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Comparing deliantra/server/common/object.C (file contents):
Revision 1.16 by root, Mon Sep 4 16:46:32 2006 UTC vs.
Revision 1.102 by root, Mon Jan 1 17:34:11 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.16 2006/09/04 16:46:32 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
118{ 196{
119 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
121 return 0; 203 return 0;
122 204
123 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 208 * used to store nrof).
129 */ 209 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 221
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 224
145 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 247 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 248 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 250 return 0;
179 251
180 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 253 * check all objects in the inventory.
182 */ 254 */
183 if (ob1->inv || ob2->inv) 255 if (ob1->inv || ob2->inv)
184 { 256 {
185 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 259 return 0;
188 260
189 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 263 return 0;
192 264
193 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 266 * if it is valid.
195 */ 267 */
196 } 268 }
204 276
205 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
207 * check? 279 * check?
208 */ 280 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 282 return 0;
212 283
213 switch (ob1->type) 284 switch (ob1->type)
214 { 285 {
215 case SCROLL: 286 case SCROLL:
216 if (ob1->level != ob2->level) 287 if (ob1->level != ob2->level)
217 return 0; 288 return 0;
218 break; 289 break;
219 } 290 }
220 291
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 293 {
223 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 296 /* One has fields, but the other one doesn't. */
226 return 0; 297 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 298 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 299 return 0;
229 } 300 }
230 301
231 //TODO: generate an event or call into perl for additional checks 302 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 303 if (ob1->self || ob2->self)
233 { 304 {
234 ob1->optimise (); 305 ob1->optimise ();
235 ob2->optimise (); 306 ob2->optimise ();
236 307
237 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
238 return 0; 309 return 0;
239 } 310 }
240 311
241 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
242 return 1; 313 return 1;
243} 314}
315
244/* 316/*
245 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
248 */ 320 */
249signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
250 signed long sum; 324 long sum;
251 object *inv; 325 object *inv;
326
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
253 if (inv->inv) 329 if (inv->inv)
254 sum_weight(inv); 330 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 332 }
333
257 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
259 if(op->carrying != sum) 337 if (op->carrying != sum)
260 op->carrying = sum; 338 op->carrying = sum;
339
261 return sum; 340 return sum;
262} 341}
263 342
264/** 343/**
265 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
266 */ 345 */
267 346
347object *
268object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
269 while (op->env != NULL) 350 while (op->env != NULL)
270 op = op->env; 351 op = op->env;
271 return op; 352 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 353}
286 354
287/* 355/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 357 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
291 */ 359 */
292 360
293void dump_object2(object *op) { 361char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 362dump_object (object *op)
340 if(op==NULL) { 363{
341 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
342 return; 365 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 366
348void dump_all_objects(void) { 367 object_freezer freezer;
349 object *op; 368 save_object (freezer, op, 1);
350 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 370}
355 371
356/* 372/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
360 */ 376 */
361 377
378object *
362object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
363 object *tmp,*closest; 381 object *tmp, *closest;
364 int last_dist,i; 382 int last_dist, i;
383
365 if(op->more==NULL) 384 if (op->more == NULL)
366 return op; 385 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
370 return closest; 389 return closest;
371} 390}
372 391
373/* 392/*
374 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
375 */ 394 */
376 395
396object *
377object *find_object(tag_t i) { 397find_object (tag_t i)
378 object *op; 398{
379 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 400 if (op->count == i)
381 break; 401 return op;
402
382 return op; 403 return 0;
383} 404}
384 405
385/* 406/*
386 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
389 */ 410 */
390 411
412object *
391object *find_object_name(const char *str) { 413find_object_name (const char *str)
392 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
393 object *op; 416 object *op;
417
394 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 419 if (op->name == str_)
396 break; 420 break;
397 421
398 return op; 422 return op;
399} 423}
400 424
425void
401void free_all_object_data () 426free_all_object_data ()
402{ 427{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 429}
440 430
441/* 431/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 433 * skill and experience objects.
444 */ 434 */
445void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
446{ 437{
447 if(owner==NULL||op==NULL) 438 if (!owner)
448 return; 439 return;
449 440
450 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
456 */ 447 */
457 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
459 450
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 451 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 452}
495 453
496/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 455 * refcounts and freeing the links.
498 */ 456 */
457static void
499static void free_key_values(object * op) 458free_key_values (object *op)
500{ 459{
501 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
502 { 461 {
503 key_value *next = i->next; 462 key_value *next = i->next;
504 delete i; 463 delete i;
464
505 i = next; 465 i = next;
506 } 466 }
507 467
508 op->key_values = 0; 468 op->key_values = 0;
509} 469}
510 470
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 471/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 477 * will point at garbage.
580 */ 478 */
581 479void
582void copy_object (object *op2, object *op) 480object::copy_to (object *dst)
583{ 481{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 484
587 op2->clone (op); 485 *(object_copy *)dst = *this;
588 486
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 487 if (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 488 SET_FLAG (dst, FLAG_FREED);
591 489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
592 if (op2->speed < 0) 493 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 495
595 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 497 if (key_values)
597 { 498 {
598 key_value *tail = NULL; 499 key_value *tail = 0;
599 key_value *i; 500 key_value *i;
600 501
601 op->key_values = NULL; 502 dst->key_values = 0;
602 503
603 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
604 { 505 {
605 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
606 507
607 new_link->next = NULL; 508 new_link->next = 0;
608 new_link->key = i->key; 509 new_link->key = i->key;
609 new_link->value = i->value; 510 new_link->value = i->value;
610 511
611 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 513 if (!dst->key_values)
613 { 514 {
614 op->key_values = new_link; 515 dst->key_values = new_link;
615 tail = new_link; 516 tail = new_link;
616 } 517 }
617 else 518 else
618 { 519 {
619 tail->next = new_link; 520 tail->next = new_link;
620 tail = new_link; 521 tail = new_link;
621 } 522 }
622 } 523 }
623 } 524 }
624 525
625 update_ob_speed (op); 526 dst->set_speed (dst->speed);
626} 527}
627 528
628/* 529object *
629 * get_object() grabs an object from the list of unused objects, makes 530object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 531{
636 object *op = new object; 532 object *neu = create ();
637 533 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 534 return neu;
658} 535}
659 536
660/* 537/*
661 * 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
662 * 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
663 * 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.
664 */ 541 */
665 542void
666void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
668 return; 546 return;
547
669 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
671} 550}
672 551
673/* 552/*
674 * 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
675 * 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.
676 * 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.
677 */ 556 */
678 557void
679void update_ob_speed(object *op) { 558object::set_speed (float speed)
680 extern int arch_init; 559{
681 560 if (flag [FLAG_FREED] && speed)
682 /* No reason putting the archetypes objects on the speed list, 561 {
683 * since they never really need to be updated.
684 */
685
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
688#ifdef MANY_CORES
689 abort();
690#else
691 op->speed = 0; 563 speed = 0;
692#endif
693 } 564 }
694 if (arch_init) {
695 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 565
702 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
703 * of the list. */ 567
704 op->active_next = active_objects; 568 if (has_active_speed ())
705 if (op->active_next!=NULL) 569 activate ();
706 op->active_next->active_prev = op;
707 active_objects = op;
708 }
709 else { 570 else
710 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
711 if (!op->active_next && !op->active_prev && op!=active_objects)
712 return;
713
714 if (op->active_prev==NULL) {
715 active_objects = op->active_next;
716 if (op->active_next!=NULL)
717 op->active_next->active_prev = NULL;
718 }
719 else {
720 op->active_prev->active_next = op->active_next;
721 if (op->active_next)
722 op->active_next->active_prev = op->active_prev;
723 }
724 op->active_next = NULL;
725 op->active_prev = NULL;
726 }
727} 572}
728 573
729/* This function removes object 'op' from the list of active
730 * objects.
