * in play chewing up cpu time getting processed.
881 724 * The reverse of this is to call update_ob_speed, which
882 if (QUERY_FLAG (ob, FLAG_FREED)) 725 * will do the right thing based on the speed of the object.
883 { 726 */
884 dump_object (ob); 727void
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
886 return; 732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
887 } 750 {
888 751 op->flag [flag] = value;
889 if (ob->more != NULL) 752 op->set_flag_inv (flag, value);
890 { 753 }
891 free_object2 (ob->more, free_inventory); 754}
892 ob->more = NULL;
893 }
894 755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
895 if (ob->inv) 768 if (!inv)
896 { 769 return;
770
897 /* Only if the space blocks everything do we not process - 771 /* Only if the space blocks everything do we not process -
898 * if some form of movemnt is allowed, let objects 772 * if some form of movement is allowed, let objects
899 * drop on that space. 773 * drop on that space.
900 */ 774 */
901 if (free_inventory || ob->map == NULL 775 if (!drop_to_ground
776 || !map
902 || ob->map->in_memory != MAP_IN_MEMORY 777 || map->in_memory != MAP_IN_MEMORY
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 778 || ms ().move_block == MOVE_ALL)
904 {
905 op = ob->inv;
906
907 while (op != NULL)
908 { 779 {
909 tmp = op->below; 780 while (inv)
910 remove_ob (op); 781 {
911 free_object2 (op, free_inventory); 782 inv->destroy_inv (drop_to_ground);
912 op = tmp; 783 inv->destroy ();
913 } 784 }
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 } 785 }
955 else 786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
789 {
790 object *op = inv;
791
792 if (op->flag [FLAG_STARTEQUIP]
793 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE
795 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy ();
799 else
800 map->insert (op, x, y);
801 }
802 }
803}
804
805object *object::create ()
806{
807 object *op = new object;
808 op->link ();
809 return op;
810}
811
812void
813object::do_destroy ()
814{
815 attachable::do_destroy ();
816
817 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this);
819
820 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this);
822
823 if (!flag [FLAG_REMOVED])
824 remove ();
825
826 destroy_inv (true);
827
828 deactivate ();
829 unlink ();
830
831 flag [FLAG_FREED] = 1;
832
833 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
956 { 838 {
957 ob->prev->next = ob->next; 839 freed_map = new maptile;
958 840
959 if (ob->next != NULL) 841 freed_map->name = "/internal/freed_objects_map";
960 ob->next->prev = ob->prev; 842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
961 } 847 }
962 848
963 free_key_values (ob); 849 map = freed_map;
850 x = 1;
851 y = 1;
852 }
964 853
965 /* Now link it with the free_objects list: */ 854 head = 0;
966 ob->prev = 0;
967 ob->next = 0;
968 855
969 delete ob; 856 if (more)
857 {
858 more->destroy ();
859 more = 0;
860 }
861
862 // clear those pointers that likely might have circular references to us
863 owner = 0;
864 enemy = 0;
865 attacked_by = 0;
866}
867
868void
869object::destroy (bool destroy_inventory)
870{
871 if (destroyed ())
872 return;
873
874 if (destroy_inventory)
875 destroy_inv (false);
876
877 attachable::destroy ();
970} 878}
971 879
972/* 880/*
973 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)). 882 * weight of an object (and what is carried by it's environment(s)).
975 */ 883 */
976 884void
977void sub_weight (object *op, signed long weight) { 885sub_weight (object *op, signed long weight)
886{
978 while (op != NULL) { 887 while (op != NULL)
888 {
979 if (op->type == CONTAINER) { 889 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 891
982 op->carrying-=weight; 892 op->carrying -= weight;
983 op = op->env; 893 op = op->env;
984 } 894 }
985} 895}
986 896
987/* remove_ob(op): 897/* op->remove ():
988 * This function removes the object op from the linked list of objects 898 * 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 899 * which it is currently tied to. When this function is done, the
990 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
992 * the previous environment. 902 * the previous environment.
993 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
994 */ 904 */
995 905void
996void remove_ob(object *op) { 906object::remove ()
907{
997 object *tmp,*last=NULL; 908 object *tmp, *last = 0;
998 object *otmp; 909 object *otmp;
999 tag_t tag;
1000 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 910
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 912 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 913
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); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
1025 916
917 if (more)
918 more->remove ();
919
1026 /* 920 /*
1027 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1028 * inventory. 922 * inventory.
1029 */ 923 */
1030 if(op->env!=NULL) { 924 if (env)
925 {
1031 if(op->nrof) 926 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 927 sub_weight (env, weight * nrof);
1033 else 928 else
1034 sub_weight(op->env, op->weight+op->carrying); 929 sub_weight (env, weight + carrying);
1035 930
1036 /* NO_FIX_PLAYER is set when a great many changes are being 931 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 933 * to save cpu time.
1039 */ 934 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 936 otmp->update_stats ();
1042 fix_player(otmp);
1043 937
1044 if(op->above!=NULL) 938 if (above)
1045 op->above->below=op->below; 939 above->below = below;
1046 else 940 else
1047 op->env->inv=op->below; 941 env->inv = below;
1048 942
1049 if(op->below!=NULL) 943 if (below)
1050 op->below->above=op->above; 944 below->above = above;
1051 945
1052 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1053 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
1054 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
949 */
950 x = env->x, y = env->y;
951 map = env->map;
952 above = 0, below = 0;
953 env = 0;
954 }
955 else if (map)
956 {
957 if (type == PLAYER)
958 {
959 --map->players;
960 map->touch ();
961 }
962
963 map->dirty = true;
964
965 /* link the object above us */
966 if (above)
967 above->below = below;
968 else
969 map->at (x, y).top = below; /* we were top, set new top */
970
971 /* Relink the object below us, if there is one */
972 if (below)
973 below->above = above;
974 else
975 {
976 /* Nothing below, which means we need to relink map object for this space
977 * use translated coordinates in case some oddness with map tiling is
978 * evident
1055 */ 979 */
1056 op->x=op->env->x,op->y=op->env->y; 980 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 981 {
1058 op->above=NULL,op->below=NULL; 982 char *dump = dump_object (this);
1059 op->env=NULL; 983 LOG (llevError,
984 "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);
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990
991 map->at (x, y).bot = above; /* goes on above it. */
992 }
993
994 above = 0;
995 below = 0;
996
997 if (map->in_memory == MAP_SAVING)
1060 return; 998 return;
1061 }
1062 999
1063 /* If we get here, we are removing it from a map */ 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1064 if (op->map == NULL) return;
1065 1001
1066 x = op->x; 1002 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 } 1003 {
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 1004 /* No point updating the players look faces if he is the object
1120 * being removed. 1005 * being removed.