731 * This should only be used for style maps or other such
732 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object.
736 */
737void remove_from_active_list(object *op)
738{
739 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects)
741 return;
742
743 if (op->active_prev==NULL) {
744 active_objects = op->active_next;
745 if (op->active_next!=NULL)
746 op->active_next->active_prev = NULL;
747 }
748 else {
749 op->active_prev->active_next = op->active_next;
750 if (op->active_next)
751 op->active_next->active_prev = op->active_prev;
752 }
753 op->active_next = NULL;
754 op->active_prev = NULL;
755}
756
757/* 574/*
758 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
759 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
760 * 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
761 * invisible object, etc...) 578 * invisible object, etc...)
762 * 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
763 * 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
764 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
765 * 582 *
766 * 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.
767 * For example, if the only thing that has changed is the face (due to
768 * an animation), we don't need to call update_position until that actually
769 * comes into view of a player. OTOH, many other things, like addition/removal
770 * of walls or living creatures may need us to update the flags now.
771 * current action are: 584 * current action are:
772 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
773 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
774 * 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
775 * 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.
776 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
777 */ 590 */
778 591void
779void update_object(object *op, int action) { 592update_object (object *op, int action)
780 int update_now=0, flags; 593{
781 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
782 595
783 if (op == NULL) { 596 if (op == NULL)
597 {
784 /* this should never happen */ 598 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 600 return;
787 }
788 601 }
789 if(op->env!=NULL) { 602
603 if (op->env)
604 {
790 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
791 * to do in this case. 606 * to do in this case.
792 */ 607 */
793 return; 608 return;
794 } 609 }
795 610
796 /* 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
797 * going to get freed anyways. 612 * going to get freed anyways.
798 */ 613 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
800 615 return;
616
801 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
802 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)
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 621#ifdef MANY_CORES
806 abort(); 622 abort ();
807#endif 623#endif
808 return; 624 return;
809 }
810 625 }
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
817 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
818 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
820 update_now=1;
821
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
823 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
824 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
826 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
827
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1;
830
831 if ((move_on | op->move_on) != move_on) update_now=1;
832 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
833 /* 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
834 * to have move_allow right now. 644 * to have move_allow right now.
835 */ 645 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
837 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 648 m.flags_ = 0;
839 } 649 }
840 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 652 * that is being removed.
843 */ 653 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 655 m.flags_ = 0;
846 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
848 }
849 else { 658 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 660
853 if (update_now) {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y);
856 }
857
858 if(op->more!=NULL) 661 if (op->more)
859 update_object(op->more, action); 662 update_object (op->more, action);
860} 663}
861 664
665object *object::first;
862 666
863/* 667object::object ()
864 * free_object() frees everything allocated by an object, removes 668{
865 * it from the list of used objects, and puts it on the list of 669 SET_FLAG (this, FLAG_REMOVED);
866 * free objects. The IS_FREED() flag is set in the object. 670
867 * The object must have been removed by remove_ob() first for 671 expmul = 1.0;
868 * this function to succeed. 672 face = blank_face;
869 * 673}
870 * If free_inventory is set, free inventory as well. Else drop items in 674
871 * inventory to the ground. 675object::~object ()
872 */ 676{
677 free_key_values (this);
678}
679
680void object::link ()
681{
682 count = ++ob_count;
683 uuid = gen_uuid ();
684
685 prev = 0;
686 next = object::first;
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692}
693
694void object::unlink ()
695{
696 if (this == object::first)
697 object::first = next;
698
699 /* Remove this object from the list of used objects */
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
873 712
874void 713void
875free_object (object * ob) 714object::activate ()
876{ 715{
877 free_object2 (ob, 0); 716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
878} 731}
879 732
880void 733void
881free_object2 (object * ob, int free_inventory) 734object::activate_recursive ()
882{ 735{
883 object *tmp, *op; 736 activate ();
884 737
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 738 for (object *op = inv; op; op = op->above)
886 { 739 op->activate_recursive ();
887 LOG (llevDebug, "Free object called with non removed object\n"); 740}
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893 741
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 742/* This function removes object 'op' from the list of active
895 { 743 * objects.
896 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 744 * This should only be used for style maps or other such
897 remove_friendly_object (ob); 745 * reference maps where you don't want an object that isn't
898 } 746 * in play chewing up cpu time getting processed.
899 747 * The reverse of this is to call update_ob_speed, which
900 if (QUERY_FLAG (ob, FLAG_FREED)) 748 * will do the right thing based on the speed of the object.
901 { 749 */
902 dump_object (ob); 750void
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
904 return; 755 return;
905 }
906 756
907 if (ob->more != NULL) 757 if (active_prev == 0)
908 {
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912
913 if (ob->inv)
914 {
915 /* Only if the space blocks everything do we not process -
916 * if some form of movemnt is allowed, let objects
917 * drop on that space.
918 */
919 if (free_inventory || ob->map == NULL
920 || ob->map->in_memory != MAP_IN_MEMORY
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
922 {
923 op = ob->inv;
924
925 while (op != NULL)
926 { 758 {
927 tmp = op->below; 759 active_objects = active_next;
928 remove_ob (op); 760 if (active_next)
929 free_object2 (op, free_inventory); 761 active_next->active_prev = 0;
930 op = tmp;
931 }
932 }
933 else
934 { /* Put objects in inventory onto this space */
935 op = ob->inv;
936
937 while (op != NULL)
938 {
939 tmp = op->below;
940 remove_ob (op);
941
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
945 free_object (op);
946 else
947 {
948 op->x = ob->x;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
951 }
952
953 op = tmp;
954 }
955 }
956 }
957
958 /* Remove object from the active list */
959 ob->speed = 0;
960 update_ob_speed (ob);
961
962 SET_FLAG (ob, FLAG_FREED);
963 ob->count = 0;
964
965 /* Remove this object from the list of used objects */
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 } 762 }
973 else 763 else
974 { 764 {
975 ob->prev->next = ob->next; 765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
976 769
977 if (ob->next != NULL) 770 active_next = 0;
978 ob->next->prev = ob->prev; 771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
831object *object::create ()
832{
833 object *op = new object;
834 op->link ();
835 return op;
836}
837
838void
839object::do_destroy ()
840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
979 } 875 }
980 876
981 free_key_values (ob); 877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
982 881
983 /* Now link it with the free_objects list: */ 882 head = 0;
984 ob->prev = 0;
985 ob->next = 0;
986 883
987 delete ob; 884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
890 // clear those pointers that likely might have circular references to us
891 owner = 0;
892 enemy = 0;
893 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897}
898
899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
903 return;
904
905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
988} 909}
989 910
990/* 911/*
991 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
992 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
993 */ 914 */
994 915void
995void sub_weight (object *op, signed long weight) { 916sub_weight (object *op, signed long weight)
917{
996 while (op != NULL) { 918 while (op != NULL)
919 {
997 if (op->type == CONTAINER) { 920 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 922
1000 op->carrying-=weight; 923 op->carrying -= weight;
1001 op = op->env; 924 op = op->env;
1002 } 925 }
1003} 926}
1004 927
1005/* remove_ob(op): 928/* op->remove ():
1006 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1007 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1008 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 933 * the previous environment.