1121 */ 1006 */
1122 1007
1123 if(tmp->type==PLAYER && tmp!=op) { 1008 if (tmp->type == PLAYER && tmp != this)
1009 {
1124 /* If a container that the player is currently using somehow gets 1010 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1011 * removed (most likely destroyed), update the player view
1126 * appropriately. 1012 * appropriately.
1127 */ 1013 */
1128 if (tmp->container==op) { 1014 if (tmp->container == this)
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1015 {
1016 flag [FLAG_APPLIED] = 0;
1130 tmp->container=NULL; 1017 tmp->container = 0;
1018 }
1019
1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1131 } 1022 }
1132 tmp->contr->socket.update_look=1; 1023
1133 }
1134 /* See if player moving off should effect something */ 1024 /* See if object moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1025 if (check_walk_off
1026 && ((move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1137 1028 {
1138 move_apply(tmp, op, NULL); 1029 move_apply (tmp, this, 0);
1030
1139 if (was_destroyed (op, tag)) { 1031 if (destroyed ())
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1033 }
1143 }
1144 1034
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1147 if(tmp->above == tmp) 1037 if (tmp->above == tmp)
1148 tmp->above = NULL; 1038 tmp->above = 0;
1039
1149 last=tmp; 1040 last = tmp;
1150 } 1041 }
1042
1151 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1152 if (last==NULL) { 1044 //TODO: this makes little sense, why only update the topmost object?
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1045 if (!last)
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1046 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 1047 else
1162 update_object(last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1163 1049
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1166 1052 }
1167} 1053}
1168 1054
1169/* 1055/*
1170 * merge_ob(op,top): 1056 * merge_ob(op,top):
1171 * 1057 *
1172 * This function goes through all objects below and including top, and 1058 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1059 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1060 * If top is NULL, it is calculated.
1175 * Returns pointer to object if it succeded in the merge, otherwise NULL 1061 * Returns pointer to object if it succeded in the merge, otherwise NULL
1176 */ 1062 */
1177 1063object *
1178object *merge_ob(object *op, object *top) { 1064merge_ob (object *op, object *top)
1065{
1179 if(!op->nrof) 1066 if (!op->nrof)
1180 return 0; 1067 return 0;
1181 if(top==NULL) 1068
1069 if (top)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1072
1183 for(;top!=NULL;top=top->below) { 1073 for (; top; top = top->below)
1074 {
1184 if(top==op) 1075 if (top == op)
1185 continue; 1076 continue;
1186 if (CAN_MERGE(op,top)) 1077
1187 { 1078 if (object::can_merge (op, top))
1079 {
1188 top->nrof+=op->nrof; 1080 top->nrof += op->nrof;
1081
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1084 op->destroy ();
1192 free_object(op);
1193 return top; 1085 return top;
1194 } 1086 }
1195 } 1087 }
1088
1196 return NULL; 1089 return 0;
1197} 1090}
1198 1091
1199/* 1092/*
1200 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1201 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1202 */ 1095 */
1096object *
1203object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204 object* tmp; 1098{
1205 if (op->head) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 op=op->head; 1100 {
1207 for (tmp=op;tmp;tmp=tmp->more){
1208 tmp->x=x+tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1210 } 1103 }
1104
1211 return insert_ob_in_map (op, m, originator, flag); 1105 return insert_ob_in_map (op, m, originator, flag);
1212} 1106}
1213 1107
1214/* 1108/*
1215 * insert_ob_in_map (op, map, originator, flag): 1109 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1110 * This function inserts the object in the two-way linked list
1229 * Return value: 1123 * Return value:
1230 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1126 * just 'op' otherwise
1233 */ 1127 */
1234 1128object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1130{
1237 object *tmp, *top, *floor=NULL; 1131 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1132 sint16 x, y;
1239 1133
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1134 if (QUERY_FLAG (op, FLAG_FREED))
1135 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1242 return NULL; 1137 return NULL;
1138 }
1139
1140 if (!m)
1243 } 1141 {
1244 if(m==NULL) {
1245 dump_object(op); 1142 char *dump = dump_object (op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1247 return op; 1145 return op;
1248 } 1146 }
1147
1249 if(out_of_map(m,op->x,op->y)) { 1148 if (out_of_map (m, op->x, op->y))
1149 {
1250 dump_object(op); 1150 char *dump = dump_object (op);
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1252#ifdef MANY_CORES 1152#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object 1153 /* 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 1154 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted. 1155 * improperly inserted.
1256 */ 1156 */
1257 abort(); 1157 abort ();
1258#endif 1158#endif
1159 free (dump);
1259 return op; 1160 return op;
1260 } 1161 }
1162
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1262 dump_object(op); 1165 char *dump = dump_object (op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1264 return op; 1168 return op;
1169 }
1170
1171 if (op->more)
1265 } 1172 {
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1268 1174
1269 object *more = op->more; 1175 object *more = op->more;
1270 1176
1271 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1272 * we set the map, that doesn't work if the location is within 1178 * 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 1179 * a map and this is straddling an edge. So only if coordinate
1274 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1275 */ 1181 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1277 more->map = get_map_from_coord(m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1278 } else if (!more->map) { 1184 else if (!more->map)
1185 {
1279 /* For backwards compatibility - when not dealing with tiled maps, 1186 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent. 1187 * more->map should always point to the parent.