1011 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1012 */ 935 */
1013 936void
1014void remove_ob(object *op) { 937object::remove ()
938{
1015 object *tmp,*last=NULL; 939 object *tmp, *last = 0;
1016 object *otmp; 940 object *otmp;
1017 tag_t tag;
1018 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 941
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1024 dump_object(op); 943 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 944
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1043 947
948 if (more)
949 more->remove ();
950
1044 /* 951 /*
1045 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1046 * inventory. 953 * inventory.
1047 */ 954 */
1048 if(op->env!=NULL) { 955 if (env)
956 {
1049 if(op->nrof) 957 if (nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 958 sub_weight (env, weight * nrof);
1051 else 959 else
1052 sub_weight(op->env, op->weight+op->carrying); 960 sub_weight (env, weight + carrying);
1053 961
1054 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1055 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 964 * to save cpu time.
1057 */ 965 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 967 otmp->update_stats ();
1060 fix_player(otmp);
1061 968
1062 if(op->above!=NULL) 969 if (above)
1063 op->above->below=op->below; 970 above->below = below;
1064 else 971 else
1065 op->env->inv=op->below; 972 env->inv = below;
1066 973
1067 if(op->below!=NULL) 974 if (below)
1068 op->below->above=op->above; 975 below->above = above;
1069 976
1070 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
980 */
981 x = env->x, y = env->y;
982 map = env->map;
983 above = 0, below = 0;
984 env = 0;
985 }
986 else if (map)
987 {
988 if (type == PLAYER)
989 {
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
995
996 /* link the object above us */
997 if (above)
998 above->below = below;
999 else
1000 map->at (x, y).top = below; /* we were top, set new top */
1001
1002 /* Relink the object below us, if there is one */
1003 if (below)
1004 below->above = above;
1005 else
1006 {
1007 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is
1009 * evident
1073 */ 1010 */
1074 op->x=op->env->x,op->y=op->env->y; 1011 if (GET_MAP_OB (map, x, y) != this)
1075 op->map=op->env->map; 1012 {
1076 op->above=NULL,op->below=NULL; 1013 char *dump = dump_object (this);
1077 op->env=NULL; 1014 LOG (llevError,
1015 "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);
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021
1022 map->at (x, y).bot = above; /* goes on above it. */
1023 }
1024
1025 above = 0;
1026 below = 0;
1027
1028 if (map->in_memory == MAP_SAVING)
1078 return; 1029 return;
1079 }
1080 1030
1081 /* If we get here, we are removing it from a map */ 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1082 if (op->map == NULL) return;
1083 1032
1084 x = op->x; 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 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);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 } 1034 {
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1137 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1138 * being removed. 1036 * being removed.
1139 */ 1037 */
1140 1038
1141 if(tmp->type==PLAYER && tmp!=op) { 1039 if (tmp->type == PLAYER && tmp != this)
1040 {
1142 /* If a container that the player is currently using somehow gets 1041 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1144 * appropriately. 1043 * appropriately.
1145 */ 1044 */
1146 if (tmp->container==op) { 1045 if (tmp->container == this)
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1046 {
1047 flag [FLAG_APPLIED] = 0;
1148 tmp->container=NULL; 1048 tmp->container = 0;
1049 }
1050
1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1149 } 1053 }
1150 tmp->contr->socket.update_look=1; 1054
1151 }
1152 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1056 if (check_walk_off
1057 && ((move_type & tmp->move_off)
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 1059 {
1156 move_apply(tmp, op, NULL); 1060 move_apply (tmp, this, 0);
1061
1157 if (was_destroyed (op, tag)) { 1062 if (destroyed ())
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 } 1064 }
1161 }
1162 1065
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1165 if(tmp->above == tmp) 1068 if (tmp->above == tmp)
1166 tmp->above = NULL; 1069 tmp->above = 0;
1070
1167 last=tmp; 1071 last = tmp;
1168 } 1072 }
1073
1169 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1170 if (last==NULL) { 1075 //TODO: this makes little sense, why only update the topmost object?
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1076 if (!last)
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1077 map->at (x, y).flags_ = 0;
1173 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways.
1175 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y);
1178 }
1179 else 1078 else
1180 update_object(last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1181 1080
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1183 update_all_los(op->map, op->x, op->y); 1082 update_all_los (map, x, y);
1184 1083 }
1185} 1084}
1186 1085
1187/* 1086/*
1188 * merge_ob(op,top): 1087 * merge_ob(op,top):
1189 * 1088 *
1190 * This function goes through all objects below and including top, and 1089 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1090 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1091 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1092 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1093 */
1195 1094object *
1196object *merge_ob(object *op, object *top) { 1095merge_ob (object *op, object *top)
1096{
1197 if(!op->nrof) 1097 if (!op->nrof)
1198 return 0; 1098 return 0;
1199 if(top==NULL) 1099
1100 if (top)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1103
1201 for(;top!=NULL;top=top->below) { 1104 for (; top; top = top->below)
1105 {
1202 if(top==op) 1106 if (top == op)
1203 continue; 1107 continue;
1204 if (CAN_MERGE(op,top)) 1108
1205 { 1109 if (object::can_merge (op, top))
1110 {
1206 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1115 op->destroy ();
1210 free_object(op);
1211 return top; 1116 return top;
1212 } 1117 }
1213 } 1118 }
1119
1214 return NULL; 1120 return 0;
1215} 1121}
1216 1122
1217/* 1123/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1219 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1220 */ 1126 */
1127object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1222 object* tmp; 1129{
1223 if (op->head) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1224 op=op->head; 1131 {
1225 for (tmp=op;tmp;tmp=tmp->more){
1226 tmp->x=x+tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1228 } 1134 }
1135
1229 return insert_ob_in_map (op, m, originator, flag); 1136 return insert_ob_in_map (op, m, originator, flag);
1230} 1137}
1231 1138
1232/* 1139/*
1233 * insert_ob_in_map (op, map, originator, flag): 1140 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1141 * This function inserts the object in the two-way linked list
1247 * Return value: 1154 * Return value:
1248 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1157 * just 'op' otherwise
1251 */ 1158 */
1252 1159object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1161{
1255 object *tmp, *top, *floor=NULL; 1162 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1163 sint16 x, y;
1257 1164
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1165 if (QUERY_FLAG (op, FLAG_FREED))
1166 {
1259 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1260 return NULL; 1168 return NULL;
1169 }
1170
1171 if (!m)
1261 } 1172 {
1262 if(m==NULL) {
1263 dump_object(op); 1173 char *dump = dump_object (op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1265 return op; 1176 return op;
1266 } 1177 }
1178
1267 if(out_of_map(m,op->x,op->y)) { 1179 if (out_of_map (m, op->x, op->y))
1180 {
1268 dump_object(op); 1181 char *dump = dump_object (op);
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1270#ifdef MANY_CORES 1183#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted. 1186 * improperly inserted.
1274 */ 1187 */
1275 abort(); 1188 abort ();
1276#endif 1189#endif
1190 free (dump);
1277 return op; 1191 return op;
1278 } 1192 }
1193
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1280 dump_object(op); 1196 char *dump = dump_object (op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1282 return op; 1199 return op;
1200 }
1201
1202 if (op->more)
1283 } 1203 {
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1286 1205
1287 object *more = op->more; 1206 object *more = op->more;
1288 1207
1289 /* We really need the caller to normalize coordinates - if 1208 /* We really need the caller to normalize coordinates - if
1290 * we set the map, that doesn't work if the location is within 1209 * we set the map, that doesn't work if the location is within
1291 * a map and this is straddling an edge. So only if coordinate 1210 * a map and this is straddling an edge. So only if coordinate
1292 * is clear wrong do we normalize it. 1211 * is clear wrong do we normalize it.
1293 */ 1212 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1295 more->map = get_map_from_coord(m, &more->x, &more->y); 1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1296 } else if (!more->map) { 1215 else if (!more->map)
1216 {
1297 /* For backwards compatibility - when not dealing with tiled maps, 1217 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent. 1218 * more->map should always point to the parent.
1299 */ 1219 */
1300 more->map = m; 1220 more->map = m;
1301 } 1221 }
1302 1222
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1304 if ( ! op->head) 1225 if (!op->head)
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1306 return NULL; 1228 return 0;
1307 } 1229 }
1308 } 1230 }
1231
1309 CLEAR_FLAG(op,FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1310 1233
1311 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1313 * need extra work 1236 * need extra work
1314 */ 1237 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y); 1238 op->map = get_map_from_coord (m, &op->x, &op->y);
1316 x = op->x; 1239 x = op->x;
1317 y = op->y; 1240 y = op->y;
1318 1241
1319 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1320 */ 1243 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) { 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1323 if (CAN_MERGE(op,tmp)) { 1246 if (object::can_merge (op, tmp))
1247 {
1324 op->nrof+=tmp->nrof; 1248 op->nrof += tmp->nrof;
1325 remove_ob(tmp); 1249 tmp->destroy ();
1326 free_object(tmp); 1250 }
1251
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1254
1255 if (!QUERY_FLAG (op, FLAG_ALIVE))
1256 CLEAR_FLAG (op, FLAG_NO_STEAL);
1257
1258 if (flag & INS_BELOW_ORIGINATOR)
1259 {
1260 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1261 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort ();
1264 }
1265
1266 op->above = originator;
1267 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op;
1276 }
1277 else
1278 {
1279 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1281 {
1282 object *last = 0;
1283
1284 /*
1285 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1289 * floor, we want to insert above that and no further.
1290 * Also, if there are spell objects on this space, we stop processing
1291 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects.
1295 */
1296 while (top)
1297 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top;
1300
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1302 {
1303 /* We insert above top, so we want this object below this */
1304 top = top->below;
1305 break;
1306 }
1307
1308 last = top;
1309 top = top->above;
1327 } 1310 }
1328 }
1329 1311
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1312 /* Don't want top to be NULL, so set it to the last valid object */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1313 top = last;
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334 1314
1335 if (flag & INS_BELOW_ORIGINATOR) { 1315 /* We let update_position deal with figuring out what the space
1336 if (originator->map != op->map || originator->x != op->x || 1316 * looks like instead of lots of conditions here.
1337 originator->y != op->y) { 1317 * makes things faster, and effectively the same result.
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339 abort();
1340 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else {
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /* 1318 */
1352 * If there are multiple objects on this space, we do some trickier handling. 1319
1353 * We've already dealt with merging if appropriate. 1320 /* Have object 'fall below' other objects that block view.
1354 * Generally, we want to put the new object on top. But if 1321 * Unless those objects are exits, type 66
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1322 * If INS_ON_TOP is used, don't do this processing
1356 * floor, we want to insert above that and no further. 1323 * Need to find the object that in fact blocks view, otherwise
1357 * Also, if there are spell objects on this space, we stop processing 1324 * stacking is a bit odd.
1358 * once we get to them. This reduces the need to traverse over all of 1325 */
1359 * them when adding another one - this saves quite a bit of cpu time 1326 if (!(flag & INS_ON_TOP) &&
1360 * when lots of spells are cast in one area. Currently, it is presumed 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1361 * that flying non pickable objects are spell objects. 1328 {
1329 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break;
1332 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we
1335 * set top to the object below us.
1362 */ 1336 */
1363 1337 if (last && last->below && last != floor)
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above; 1338 top = last->below;
1377 } 1339 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */ 1340 } /* If objects on this space */
1341
1405 if (flag & INS_MAP_LOAD) 1342 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y); 1343 top = GET_MAP_TOP (op->map, op->x, op->y);
1344
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1345 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor;
1408 1347
1409 /* Top is the object that our object (op) is going to get inserted above. 1348 /* Top is the object that our object (op) is going to get inserted above.
1410 */ 1349 */
1411 1350
1412 /* First object on this space */ 1351 /* First object on this space */
1413 if (!top) { 1352 if (!top)
1353 {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1355
1356 if (op->above)
1415 if (op->above) op->above->below = op; 1357 op->above->below = op;
1358
1416 op->below = NULL; 1359 op->below = 0;
1417 SET_MAP_OB(op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1361 }
1362 else
1418 } else { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1419 op->above = top->above; 1364 op->above = top->above;
1365
1366 if (op->above)
1420 if (op->above) op->above->below = op; 1367 op->above->below = op;
1368
1421 op->below = top; 1369 op->below = top;
1422 top->above = op; 1370 top->above = op;
1423 } 1371 }
1372
1424 if (op->above==NULL) 1373 if (!op->above)
1425 SET_MAP_TOP(op->map,op->x, op->y, op); 1374 op->ms ().top = op;
1426 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1427 1376
1428 if(op->type==PLAYER) 1377 if (op->type == PLAYER)
1378 {
1429 op->contr->do_los=1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->touch ();
1382 }
1430 1383
1384 op->map->dirty = true;
1385
1431 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1432 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1433 */ 1388 */
1434 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1390 if (object *pl = op->ms ().player ())
1436 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1437 tmp->contr->socket.update_look=1; 1392 pl->contr->ns->floorbox_update ();
1438 }
1439 1393
1440 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1447 * of effect may be sufficient. 1401 * of effect may be sufficient.
1448 */ 1402 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1451 1405
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1455 1408
1409 INVOKE_OBJECT (INSERT, op);
1456 1410
1457 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1459 * 1413 *
1460 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object(). 1417 * update_object().
1464 */ 1418 */
1465 1419
1466 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1422 {
1469 if (check_move_on(op, originator)) 1423 if (check_move_on (op, originator))
1470 return NULL; 1424 return 0;
1471 1425
1472 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1473 * walk on's. 1427 * walk on's.
1474 */ 1428 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1477 return NULL; 1431 return 0;
1478 } 1432 }
1433
1479 return op; 1434 return op;
1480} 1435}
1481 1436
1482/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1485 */ 1440 */
1441void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1487 object *tmp; 1443{
1488 object *tmp1; 1444 object *tmp, *tmp1;
1489 1445
1490 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1491 1447
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1494 remove_ob(tmp); 1450 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1451
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1453
1501 1454 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1455 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1463}
1505 1464
1506/* 1465/*
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1508 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1509 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1510 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1470 * global static errmsg array.