1281 */ 1188 */
1282 more->map = m; 1189 more->map = m;
1283 } 1190 }
1284 1191
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1193 {
1286 if ( ! op->head) 1194 if (!op->head)
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196
1288 return NULL; 1197 return 0;
1289 } 1198 }
1290 } 1199 }
1200
1291 CLEAR_FLAG(op,FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1292 1202
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1203 /* 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 1204 * of areas of callers (eg, anything that uses find_free_spot would now
1295 * need extra work 1205 * need extra work
1296 */ 1206 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y); 1207 op->map = get_map_from_coord (m, &op->x, &op->y);
1298 x = op->x; 1208 x = op->x;
1299 y = op->y; 1209 y = op->y;
1300 1210
1301 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1302 */ 1212 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) { 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1305 if (CAN_MERGE(op,tmp)) { 1215 if (object::can_merge (op, tmp))
1216 {
1306 op->nrof+=tmp->nrof; 1217 op->nrof += tmp->nrof;
1307 remove_ob(tmp); 1218 tmp->destroy ();
1308 free_object(tmp); 1219 }
1220
1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1222 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1223
1224 if (!QUERY_FLAG (op, FLAG_ALIVE))
1225 CLEAR_FLAG (op, FLAG_NO_STEAL);
1226
1227 if (flag & INS_BELOW_ORIGINATOR)
1228 {
1229 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1230 {
1231 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1232 abort ();
1233 }
1234
1235 op->above = originator;
1236 op->below = originator->below;
1237
1238 if (op->below)
1239 op->below->above = op;
1240 else
1241 op->ms ().bot = op;
1242
1243 /* since *below* originator, no need to update top */
1244 originator->below = op;
1245 }
1246 else
1247 {
1248 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1250 {
1251 object *last = 0;
1252
1253 /*
1254 * If there are multiple objects on this space, we do some trickier handling.
1255 * We've already dealt with merging if appropriate.
1256 * Generally, we want to put the new object on top. But if
1257 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1258 * floor, we want to insert above that and no further.
1259 * Also, if there are spell objects on this space, we stop processing
1260 * once we get to them. This reduces the need to traverse over all of
1261 * them when adding another one - this saves quite a bit of cpu time
1262 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects.
1264 */
1265 while (top)
1266 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1268 floor = top;
1269
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1271 {
1272 /* We insert above top, so we want this object below this */
1273 top = top->below;
1274 break;
1275 }
1276
1277 last = top;
1278 top = top->above;
1309 } 1279 }
1310 }
1311 1280
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1281 /* Don't want top to be NULL, so set it to the last valid object */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1282 top = last;
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316 1283
1317 if (flag & INS_BELOW_ORIGINATOR) { 1284 /* We let update_position deal with figuring out what the space
1318 if (originator->map != op->map || originator->x != op->x || 1285 * looks like instead of lots of conditions here.
1319 originator->y != op->y) { 1286 * 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 /* 1287 */
1334 * If there are multiple objects on this space, we do some trickier handling. 1288
1335 * We've already dealt with merging if appropriate. 1289 /* Have object 'fall below' other objects that block view.
1336 * Generally, we want to put the new object on top. But if 1290 * Unless those objects are exits, type 66
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1291 * If INS_ON_TOP is used, don't do this processing
1338 * floor, we want to insert above that and no further. 1292 * Need to find the object that in fact blocks view, otherwise
1339 * Also, if there are spell objects on this space, we stop processing 1293 * stacking is a bit odd.
1340 * once we get to them. This reduces the need to traverse over all of 1294 */
1341 * them when adding another one - this saves quite a bit of cpu time 1295 if (!(flag & INS_ON_TOP) &&
1342 * when lots of spells are cast in one area. Currently, it is presumed 1296 (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. 1297 {
1298 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break;
1301 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we
1304 * set top to the object below us.
1344 */ 1305 */
1345 1306 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; 1307 top = last->below;
1359 } 1308 }
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 */ 1309 } /* If objects on this space */
1310
1387 if (flag & INS_MAP_LOAD) 1311 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y); 1312 top = GET_MAP_TOP (op->map, op->x, op->y);
1313
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1314 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor;
1390 1316
1391 /* Top is the object that our object (op) is going to get inserted above. 1317 /* Top is the object that our object (op) is going to get inserted above.
1392 */ 1318 */
1393 1319
1394 /* First object on this space */ 1320 /* First object on this space */
1395 if (!top) { 1321 if (!top)
1322 {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1324
1325 if (op->above)
1397 if (op->above) op->above->below = op; 1326 op->above->below = op;
1327
1398 op->below = NULL; 1328 op->below = 0;
1399 SET_MAP_OB(op->map, op->x, op->y, op); 1329 op->ms ().bot = op;
1330 }
1331 else
1400 } else { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1401 op->above = top->above; 1333 op->above = top->above;
1334
1335 if (op->above)
1402 if (op->above) op->above->below = op; 1336 op->above->below = op;
1337
1403 op->below = top; 1338 op->below = top;
1404 top->above = op; 1339 top->above = op;
1405 } 1340 }
1341
1406 if (op->above==NULL) 1342 if (!op->above)
1407 SET_MAP_TOP(op->map,op->x, op->y, op); 1343 op->ms ().top = op;
1408 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1409 1345
1410 if(op->type==PLAYER) 1346 if (op->type == PLAYER)
1347 {
1411 op->contr->do_los=1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1412 1352
1353 op->map->dirty = true;
1354
1413 /* If we have a floor, we know the player, if any, will be above 1355 /* 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. 1356 * it, so save a few ticks and start from there.
1415 */ 1357 */
1416 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1359 if (object *pl = op->ms ().player ())
1418 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1419 tmp->contr->socket.update_look=1; 1361 pl->contr->ns->floorbox_update ();
1420 }
1421 1362
1422 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really 1364 * 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 1365 * 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 1366 * on the map will get recalculated. The players could very well
1426 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1427 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1429 * of effect may be sufficient. 1370 * of effect may be sufficient.
1430 */ 1371 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1433 1374
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1437 1377
1378 INVOKE_OBJECT (INSERT, op);
1438 1379
1439 /* Don't know if moving this to the end will break anything. However, 1380 /* 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. 1381 * we want to have floorbox_update called before calling this.
1441 * 1382 *
1442 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1386 * update_object().
1446 */ 1387 */
1447 1388
1448 /* if this is not the head or flag has been passed, don't check walk on status */ 1389 /* 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) { 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1391 {
1451 if (check_move_on(op, originator)) 1392 if (check_move_on (op, originator))
1452 return NULL; 1393 return 0;
1453 1394
1454 /* If we are a multi part object, lets work our way through the check 1395 /* If we are a multi part object, lets work our way through the check
1455 * walk on's. 1396 * walk on's.