1512 */ 1471 */
1513 1472object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1473get_split_ob (object *orig_ob, uint32 nr)
1474{
1515 object *newob; 1475 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1477
1518 if(orig_ob->nrof<nr) { 1478 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1479 {
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1480 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL; 1481 return NULL;
1522 } 1482 }
1483
1523 newob = object_create_clone(orig_ob); 1484 newob = object_create_clone (orig_ob);
1485
1524 if((orig_ob->nrof-=nr)<1) { 1486 if ((orig_ob->nrof -= nr) < 1)
1525 if ( ! is_removed) 1487 orig_ob->destroy (1);
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) { 1488 else if (!is_removed)
1489 {
1530 if(orig_ob->env!=NULL) 1490 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1491 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1493 {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1494 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n"); 1495 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL; 1496 return NULL;
1537 } 1497 }
1538 } 1498 }
1499
1539 newob->nrof=nr; 1500 newob->nrof = nr;
1540 1501
1541 return newob; 1502 return newob;
1542} 1503}
1543 1504
1544/* 1505/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1506 * decrease_ob_nr(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1507 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1508 * is subsequently removed and freed.
1548 * 1509 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1510 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1511 */
1551 1512
1513object *
1552object *decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1553{ 1515{
1554 object *tmp; 1516 object *tmp;
1555 player *pl;
1556 1517
1557 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1519 return op;
1559 1520
1560 if (i > op->nrof) 1521 if (i > op->nrof)
1561 i = op->nrof; 1522 i = op->nrof;
1562 1523
1563 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1525 op->nrof -= i;
1526 else if (op->env)
1527 {
1528 /* is this object in the players inventory, or sub container
1529 * therein?
1530 */
1531 tmp = op->in_player ();
1532 /* nope. Is this a container the player has opened?
1533 * If so, set tmp to that player.
1534 * IMO, searching through all the players will mostly
1535 * likely be quicker than following op->env to the map,
1536 * and then searching the map for a player.
1537 */
1538 if (!tmp)
1539 for_all_players (pl)
1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1543 break;
1544 }
1545
1546 if (i < op->nrof)
1547 {
1548 sub_weight (op->env, op->weight * i);
1549 op->nrof -= i;
1550 if (tmp)
1551 esrv_send_item (tmp, op);
1552 }
1553 else
1554 {
1555 op->remove ();
1556 op->nrof = 0;
1557 if (tmp)
1558 esrv_del_item (tmp->contr, op->count);
1559 }
1564 { 1560 }
1561 else
1562 {
1563 object *above = op->above;
1564
1565 if (i < op->nrof)
1565 op->nrof -= i; 1566 op->nrof -= i;
1566 } 1567 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */
1572 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1568 {
1585
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op); 1569 op->remove ();
1594 op->nrof = 0; 1570 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 } 1571 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603 1572
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1575 if (tmp->type == PLAYER)
1576 {
1613 if (op->nrof) 1577 if (op->nrof)
1614 esrv_send_item(tmp, op); 1578 esrv_send_item (tmp, op);
1615 else 1579 else
1616 esrv_del_item(tmp->contr, op->count); 1580 esrv_del_item (tmp->contr, op->count);
1617 } 1581 }
1618 } 1582 }
1619 1583
1620 if (op->nrof) { 1584 if (op->nrof)
1621 return op; 1585 return op;
1622 } else { 1586 else
1623 free_object (op); 1587 {
1588 op->destroy ();
1624 return NULL; 1589 return 0;
1625 } 1590 }
1626} 1591}
1627 1592
1628/* 1593/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1595 * and also updates how much the environment(s) is/are carrying.
1631 */ 1596 */
1632 1597
1598void
1633void add_weight (object *op, signed long weight) { 1599add_weight (object *op, signed long weight)
1600{
1634 while (op!=NULL) { 1601 while (op != NULL)
1602 {
1635 if (op->type == CONTAINER) { 1603 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1604 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1605
1638 op->carrying+=weight; 1606 op->carrying += weight;
1639 op=op->env; 1607 op = op->env;
1640 } 1608 }
1641} 1609}
1642 1610
1611object *
1612insert_ob_in_ob (object *op, object *where)
1613{
1614 if (!where)
1615 {
1616 char *dump = dump_object (op);
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump);
1619 return op;
1620 }
1621
1622 if (where->head)
1623 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head;
1626 }
1627
1628 return where->insert (op);
1629}
1630
1643/* 1631/*
1644 * insert_ob_in_ob(op,environment): 1632 * env->insert (op)
1645 * This function inserts the object op in the linked list 1633 * This function inserts the object op in the linked list
1646 * inside the object environment. 1634 * inside the object environment.
1647 * 1635 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * The function returns now pointer to inserted item, and return value can 1636 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1637 * be != op, if items are merged. -Tero
1655 */ 1638 */
1656 1639
1657object *insert_ob_in_ob(object *op,object *where) { 1640object *
1641object::insert (object *op)
1642{
1658 object *tmp, *otmp; 1643 object *tmp, *otmp;
1659 1644
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1645 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 dump_object(op); 1646 op->remove ();
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1647
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1648 if (op->more)
1649 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1650 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1651 return op;
1679 } 1652 }
1653
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1655 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1656 if (op->nrof)
1657 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1659 if (object::can_merge (tmp, op))
1660 {
1685 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1662 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1664 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1665 * tmp->nrof, we need to increase the weight.
1690 */ 1666 */
1691 add_weight (where, op->weight*op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1668 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1669 op->destroy (); /* free the inserted object */
1694 op = tmp; 1670 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1671 op->remove (); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1672 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1673 break;
1698 } 1674 }
1699 1675
1700 /* I assume combined objects have no inventory 1676 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1677 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1678 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do 1679 * the weight, so we need to add it in again, since we actually do
1704 * the linking below 1680 * the linking below
1705 */ 1681 */
1706 add_weight (where, op->weight*op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1683 }
1707 } else 1684 else
1708 add_weight (where, (op->weight+op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1709 1686
1710 otmp=is_player_inv(where); 1687 otmp = this->in_player ();
1711 if (otmp&&otmp->contr!=NULL) { 1688 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1690 otmp->update_stats ();
1714 }
1715 1691
1716 op->map=NULL; 1692 op->map = 0;
1717 op->env=where; 1693 op->env = this;
1718 op->above=NULL; 1694 op->above = 0;
1719 op->below=NULL; 1695 op->below = 0;
1720 op->x=0,op->y=0; 1696 op->x = 0, op->y = 0;
1721 1697
1722 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1699 if ((op->glow_radius != 0) && map)
1724 { 1700 {
1725#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1704 if (map->darkness)
1705 update_all_los (map, x, y);
1730 } 1706 }
1731 1707
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function... 1709 * It sure simplifies this function...
1734 */ 1710 */
1735 if (where->inv==NULL) 1711 if (!inv)
1736 where->inv=op; 1712 inv = op;
1737 else { 1713 else
1714 {
1738 op->below = where->inv; 1715 op->below = inv;
1739 op->below->above = op; 1716 op->below->above = op;
1740 where->inv = op; 1717 inv = op;
1741 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1721
1742 return op; 1722 return op;
1743} 1723}
1744 1724
1745/* 1725/*
1746 * Checks if any objects has a move_type that matches objects 1726 * Checks if any objects has a move_type that matches objects
1760 * 1740 *
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1743 * on top.