1456 */ 1397 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1459 return NULL; 1400 return 0;
1460 } 1401 }
1402
1461 return op; 1403 return op;
1462} 1404}
1463 1405
1464/* this function inserts an object in the map, but if it 1406/* 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. 1407 * 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. 1408 * op is the object to insert it under: supplies x and the map.
1467 */ 1409 */
1410void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1469 object *tmp; 1412{
1470 object *tmp1; 1413 object *tmp, *tmp1;
1471 1414
1472 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1473 1416
1474 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1419 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1420
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1422
1483 1423 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1424 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1432}
1487 1433
1488/* 1434/*
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * 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 1436 * is returned contains nr objects, and the remaining parts contains
1491 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1492 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1439 * global static errmsg array.
1494 */ 1440 */
1495 1441object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1442get_split_ob (object *orig_ob, uint32 nr)
1443{
1497 object *newob; 1444 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1446
1500 if(orig_ob->nrof<nr) { 1447 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1448 {
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1503 return NULL; 1450 return NULL;
1504 } 1451 }
1452
1505 newob = object_create_clone(orig_ob); 1453 newob = object_create_clone (orig_ob);
1454
1506 if((orig_ob->nrof-=nr)<1) { 1455 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1456 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1457 else if (!is_removed)
1458 {
1512 if(orig_ob->env!=NULL) 1459 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1462 {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1463 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"); 1464 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL; 1465 return NULL;
1519 } 1466 }
1520 } 1467 }
1468
1521 newob->nrof=nr; 1469 newob->nrof = nr;
1522 1470
1523 return newob; 1471 return newob;
1524} 1472}
1525 1473
1526/* 1474/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1475 * decrease_ob_nr(object, number) decreases a specified number from
1528 * the amount of an object. If the amount reaches 0, the object 1476 * the amount of an object. If the amount reaches 0, the object
1529 * is subsequently removed and freed. 1477 * is subsequently removed and freed.
1530 * 1478 *
1531 * Return value: 'op' if something is left, NULL if the amount reached 0 1479 * Return value: 'op' if something is left, NULL if the amount reached 0
1532 */ 1480 */
1533 1481
1482object *
1534object *decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1535{ 1484{
1536 object *tmp; 1485 object *tmp;
1537 player *pl;
1538 1486
1539 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1488 return op;
1541 1489
1542 if (i > op->nrof) 1490 if (i > op->nrof)
1543 i = op->nrof; 1491 i = op->nrof;
1544 1492
1545 if (QUERY_FLAG (op, FLAG_REMOVED)) 1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1494 op->nrof -= i;
1495 else if (op->env)
1496 {
1497 /* is this object in the players inventory, or sub container
1498 * therein?
1499 */
1500 tmp = op->in_player ();
1501 /* nope. Is this a container the player has opened?
1502 * If so, set tmp to that player.
1503 * IMO, searching through all the players will mostly
1504 * likely be quicker than following op->env to the map,
1505 * and then searching the map for a player.
1506 */
1507 if (!tmp)
1508 for_all_players (pl)
1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1512 break;
1513 }
1514
1515 if (i < op->nrof)
1516 {
1517 sub_weight (op->env, op->weight * i);
1518 op->nrof -= i;
1519 if (tmp)
1520 esrv_send_item (tmp, op);
1521 }
1522 else
1523 {
1524 op->remove ();
1525 op->nrof = 0;
1526 if (tmp)
1527 esrv_del_item (tmp->contr, op->count);
1528 }
1546 { 1529 }
1530 else
1531 {
1532 object *above = op->above;
1533
1534 if (i < op->nrof)
1547 op->nrof -= i; 1535 op->nrof -= i;
1548 } 1536 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 } 1537 {
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); 1538 op->remove ();
1576 op->nrof = 0; 1539 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 } 1540 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585 1541
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 */ 1542 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1543 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1544 if (tmp->type == PLAYER)
1545 {
1595 if (op->nrof) 1546 if (op->nrof)
1596 esrv_send_item(tmp, op); 1547 esrv_send_item (tmp, op);
1597 else 1548 else
1598 esrv_del_item(tmp->contr, op->count); 1549 esrv_del_item (tmp->contr, op->count);
1599 } 1550 }
1600 } 1551 }
1601 1552
1602 if (op->nrof) { 1553 if (op->nrof)
1603 return op; 1554 return op;
1604 } else { 1555 else
1605 free_object (op); 1556 {
1557 op->destroy ();
1606 return NULL; 1558 return 0;
1607 } 1559 }
1608} 1560}
1609 1561
1610/* 1562/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1564 * and also updates how much the environment(s) is/are carrying.
1613 */ 1565 */
1614 1566
1567void
1615void add_weight (object *op, signed long weight) { 1568add_weight (object *op, signed long weight)
1569{
1616 while (op!=NULL) { 1570 while (op != NULL)
1571 {
1617 if (op->type == CONTAINER) { 1572 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1573 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1574
1620 op->carrying+=weight; 1575 op->carrying += weight;
1621 op=op->env; 1576 op = op->env;
1622 } 1577 }
1623} 1578}
1624 1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1584 {
1585 char *dump = dump_object (op);
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump);
1588 return op;
1589 }
1590
1591 if (where->head)
1592 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head;
1595 }
1596
1597 return where->insert (op);
1598}
1599
1625/* 1600/*
1626 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1627 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1628 * inside the object environment. 1603 * inside the object environment.