1764 */ 1744 */
1765 1745int
1766int check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1767{ 1747{
1768 object *tmp; 1748 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1749 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1750 int x = op->x, y = op->y;
1751
1772 MoveType move_on, move_slow, move_block; 1752 MoveType move_on, move_slow, move_block;
1773 1753
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1755 return 0;
1776 1756
1777 tag = op->count;
1778
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1782 1760
1783 /* if nothing on this space will slow op down or be applied, 1761 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1762 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1763 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1764 * as walking.
1787 */ 1765 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1767 return 0;
1790 1768
1791 /* This is basically inverse logic of that below - basically, 1769 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1770 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1771 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1772 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1773 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1774 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1775 return 0;
1798 1776
1799 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1801 */ 1779 */
1802 1780
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1804 tmp->above!=NULL; tmp=tmp->above) { 1782 {
1805 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them. 1785 * we don't need to check all of them.
1808 */ 1786 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 }
1790
1791 for (; tmp; tmp = tmp->below)
1810 } 1792 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1793 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1813 1795
1814 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1798 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 1799 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 1800 * swim on that space, can't use it to avoid the penalty.
1819 */ 1801 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 {
1824 1807
1825 float diff; 1808 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1809 diff = tmp->move_slow_penalty * FABS (op->speed);
1810
1828 if (op->type == PLAYER) { 1811 if (op->type == PLAYER)
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 1814 diff /= 4.0;
1832 } 1815
1833 }
1834 op->speed_left -= diff; 1816 op->speed_left -= diff;
1835 } 1817 }
1836 } 1818 }
1837 1819
1838 /* Basically same logic as above, except now for actual apply. */ 1820 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 1823 {
1843 move_apply(tmp, op, originator); 1824 move_apply (tmp, op, originator);
1825
1844 if (was_destroyed (op, tag)) 1826 if (op->destroyed ())
1845 return 1; 1827 return 1;
1846 1828
1847 /* what the person/creature stepped onto has moved the object 1829 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1830 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1831 * have a feeling strange problems would result.
1850 */ 1832 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 1833 if (op->map != m || op->x != x || op->y != y)
1834 return 0;
1852 } 1835 }
1853 } 1836 }
1837
1854 return 0; 1838 return 0;
1855} 1839}
1856 1840
1857/* 1841/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1861 */ 1845 */
1862 1846object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1847present_arch (const archetype *at, maptile *m, int x, int y)
1864 object *tmp; 1848{
1865 if(m==NULL || out_of_map(m,x,y)) { 1849 if (m == NULL || out_of_map (m, x, y))
1850 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1852 return NULL;
1868 } 1853 }
1854
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->arch == at) 1856 if (tmp->arch == at)
1871 return tmp; 1857 return tmp;
1858
1872 return NULL; 1859 return NULL;
1873} 1860}
1874 1861
1875/* 1862/*
1876 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1879 */ 1866 */
1880 1867object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1868present (unsigned char type, maptile *m, int x, int y)
1882 object *tmp; 1869{
1883 if(out_of_map(m,x,y)) { 1870 if (out_of_map (m, x, y))
1871 {
1884 LOG(llevError,"Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1873 return NULL;
1886 } 1874 }
1875
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1888 if(tmp->type==type) 1877 if (tmp->type == type)
1889 return tmp; 1878 return tmp;
1879
1890 return NULL; 1880 return NULL;
1891} 1881}
1892 1882
1893/* 1883/*
1894 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1897 */ 1887 */
1898 1888object *
1899object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
1900 object *tmp; 1890{
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 1892 if (tmp->type == type)
1903 return tmp; 1893 return tmp;
1894
1904 return NULL; 1895 return NULL;
1905} 1896}
1906 1897
1907/* 1898/*
1908 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
1916 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
1917 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
1919 * to be unique. 1910 * to be unique.
1920 */ 1911 */
1921 1912object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 1913present_in_ob_by_name (int type, const char *str, const object *op)
1923 object *tmp; 1914{
1924
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 1917 return tmp;
1928 } 1918
1929 return NULL; 1919 return 0;
1930} 1920}
1931 1921
1932/* 1922/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
1936 */ 1926 */
1937 1927object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 1928present_arch_in_ob (const archetype *at, const object *op)
1939 object *tmp; 1929{
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 1931 if (tmp->arch == at)
1942 return tmp; 1932 return tmp;
1933
1943 return NULL; 1934 return NULL;
1944} 1935}
1945 1936
1946/* 1937/*
1947 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
1948 */ 1939 */
1940void
1949void flag_inv(object*op, int flag){ 1941flag_inv (object *op, int flag)
1950 object *tmp; 1942{
1951 if(op->inv) 1943 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1945 {
1953 SET_FLAG(tmp, flag); 1946 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 1947 flag_inv (tmp, flag);
1955 } 1948 }
1949}
1950
1956}/* 1951/*
1957 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
1958 */ 1953 */
1954void
1959void unflag_inv(object*op, int flag){ 1955unflag_inv (object *op, int flag)
1960 object *tmp; 1956{
1961 if(op->inv) 1957 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
1963 CLEAR_FLAG(tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 1961 unflag_inv (tmp, flag);
1965 } 1962 }
1966} 1963}
1967 1964
1968/* 1965/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
1973 */ 1970 */
1974 1971void
1975void set_cheat(object *op) { 1972set_cheat (object *op)
1973{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
1978} 1976}
1979 1977
1980/* 1978/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
1996 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
1997 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 1997 * customized, changed states, etc.
2000 */ 1998 */
2001 1999int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{
2003 int i,index=0, flag; 2002 int index = 0, flag;
2004 static int altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2005 2004
2006 for(i=start;i<stop;i++) { 2005 for (int i = start; i < stop; i++)
2006 {
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2008 if(!flag) 2008 if (!flag)
2009 altern[index++]=i; 2009 altern [index++] = i;
2010 2010
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2018 */ 2018 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2020 stop = maxfree[i];
2021 } 2021 }
2022 if(!index) return -1; 2022
2023 if (!index)
2024 return -1;
2025
2023 return altern[RANDOM()%index]; 2026 return altern[RANDOM () % index];
2024} 2027}
2025 2028
2026/* 2029/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2034 */
2032 2035int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2034 int i; 2037{
2035 for(i=0;i<SIZEOFFREE;i++) { 2038 for (int i = 0; i < SIZEOFFREE; i++)
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2040 return i;
2038 } 2041
2039 return -1; 2042 return -1;
2040} 2043}
2041 2044
2042/* 2045/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2045 */ 2049 */
2050static void
2046static void permute(int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2047{ 2052{
2048 int i, j, tmp, len; 2053 arr += begin;
2054 end -= begin;
2049 2055
2050 len = end-begin; 2056 while (--end)
2051 for(i = begin; i < end; i++) 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2052 {
2053 j = begin+RANDOM()%len;
2054
2055 tmp = arr[i];
2056 arr[i] = arr[j];
2057 arr[j] = tmp;
2058 }
2059} 2058}
2060 2059
2061/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2063 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2064 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2066 */
2067void
2068void get_search_arr(int *search_arr) 2068get_search_arr (int *search_arr)
2069{ 2069{
2070 int i; 2070 int i;
2071 2071
2072 for(i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2073 {
2074 search_arr[i] = i; 2073 search_arr[i] = i;
2075 }
2076 2074
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2078}
2081 2079
2082/* 2080/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2081 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2082 * given map at the given coordinates for live objects.
2089 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2090 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2090 * there is capable of.
2093 */ 2091 */
2094 2092int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2093find_dir (maptile *m, int x, int y, object *exclude)
2094{
2096 int i,max=SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2096
2097 sint16 nx, ny; 2097 sint16 nx, ny;
2098 object *tmp; 2098 object *tmp;
2099 mapstruct *mp; 2099 maptile *mp;
2100
2100 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2101 2102
2102 if (exclude && exclude->head) { 2103 if (exclude && exclude->head)
2104 {
2103 exclude = exclude->head; 2105 exclude = exclude->head;
2104 move_type = exclude->move_type; 2106 move_type = exclude->move_type;
2105 } else { 2107 }
2108 else
2109 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2110 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2111 move_type = MOVE_ALL;
2112 }
2113
2114 for (i = 1; i < max; i++)
2108 } 2115 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2116 mp = m;
2112 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2114 2119
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2116 if (mflags & P_OUT_OF_MAP) { 2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i];
2124 else
2125 {
2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type)
2117 max = maxfree[i]; 2131 max = maxfree[i];
2118 } else {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2120
2121 if ((move_type & blocked) == move_type) {
2122 max=maxfree[i];
2123 } else if (mflags & P_IS_ALIVE) { 2132 else if (mflags & P_IS_ALIVE)
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2133 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2127 break; 2137 break;
2128 } 2138
2129 }
2130 if(tmp) { 2139 if (tmp)
2131 return freedir[i]; 2140 return freedir[i];
2132 }
2133 } 2141 }
2134 } 2142 }
2135 } 2143 }
2144
2136 return 0; 2145 return 0;
2137} 2146}
2138 2147
2139/* 2148/*
2140 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2150 * distance between the two given objects.
2142 */ 2151 */
2143 2152int
2144int distance(const object *ob1, const object *ob2) { 2153distance (const object *ob1, const object *ob2)
2145 int i; 2154{
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2148 return i;
2149} 2156}
2150 2157
2151/* 2158/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2155 */ 2162 */
2156 2163int
2157int find_dir_2(int x, int y) { 2164find_dir_2 (int x, int y)
2165{
2158 int q; 2166 int q;
2159 2167
2160 if(y) 2168 if (y)
2161 q=x*100/y; 2169 q = x * 100 / y;
2162 else if (x) 2170 else if (x)
2163 q= -300*x; 2171 q = -300 * x;
2164 else 2172 else
2165 return 0; 2173 return 0;
2166 2174
2167 if(y>0) { 2175 if (y > 0)
2176 {
2168 if(q < -242) 2177 if (q < -242)
2169 return 3 ; 2178 return 3;
2170 if (q < -41) 2179 if (q < -41)
2171 return 2 ; 2180 return 2;
2172 if (q < 41) 2181 if (q < 41)
2173 return 1 ; 2182 return 1;
2174 if (q < 242) 2183 if (q < 242)
2175 return 8 ; 2184 return 8;
2176 return 7 ; 2185 return 7;
2177 } 2186 }
2178 2187
2179 if (q < -242) 2188 if (q < -242)
2180 return 7 ; 2189 return 7;
2181 if (q < -41) 2190 if (q < -41)
2182 return 6 ; 2191 return 6;
2183 if (q < 41) 2192 if (q < 41)
2184 return 5 ; 2193 return 5;
2185 if (q < 242) 2194 if (q < 242)
2186 return 4 ; 2195 return 4;
2187 2196
2188 return 3 ; 2197 return 3;
2189} 2198}
2190 2199
2191/* 2200/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2201 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2202 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2203 * "overflow" in previous calculations of a direction).
2195 */ 2204 */
2196 2205
2206int
2197int absdir(int d) { 2207absdir (int d)
2198 while(d<1) d+=8; 2208{
2199 while(d>8) d-=8; 2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2200 return d; 2215 return d;
2201} 2216}
2202 2217
2203/* 2218/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2221 */
2207 2222
2223int
2208int dirdiff(int dir1, int dir2) { 2224dirdiff (int dir1, int dir2)
2225{
2209 int d; 2226 int d;
2227
2210 d = abs(dir1 - dir2); 2228 d = abs (dir1 - dir2);
2211 if(d>4) 2229 if (d > 4)
2212 d = 8 - d; 2230 d = 8 - d;
2231
2213 return d; 2232 return d;
2214} 2233}
2215 2234
2216/* peterm: 2235/* peterm:
2217 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2220 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2221 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2242 * functions.
2224 */ 2243 */
2225
2226int reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2250 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2251 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2252 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2253 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2254 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2255 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2256 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2257 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2258 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2259 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2260 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2261 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2262 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2263 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2264 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2265 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2266 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2267 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2268 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2269 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2270 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2271 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2272 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2273 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2274 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2275 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2276 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2277 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2278 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2279 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2280 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2281 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2282 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2283 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2284 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2285 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2286 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2287 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2288 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2289 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2290 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2291 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2292 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2293 {24, 9, -1}
2294}; /* 48 */
2276 2295
2277/* Recursive routine to step back and see if we can 2296/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2299 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2282 */ 2301 */
2283 2302int
2284
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2304{
2286 sint16 dx, dy; 2305 sint16 dx, dy;
2287 int mflags; 2306 int mflags;
2288 2307
2308 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2290 2310
2291 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2312 dy = y + freearr_y[dir];
2293 2313
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2314 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2315
2296 /* This functional arguably was incorrect before - it was 2316 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2317 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2318 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2319 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2320 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2321 * at least its move type.
2302 */ 2322 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2323 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2324 return 0;
2304 2325
2305 /* yes, can see. */ 2326 /* yes, can see. */
2306 if(dir < 9) return 1; 2327 if (dir < 9)
2328 return 1;
2329
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2310} 2333}
2311 2334
2312
2313
2314/* 2335/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2318 * 2339 *
2320 * core dumps if they do. 2341 * core dumps if they do.