1629 * 1604 *
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 1605 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1637 */ 1607 */
1638 1608
1639object *insert_ob_in_ob(object *op,object *where) { 1609object *
1610object::insert (object *op)
1611{
1640 object *tmp, *otmp; 1612 object *tmp, *otmp;
1641 1613
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1615 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1616
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) { 1617 if (op->more)
1618 {
1658 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1659 &op->name, op->count);
1660 return op; 1620 return op;
1661 } 1621 }
1622
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1625 if (op->nrof)
1626 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1628 if (object::can_merge (tmp, op))
1629 {
1667 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1631 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1672 */ 1635 */
1673 add_weight (where, op->weight*op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1676 op = tmp; 1639 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1642 break;
1680 } 1643 }
1681 1644
1682 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1647 * (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 1648 * the weight, so we need to add it in again, since we actually do
1686 * the linking below 1649 * the linking below
1687 */ 1650 */
1688 add_weight (where, op->weight*op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1652 }
1689 } else 1653 else
1690 add_weight (where, (op->weight+op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1691 1655
1692 otmp=is_player_inv(where); 1656 otmp = this->in_player ();
1693 if (otmp&&otmp->contr!=NULL) { 1657 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1659 otmp->update_stats ();
1696 }
1697 1660
1698 op->map=NULL; 1661 op->map = 0;
1699 op->env=where; 1662 op->env = this;
1700 op->above=NULL; 1663 op->above = 0;
1701 op->below=NULL; 1664 op->below = 0;
1702 op->x=0,op->y=0; 1665 op->x = 0, op->y = 0;
1703 1666
1704 /* reset the light list and los of the players on the map */ 1667 /* reset the light list and los of the players on the map */
1705 if((op->glow_radius!=0)&&where->map) 1668 if ((op->glow_radius != 0) && map)
1706 { 1669 {
1707#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1673 if (map->darkness)
1674 update_all_los (map, x, y);
1712 } 1675 }
1713 1676
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1677 /* Client has no idea of ordering so lets not bother ordering it here.
1715 * It sure simplifies this function... 1678 * It sure simplifies this function...
1716 */ 1679 */
1717 if (where->inv==NULL) 1680 if (!inv)
1718 where->inv=op; 1681 inv = op;
1719 else { 1682 else
1683 {
1720 op->below = where->inv; 1684 op->below = inv;
1721 op->below->above = op; 1685 op->below->above = op;
1722 where->inv = op; 1686 inv = op;
1723 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1724 return op; 1691 return op;
1725} 1692}
1726 1693
1727/* 1694/*
1728 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1742 * 1709 *
1743 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * 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 1711 * object being inserted. insert_ob_in_map may not put new objects
1745 * on top. 1712 * on top.
1746 */ 1713 */
1747 1714int
1748int check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1749{ 1716{
1750 object *tmp; 1717 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1718 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1719 int x = op->x, y = op->y;
1720
1754 MoveType move_on, move_slow, move_block; 1721 MoveType move_on, move_slow, move_block;
1755 1722
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1723 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1724 return 0;
1758 1725
1759 tag = op->count;
1760
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1726 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); 1727 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); 1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1764 1729
1765 /* if nothing on this space will slow op down or be applied, 1730 /* 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 1731 * 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 1732 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1733 * as walking.
1769 */ 1734 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1735 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1736 return 0;
1772 1737
1773 /* This is basically inverse logic of that below - basically, 1738 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1739 * 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 1740 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1741 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1742 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1743 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; 1744 return 0;
1780 1745
1781 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1783 */ 1748 */
1784 1749
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 tmp->above!=NULL; tmp=tmp->above) { 1751 {
1787 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1754 * we don't need to check all of them.
1790 */ 1755 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1756 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1757 break;
1758 }
1759
1760 for (; tmp; tmp = tmp->below)
1792 } 1761 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1762 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1763 continue; /* Can't apply yourself */
1795 1764
1796 /* Check to see if one of the movement types should be slowed down. 1765 /* 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 1766 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1767 * (~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 1768 * 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. 1769 * swim on that space, can't use it to avoid the penalty.
1801 */ 1770 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1771 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1772 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1773 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)) { 1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 {
1806 1776
1807 float diff; 1777 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1778 diff = tmp->move_slow_penalty * FABS (op->speed);
1779
1810 if (op->type == PLAYER) { 1780 if (op->type == PLAYER)
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1781 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))) { 1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1783 diff /= 4.0;
1814 } 1784
1815 }
1816 op->speed_left -= diff; 1785 op->speed_left -= diff;
1817 } 1786 }
1818 } 1787 }
1819 1788
1820 /* Basically same logic as above, except now for actual apply. */ 1789 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1790 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)) { 1791 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1824 1792 {
1825 move_apply(tmp, op, originator); 1793 move_apply (tmp, op, originator);
1794
1826 if (was_destroyed (op, tag)) 1795 if (op->destroyed ())
1827 return 1; 1796 return 1;
1828 1797
1829 /* what the person/creature stepped onto has moved the object 1798 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1799 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1800 * have a feeling strange problems would result.
1832 */ 1801 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1802 if (op->map != m || op->x != x || op->y != y)
1803 return 0;
1834 } 1804 }
1835 } 1805 }
1806
1836 return 0; 1807 return 0;
1837} 1808}
1838 1809
1839/* 1810/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
1843 */ 1814 */
1844 1815object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1816present_arch (const archetype *at, maptile *m, int x, int y)
1846 object *tmp; 1817{
1847 if(m==NULL || out_of_map(m,x,y)) { 1818 if (!m || out_of_map (m, x, y))
1819 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1821 return NULL;
1850 } 1822 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1823
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1852 if(tmp->arch == at) 1825 if (tmp->arch == at)
1853 return tmp; 1826 return tmp;
1827
1854 return NULL; 1828 return NULL;
1855} 1829}
1856 1830
1857/* 1831/*
1858 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
1861 */ 1835 */
1862 1836object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1837present (unsigned char type, maptile *m, int x, int y)
1864 object *tmp; 1838{
1865 if(out_of_map(m,x,y)) { 1839 if (out_of_map (m, x, y))
1840 {
1866 LOG(llevError,"Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1842 return NULL;
1868 } 1843 }
1869 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1844
1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 if(tmp->type==type) 1846 if (tmp->type == type)
1871 return tmp; 1847 return tmp;
1848
1872 return NULL; 1849 return NULL;
1873} 1850}
1874 1851
1875/* 1852/*
1876 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1879 */ 1856 */
1880 1857object *
1881object *present_in_ob(unsigned char type, const object *op) { 1858present_in_ob (unsigned char type, const object *op)
1882 object *tmp; 1859{
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1861 if (tmp->type == type)
1885 return tmp; 1862 return tmp;
1863
1886 return NULL; 1864 return NULL;
1887} 1865}
1888 1866
1889/* 1867/*
1890 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
1898 * str is the string to match against. Note that we match against 1876 * 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 1877 * 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 1878 * spell code can use one object type (force), but change it's name
1901 * to be unique. 1879 * to be unique.
1902 */ 1880 */
1903 1881object *
1904object *present_in_ob_by_name(int type, const char *str, const object *op) { 1882present_in_ob_by_name (int type, const char *str, const object *op)
1905 object *tmp; 1883{
1906
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 1886 return tmp;
1910 } 1887
1911 return NULL; 1888 return 0;
1912} 1889}
1913 1890
1914/* 1891/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
1918 */ 1895 */
1919 1896object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 1897present_arch_in_ob (const archetype *at, const object *op)
1921 object *tmp; 1898{
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 1900 if (tmp->arch == at)
1924 return tmp; 1901 return tmp;
1902
1925 return NULL; 1903 return NULL;
1926} 1904}
1927 1905
1928/* 1906/*
1929 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
1930 */ 1908 */
1909void
1931void flag_inv(object*op, int flag){ 1910flag_inv (object *op, int flag)
1932 object *tmp; 1911{
1933 if(op->inv) 1912 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1914 {
1935 SET_FLAG(tmp, flag); 1915 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 1916 flag_inv (tmp, flag);
1937 } 1917 }
1918}
1919
1938}/* 1920/*
1939 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
1940 */ 1922 */
1923void
1941void unflag_inv(object*op, int flag){ 1924unflag_inv (object *op, int flag)
1942 object *tmp; 1925{
1943 if(op->inv) 1926 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 {
1945 CLEAR_FLAG(tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 1930 unflag_inv (tmp, flag);
1947 } 1931 }
1948} 1932}
1949 1933
1950/* 1934/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for 1937 * 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. 1938 * him/her-self and all object carried by a call to this function.
1955 */ 1939 */
1956 1940void
1957void set_cheat(object *op) { 1941set_cheat (object *op)
1942{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
1960} 1945}
1961 1946
1962/* 1947/*
1963 * find_free_spot(object, map, x, y, start, stop) will search for 1948 * 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 1949 * 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 1963 * 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 1964 * 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 1965 * the archetype because that isn't correct if the monster has been
1981 * customized, changed states, etc. 1966 * customized, changed states, etc.
1982 */ 1967 */
1983 1968int
1984int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1970{
1985 int i,index=0, flag; 1971 int index = 0, flag;
1986 static int altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
1987 1973
1988 for(i=start;i<stop;i++) { 1974 for (int i = start; i < stop; i++)
1975 {
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1990 if(!flag) 1977 if (!flag)
1991 altern[index++]=i; 1978 altern [index++] = i;
1992 1979
1993 /* Basically, if we find a wall on a space, we cut down the search size. 1980 /* 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. 1981 * 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 - 1982 * 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 1983 * 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 1984 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
2000 */ 1987 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 1989 stop = maxfree[i];
2003 } 1990 }
2004 if(!index) return -1; 1991
1992 if (!index)
1993 return -1;
1994
2005 return altern[RANDOM()%index]; 1995 return altern[RANDOM () % index];
2006} 1996}
2007 1997
2008/* 1998/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2011 * But it will return the first available spot, not a random choice. 2001 * 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. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013 */ 2003 */
2014 2004int
2015int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2016 int i; 2006{
2017 for(i=0;i<SIZEOFFREE;i++) { 2007 for (int i = 0; i < SIZEOFFREE; i++)
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019 return i; 2009 return i;
2020 } 2010
2021 return -1; 2011 return -1;
2022} 2012}
2023 2013
2024/* 2014/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2027 */ 2018 */
2019static void
2028static void permute(int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2029{ 2021{
2030 int i, j, tmp, len; 2022 arr += begin;
2023 end -= begin;
2031 2024
2032 len = end-begin; 2025 while (--end)
2033 for(i = begin; i < end; i++) 2026 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} 2027}
2042 2028
2043/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2030 * 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 2031 * 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 2032 * 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 2033 * 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. 2034 * the 3x3 area will be searched, just not in a predictable order.
2049 */ 2035 */
2036void
2050void get_search_arr(int *search_arr) 2037get_search_arr (int *search_arr)
2051{ 2038{
2052 int i; 2039 int i;
2053 2040
2054 for(i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2055 {
2056 search_arr[i] = i; 2042 search_arr[i] = i;
2057 }
2058 2043
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2047}
2063 2048
2064/* 2049/*
2065 * find_dir(map, x, y, exclude) will search some close squares in the 2050 * find_dir(map, x, y, exclude) will search some close squares in the
2066 * given map at the given coordinates for live objects. 2051 * given map at the given coordinates for live objects.
2071 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * 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 2057 * 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 2058 * because we have to know what movement the thing looking to move
2074 * there is capable of. 2059 * there is capable of.
2075 */ 2060 */
2076 2061int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2062find_dir (maptile *m, int x, int y, object *exclude)
2063{
2078 int i,max=SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2065
2079 sint16 nx, ny; 2066 sint16 nx, ny;
2080 object *tmp; 2067 object *tmp;
2081 mapstruct *mp; 2068 maptile *mp;
2069
2082 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2083 2071
2084 if (exclude && exclude->head) { 2072 if (exclude && exclude->head)
2073 {
2085 exclude = exclude->head; 2074 exclude = exclude->head;
2086 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2087 } else { 2076 }
2077 else
2078 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2079 /* If we don't have anything, presume it can use all movement types. */
2089 move_type=MOVE_ALL; 2080 move_type = MOVE_ALL;
2081 }
2082
2083 for (i = 1; i < max; i++)
2090 } 2084 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2085 mp = m;
2094 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2096 2088
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2098 if (mflags & P_OUT_OF_MAP) { 2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i];
2093 else
2094 {
2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type)
2099 max = maxfree[i]; 2100 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) { 2101 else if (mflags & P_IS_ALIVE)
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2102 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2109 break; 2106 break;
2110 } 2107
2111 }
2112 if(tmp) { 2108 if (tmp)
2113 return freedir[i]; 2109 return freedir[i];
2114 }
2115 } 2110 }
2116 } 2111 }
2117 } 2112 }
2113
2118 return 0; 2114 return 0;
2119} 2115}
2120 2116
2121/* 2117/*
2122 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2119 * distance between the two given objects.