2321 * 2342 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2343 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2344 */
2324 2345
2346int
2325int can_pick(const object *who, const object *item) { 2347can_pick (const object *who, const object *item)
2348{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2352}
2331
2332 2353
2333/* 2354/*
2334 * create clone from object to another 2355 * create clone from object to another
2335 */ 2356 */
2357object *
2336object *object_create_clone (object *asrc) { 2358object_create_clone (object *asrc)
2359{
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2338 2361
2339 if(!asrc) return NULL; 2362 if (!asrc)
2363 return 0;
2364
2340 src = asrc; 2365 src = asrc;
2341 if(src->head) 2366 if (src->head)
2342 src = src->head; 2367 src = src->head;
2343 2368
2344 prev = NULL; 2369 prev = 0;
2345 for(part = src; part; part = part->more) { 2370 for (part = src; part; part = part->more)
2346 tmp = get_object(); 2371 {
2347 copy_object(part,tmp); 2372 tmp = part->clone ();
2348 tmp->x -= src->x; 2373 tmp->x -= src->x;
2349 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2350 if(!part->head) { 2376 if (!part->head)
2377 {
2351 dst = tmp; 2378 dst = tmp;
2352 tmp->head = NULL; 2379 tmp->head = 0;
2380 }
2353 } else { 2381 else
2354 tmp->head = dst; 2382 tmp->head = dst;
2355 } 2383
2356 tmp->more = NULL; 2384 tmp->more = 0;
2385
2357 if(prev) 2386 if (prev)
2358 prev->more = tmp; 2387 prev->more = tmp;
2388
2359 prev = tmp; 2389 prev = tmp;
2360 } 2390 }
2361 /*** copy inventory ***/ 2391
2362 for(item = src->inv; item; item = item->below) { 2392 for (item = src->inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2364 }
2365 2394
2366 return dst; 2395 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2396}
2376 2397
2377/* GROS - Creates an object using a string representing its content. */ 2398/* GROS - Creates an object using a string representing its content. */
2378/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2379/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2380/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2381/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2382/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2383 2404object *
2384object* load_object_str(const char *obstr) 2405load_object_str (const char *obstr)
2385{ 2406{
2386 object *op; 2407 object *op;
2387 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2409
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2411
2390 FILE *tempfile=fopen(filename,"w"); 2412 FILE *tempfile = fopen (filename, "w");
2413
2391 if (tempfile == NULL) 2414 if (tempfile == NULL)
2392 { 2415 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2417 return NULL;
2395 }; 2418 }
2419
2396 fprintf(tempfile,obstr); 2420 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2421 fclose (tempfile);
2398 2422
2399 op=get_object(); 2423 op = object::create ();
2400 2424
2401 object_thawer thawer (filename); 2425 object_thawer thawer (filename);
2402 2426
2403 if (thawer) 2427 if (thawer)
2404 load_object(thawer,op,0); 2428 load_object (thawer, op, 0);
2405 2429
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2431 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2432
2409 return op; 2433 return op;
2410} 2434}
2411 2435
2412/* This returns the first object in who's inventory that 2436/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2437 * has the same type and subtype match.
2414 * returns NULL if no match. 2438 * returns NULL if no match.
2415 */ 2439 */
2440object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2442{
2418 object *tmp;
2419
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2444 if (tmp->type == type && tmp->subtype == subtype)
2445 return tmp;
2422 2446
2423 return NULL; 2447 return 0;
2424} 2448}
2425 2449
2426/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2427 * otherwise return NULL. 2451 * otherwise return NULL.
2428 * 2452 *
2429 * key must be a passed in shared string - otherwise, this won't 2453 * key must be a passed in shared string - otherwise, this won't
2430 * do the desired thing. 2454 * do the desired thing.
2431 */ 2455 */
2456key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2457get_ob_key_link (const object *ob, const char *key)
2433 key_value * link; 2458{
2434
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2459 for (key_value *link = ob->key_values; link; link = link->next)
2436 if (link->key == key) { 2460 if (link->key == key)
2437 return link; 2461 return link;
2438 } 2462
2439 } 2463 return 0;
2440 2464}
2441 return NULL;
2442}
2443 2465
2444/* 2466/*
2445 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2446 * 2468 *
2447 * The argument doesn't need to be a shared string. 2469 * The argument doesn't need to be a shared string.
2448 * 2470 *
2449 * The returned string is shared. 2471 * The returned string is shared.
2450 */ 2472 */
2473const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2474get_ob_key_value (const object *op, const char *const key)
2475{
2452 key_value * link; 2476 key_value *link;
2453 const char * canonical_key; 2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2454 2480 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2481 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2482 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2483 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2484 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2485 */
2463 return NULL; 2486 return 0;
2464 } 2487 }
2465 2488
2466 /* This is copied from get_ob_key_link() above - 2489 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2490 * only 4 lines, and saves the function call overhead.
2468 */ 2491 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2492 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2493 if (link->key == canonical_key)
2471 return link->value; 2494 return link->value;
2472 } 2495
2473 } 2496 return 0;
2474 return NULL;
2475} 2497}
2476 2498
2477 2499
2478/* 2500/*
2479 * Updates the canonical_key in op to value. 2501 * Updates the canonical_key in op to value.
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys. 2506 * keys.
2485 * 2507 *
2486 * Returns TRUE on success. 2508 * Returns TRUE on success.
2487 */ 2509 */
2510int
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512{
2489 key_value * field = NULL, *last=NULL; 2513 key_value *field = NULL, *last = NULL;
2490 2514
2491 for (field=op->key_values; field != NULL; field=field->next) { 2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2492 if (field->key != canonical_key) { 2517 if (field->key != canonical_key)
2518 {
2493 last = field; 2519 last = field;
2494 continue; 2520 continue;
2495 } 2521 }
2496 2522
2497 if (value) 2523 if (value)
2498 field->value = value; 2524 field->value = value;
2499 else { 2525 else
2526 {
2500 /* Basically, if the archetype has this key set, 2527 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2528 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2529 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2530 * we get this value back again.
2504 */ 2531 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2533 field->value = 0;
2534 else
2535 {
2536 if (last)
2537 last->next = field->next;
2507 else 2538 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2539 op->key_values = field->next;
2511 2540
2512 delete field; 2541 delete field;
2513 } 2542 }
2514 } 2543 }
2515 return TRUE; 2544 return TRUE;
2516 } 2545 }
2517 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2518 2547
2519 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2520 2549
2521 if (!add_key) { 2550 if (!add_key)
2522 return FALSE; 2551 return FALSE;
2523 } 2552
2524 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2528 * should pass in "" 2557 * should pass in ""
2529 */ 2558 */
2530 if (value == NULL) return TRUE; 2559 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 return TRUE; 2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2541} 2571}
2542 2572
2543/* 2573/*
2544 * Updates the key in op to value. 2574 * Updates the key in op to value.
2545 * 2575 *
2547 * and not add new ones. 2577 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key 2578 * In general, should be little reason FALSE is ever passed in for add_key
2549 * 2579 *
2550 * Returns TRUE on success. 2580 * Returns TRUE on success.
2551 */ 2581 */
2582int
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{ 2584{
2554 shstr key_ (key); 2585 shstr key_ (key);
2586
2555 return set_ob_key_value_s (op, key_, value, add_key); 2587 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2588}
2589
2590object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container)
2592{
2593 while (item->inv)
2594 item = item->inv;
2595}
2596
2597void
2598object::depth_iterator::next ()
2599{
2600 if (item->below)
2601 {
2602 item = item->below;
2603
2604 while (item->inv)
2605 item = item->inv;
2606 }
2607 else
2608 item = item->env;
2609}
2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 *p = 0;
2619
2620 for (int i = 0; i < NUM_FLAGS; i++)
2621 {
2622 if (len <= 10) // magic constant!
2623 {
2624 snprintf (p, len, ",...");
2625 break;
2626 }
2627
2628 if (flag [i])
2629 {
2630 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2631 len -= cnt;
2632 p += cnt;
2633 first = false;
2634 }
2635 }
2636
2637 return desc;
2638}
2639
2640// return a suitable string describing an object in enough detail to find it
2641const char *
2642object::debug_desc (char *info) const
2643{
2644 char flagdesc[512];
2645 char info2[256 * 4];
2646 char *p = info;
2647
2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2649 count, uuid.seq,
2650 &name,
2651 title ? "\",title:" : "",
2652 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type);
2654
2655 if (env)
2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2657
2658 if (map)
2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2660
2661 return info;
2662}
2663
2664const char *
2665object::debug_desc () const
2666{
2667 static char info[256 * 4];
2668 return debug_desc (info);
2669}
2670

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