2124 */ 2120 */
2125 2121int
2126int distance(const object *ob1, const object *ob2) { 2122distance (const object *ob1, const object *ob2)
2127 int i; 2123{
2128 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2124 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} 2125}
2132 2126
2133/* 2127/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * 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 2129 * an object which has subtracted the x and y coordinates of another
2136 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2137 */ 2131 */
2138 2132int
2139int find_dir_2(int x, int y) { 2133find_dir_2 (int x, int y)
2134{
2140 int q; 2135 int q;
2141 2136
2142 if(y) 2137 if (y)
2143 q=x*100/y; 2138 q = x * 100 / y;
2144 else if (x) 2139 else if (x)
2145 q= -300*x; 2140 q = -300 * x;
2146 else 2141 else
2147 return 0; 2142 return 0;
2148 2143
2149 if(y>0) { 2144 if (y > 0)
2145 {
2150 if(q < -242) 2146 if (q < -242)
2151 return 3 ; 2147 return 3;
2152 if (q < -41) 2148 if (q < -41)
2153 return 2 ; 2149 return 2;
2154 if (q < 41) 2150 if (q < 41)
2155 return 1 ; 2151 return 1;
2156 if (q < 242) 2152 if (q < 242)
2157 return 8 ; 2153 return 8;
2158 return 7 ; 2154 return 7;
2159 } 2155 }
2160 2156
2161 if (q < -242) 2157 if (q < -242)
2162 return 7 ; 2158 return 7;
2163 if (q < -41) 2159 if (q < -41)
2164 return 6 ; 2160 return 6;
2165 if (q < 41) 2161 if (q < 41)
2166 return 5 ; 2162 return 5;
2167 if (q < 242) 2163 if (q < 242)
2168 return 4 ; 2164 return 4;
2169 2165
2170 return 3 ; 2166 return 3;
2171} 2167}
2172 2168
2173/* 2169/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2170 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2171 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2172 * "overflow" in previous calculations of a direction).
2177 */ 2173 */
2178 2174
2175int
2179int absdir(int d) { 2176absdir (int d)
2180 while(d<1) d+=8; 2177{
2181 while(d>8) d-=8; 2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2182 return d; 2184 return d;
2183} 2185}
2184 2186
2185/* 2187/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2189 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2190 */
2189 2191
2192int
2190int dirdiff(int dir1, int dir2) { 2193dirdiff (int dir1, int dir2)
2194{
2191 int d; 2195 int d;
2196
2192 d = abs(dir1 - dir2); 2197 d = abs (dir1 - dir2);
2193 if(d>4) 2198 if (d > 4)
2194 d = 8 - d; 2199 d = 8 - d;
2200
2195 return d; 2201 return d;
2196} 2202}
2197 2203
2198/* peterm: 2204/* peterm:
2199 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * 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 2208 * 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. 2209 * 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 2210 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2211 * functions.
2206 */ 2212 */
2207
2208int reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2219 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2220 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2221 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2222 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2223 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2224 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2225 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2226 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2227 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2228 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2229 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2230 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2231 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2232 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2233 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2234 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2235 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2236 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2237 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2238 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2239 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2240 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2241 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2242 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2243 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2244 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2245 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2246 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2247 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2248 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2249 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2250 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2251 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2252 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2253 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2254 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2255 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2256 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2257 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2258 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2259 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2260 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2261 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2262 {24, 9, -1}
2263}; /* 48 */
2258 2264
2259/* Recursive routine to step back and see if we can 2265/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2268 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2264 */ 2270 */
2265 2271int
2266
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2273{
2268 sint16 dx, dy; 2274 sint16 dx, dy;
2269 int mflags; 2275 int mflags;
2270 2276
2277 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2272 2279
2273 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2281 dy = y + freearr_y[dir];
2275 2282
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2283 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2284
2278 /* This functional arguably was incorrect before - it was 2285 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2286 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2287 * we could move to the monster - this is being more
2281 * literal on if we can see it. To know if we can actually 2288 * 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 2289 * move to the monster, we'd need the monster passed in or
2283 * at least its move type. 2290 * at least its move type.
2284 */ 2291 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2292 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2293 return 0;
2286 2294
2287 /* yes, can see. */ 2295 /* yes, can see. */
2288 if(dir < 9) return 1; 2296 if (dir < 9)
2297 return 1;
2298
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2299 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292} 2302}
2293 2303
2294
2295
2296/* 2304/*
2297 * can_pick(picker, item): finds out if an object is possible to be 2305 * 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 2306 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2300 * 2308 *
2302 * core dumps if they do. 2310 * core dumps if they do.
2303 * 2311 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2312 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2313 */
2306 2314
2315int
2307int can_pick(const object *who, const object *item) { 2316can_pick (const object *who, const object *item)
2317{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2320 !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} 2321}
2313
2314 2322
2315/* 2323/*
2316 * create clone from object to another 2324 * create clone from object to another
2317 */ 2325 */
2326object *
2318object *object_create_clone (object *asrc) { 2327object_create_clone (object *asrc)
2328{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2330
2321 if(!asrc) return NULL; 2331 if (!asrc)
2332 return 0;
2333
2322 src = asrc; 2334 src = asrc;
2323 if(src->head) 2335 if (src->head)
2324 src = src->head; 2336 src = src->head;
2325 2337
2326 prev = NULL; 2338 prev = 0;
2327 for(part = src; part; part = part->more) { 2339 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2340 {
2329 copy_object(part,tmp); 2341 tmp = part->clone ();
2330 tmp->x -= src->x; 2342 tmp->x -= src->x;
2331 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2332 if(!part->head) { 2345 if (!part->head)
2346 {
2333 dst = tmp; 2347 dst = tmp;
2334 tmp->head = NULL; 2348 tmp->head = 0;
2349 }
2335 } else { 2350 else
2336 tmp->head = dst; 2351 tmp->head = dst;
2337 } 2352
2338 tmp->more = NULL; 2353 tmp->more = 0;
2354
2339 if(prev) 2355 if (prev)
2340 prev->more = tmp; 2356 prev->more = tmp;
2357
2341 prev = tmp; 2358 prev = tmp;
2342 } 2359 }
2343 /*** copy inventory ***/ 2360
2344 for(item = src->inv; item; item = item->below) { 2361 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2363
2348 return dst; 2364 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} 2365}
2358 2366
2359/* GROS - Creates an object using a string representing its content. */ 2367/* 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 */ 2368/* 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, */ 2369/* 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. */ 2370/* 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. */ 2371/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2365 2373object *
2366object* load_object_str(const char *obstr) 2374load_object_str (const char *obstr)
2367{ 2375{
2368 object *op; 2376 object *op;
2369 char filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2378
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2380
2372 FILE *tempfile=fopen(filename,"w"); 2381 FILE *tempfile = fopen (filename, "w");
2382
2373 if (tempfile == NULL) 2383 if (tempfile == NULL)
2374 { 2384 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2386 return NULL;
2377 }; 2387 }
2388
2378 fprintf(tempfile,obstr); 2389 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2390 fclose (tempfile);
2380 2391
2381 op=get_object(); 2392 op = object::create ();
2382 2393
2383 object_thawer thawer (filename); 2394 object_thawer thawer (filename);
2384 2395
2385 if (thawer) 2396 if (thawer)
2386 load_object(thawer,op,0); 2397 load_object (thawer, op, 0);
2387 2398
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2400 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2401
2391 return op; 2402 return op;
2392} 2403}
2393 2404
2394/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2406 * has the same type and subtype match.
2396 * returns NULL if no match. 2407 * returns NULL if no match.
2397 */ 2408 */
2409object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2411{
2400 object *tmp;
2401
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2413 if (tmp->type == type && tmp->subtype == subtype)
2414 return tmp;
2404 2415
2405 return NULL; 2416 return 0;
2406} 2417}
2407 2418
2408/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2409 * otherwise return NULL. 2420 * otherwise return NULL.
2410 * 2421 *
2411 * key must be a passed in shared string - otherwise, this won't 2422 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing. 2423 * do the desired thing.
2413 */ 2424 */
2425key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2426get_ob_key_link (const object *ob, const char *key)
2415 key_value * link; 2427{
2416
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2428 for (key_value *link = ob->key_values; link; link = link->next)
2418 if (link->key == key) { 2429 if (link->key == key)
2419 return link; 2430 return link;
2420 } 2431
2421 } 2432 return 0;
2422 2433}
2423 return NULL;
2424}
2425 2434
2426/* 2435/*
2427 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2428 * 2437 *
2429 * The argument doesn't need to be a shared string. 2438 * The argument doesn't need to be a shared string.
2430 * 2439 *
2431 * The returned string is shared. 2440 * The returned string is shared.
2432 */ 2441 */
2442const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2443get_ob_key_value (const object *op, const char *const key)
2444{
2434 key_value * link; 2445 key_value *link;
2435 const char * canonical_key; 2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2436 2449 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2450 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2451 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2452 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2453 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2454 */
2445 return NULL; 2455 return 0;
2446 } 2456 }
2447 2457
2448 /* This is copied from get_ob_key_link() above - 2458 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2459 * only 4 lines, and saves the function call overhead.
2450 */ 2460 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2461 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2462 if (link->key == canonical_key)
2453 return link->value; 2463 return link->value;
2454 } 2464
2455 } 2465 return 0;
2456 return NULL;
2457} 2466}
2458 2467
2459 2468
2460/* 2469/*
2461 * Updates the canonical_key in op to value. 2470 * 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 2474 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys. 2475 * keys.
2467 * 2476 *
2468 * Returns TRUE on success. 2477 * Returns TRUE on success.
2469 */ 2478 */
2479int
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2481{
2471 key_value * field = NULL, *last=NULL; 2482 key_value *field = NULL, *last = NULL;
2472 2483
2473 for (field=op->key_values; field != NULL; field=field->next) { 2484 for (field = op->key_values; field != NULL; field = field->next)
2485 {
2474 if (field->key != canonical_key) { 2486 if (field->key != canonical_key)
2487 {
2475 last = field; 2488 last = field;
2476 continue; 2489 continue;
2477 } 2490 }
2478 2491
2479 if (value) 2492 if (value)
2480 field->value = value; 2493 field->value = value;
2481 else { 2494 else
2495 {
2482 /* Basically, if the archetype has this key set, 2496 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2497 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2498 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2499 * we get this value back again.
2486 */ 2500 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2501 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2502 field->value = 0;
2503 else
2504 {
2505 if (last)
2506 last->next = field->next;
2489 else 2507 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2508 op->key_values = field->next;
2493 2509
2494 delete field; 2510 delete field;
2495 } 2511 }
2496 } 2512 }
2497 return TRUE; 2513 return TRUE;
2498 } 2514 }
2499 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2500 2516
2501 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2502 2518
2503 if (!add_key) { 2519 if (!add_key)
2504 return FALSE; 2520 return FALSE;
2505 } 2521
2506 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2510 * should pass in "" 2526 * should pass in ""
2511 */ 2527 */
2512 if (value == NULL) return TRUE; 2528 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; 2529 return TRUE;
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE;
2523} 2540}
2524 2541
2525/* 2542/*
2526 * Updates the key in op to value. 2543 * Updates the key in op to value.
2527 * 2544 *
2529 * and not add new ones. 2546 * and not add new ones.
2530 * In general, should be little reason FALSE is ever passed in for add_key 2547 * In general, should be little reason FALSE is ever passed in for add_key
2531 * 2548 *
2532 * Returns TRUE on success. 2549 * Returns TRUE on success.
2533 */ 2550 */
2551int
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2552set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2535{ 2553{
2536 shstr key_ (key); 2554 shstr key_ (key);
2555
2537 return set_ob_key_value_s (op, key_, value, add_key); 2556 return set_ob_key_value_s (op, key_, value, add_key);
2538} 2557}
2558
2559object::depth_iterator::depth_iterator (object *container)
2560: iterator_base (container)
2561{
2562 while (item->inv)
2563 item = item->inv;
2564}
2565
2566void
2567object::depth_iterator::next ()
2568{
2569 if (item->below)
2570 {
2571 item = item->below;
2572
2573 while (item->inv)
2574 item = item->inv;
2575 }
2576 else
2577 item = item->env;
2578}
2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2609// return a suitable string describing an object in enough detail to find it
2610const char *
2611object::debug_desc (char *info) const
2612{
2613 char flagdesc[512];
2614 char info2[256 * 4];
2615 char *p = info;
2616
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2618 count, uuid.seq,
2619 &name,
2620 title ? "\",title:" : "",
2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2623
2624 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626
2627 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629
2630 return info;
2631}
2632
2633const char *
2634object::debug_desc () const
2635{
2636 static char info[256 * 4];
2637 return debug_desc (info);
2638}
2639

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