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Comparing deliantra/server/common/object.C (file contents):
Revision 1.22 by root, Sun Sep 10 00:51:23 2006 UTC vs.
Revision 1.114 by root, Sun Jan 14 22:06:05 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.22 2006/09/10 00:51:23 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
42int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
43 41
44object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
45object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
46 44
47short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 47};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 50};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
56int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
59 135
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
62 key_value * wants_field; 140 key_value *wants_field;
63 141
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
67 */ 145 */
68 146
69 /* For each field in wants, */ 147 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
71 key_value * has_field; 150 key_value *has_field;
72 151
73 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
75 156 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 157 /* No field with that name. */
78 return FALSE; 158 return FALSE;
79 }
80 159 }
160
81 /* Found the matching field. */ 161 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
83 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 165 return FALSE;
85 } 166 }
86 167
87 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 169 }
170
90 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 172 return TRUE;
92} 173}
93 174
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
96 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
98 */ 181 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 183}
101 184
102/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 186 * they can be merged together.
104 * 187 *
105 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
108 * 191 *
109 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
110 * 193 *
111 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
112 * check weight 195 * check weight
113 */ 196 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
117{ 198{
118 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
120 return 0; 205 return 0;
121 206
122 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 210 * used to store nrof).
128 */ 211 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 223
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 226
144 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
182 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
183 { 258 {
184 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
195 } 270 }
203 278
204 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 284 return 0;
211 285
212 switch (ob1->type) 286 switch (ob1->type)
213 { 287 {
214 case SCROLL: 288 case SCROLL:
215 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
216 return 0; 290 return 0;
217 break; 291 break;
218 } 292 }
219 293
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 295 {
222 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
225 return 0; 299 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 301 return 0;
228 } 302 }
229 303
230 //TODO: generate an event or call into perl for additional checks 304 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
232 { 306 {
233 ob1->optimise (); 307 ob1->optimise ();
234 ob2->optimise (); 308 ob2->optimise ();
235 309
236 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
237 return 0; 311 return 0;
238 } 312 }
239 313
240 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
241 return 1; 315 return 1;
242} 316}
317
243/* 318/*
244 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
247 */ 322 */
248signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
249 signed long sum; 326 long sum;
250 object *inv; 327 object *inv;
328
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
252 if (inv->inv) 331 if (inv->inv)
253 sum_weight(inv); 332 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 334 }
335
256 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
258 if(op->carrying != sum) 339 if (op->carrying != sum)
259 op->carrying = sum; 340 op->carrying = sum;
341
260 return sum; 342 return sum;
261} 343}
262 344
263/** 345/**
264 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
265 */ 347 */
266 348
349object *
267object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
268 while (op->env != NULL) 352 while (op->env != NULL)
269 op = op->env; 353 op = op->env;
270 return op; 354 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 355}
285 356
286/* 357/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 359 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
290 */ 361 */
291 362
292void dump_object2(object *op) { 363char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 364dump_object (object *op)
339 if(op==NULL) { 365{
340 strcpy(errmsg,"[NULL pointer]"); 366 if (!op)
341 return; 367 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 368
347void dump_all_objects(void) { 369 object_freezer freezer;
348 object *op; 370 save_object (freezer, op, 1);
349 for(op=objects;op!=NULL;op=op->next) { 371 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 372}
354 373
355/* 374/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
359 */ 378 */
360 379
380object *
361object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
362 object *tmp,*closest; 383 object *tmp, *closest;
363 int last_dist,i; 384 int last_dist, i;
385
364 if(op->more==NULL) 386 if (op->more == NULL)
365 return op; 387 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
369 return closest; 391 return closest;
370} 392}
371 393
372/* 394/*
373 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
374 */ 396 */
375 397object *
376object *find_object(tag_t i) { 398find_object (tag_t i)
377 object *op; 399{
378 for(op=objects;op!=NULL;op=op->next) 400 for_all_objects (op)
379 if(op->count==i) 401 if (op->count == i)
380 break;
381 return op; 402 return op;
403
404 return 0;
382} 405}
383 406
384/* 407/*
385 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
388 */ 411 */
389 412object *
390object *find_object_name(const char *str) { 413find_object_name (const char *str)
391 const char *name = shstr::find (str); 414{
415 shstr_cmp str_ (str);
392 object *op; 416 object *op;
393 for(op=objects;op!=NULL;op=op->next) 417
418 for_all_objects (op)
394 if(&op->name == name) 419 if (op->name == str_)
395 break; 420 break;
396 421
397 return op; 422 return op;
398} 423}
399 424
425void
400void free_all_object_data () 426free_all_object_data ()
401{ 427{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 429}
439 430
440/* 431/*
441 * 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
442 * skill and experience objects. 433 * skill and experience objects.
443 */ 434 */
444void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
445{ 437{
446 if(owner==NULL||op==NULL) 438 if (!owner)
447 return; 439 return;
448 440
449 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
450 /* 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
451 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
452 * 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
453 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
454 * 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.
455 */ 447 */
456 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
458 450
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 451 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 452}
494 453
495/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 455 * refcounts and freeing the links.
497 */ 456 */
457static void
498static void free_key_values(object * op) 458free_key_values (object *op)
499{ 459{
500 for (key_value *i = op->key_values; i != 0; ) 460 for (key_value *i = op->key_values; i != 0;)
501 { 461 {
502 key_value *next = i->next; 462 key_value *next = i->next;
503 delete i; 463 delete i;
464
504 i = next; 465 i = next;
505 } 466 }
506 467
507 op->key_values = 0; 468 op->key_values = 0;
508} 469}
509 470
510void object::clear ()
511{
512 attachable_base::clear ();
513
514 free_key_values (this);
515
516 name = 0;
517 name_pl = 0;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/* 471/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
576 * 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,
577 * 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
578 * will point at garbage. 477 * will point at garbage.
579 */ 478 */
580 479void
581void copy_object (object *op2, object *op) 480object::copy_to (object *dst)
582{ 481{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 484
586 op2->clone (op); 485 *(object_copy *)dst = *this;
587 486
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 487 if (is_freed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 488 SET_FLAG (dst, FLAG_FREED);
590 489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
591 if (op2->speed < 0) 493 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 495
594 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 497 if (key_values)
596 { 498 {
597 key_value *tail = NULL; 499 key_value *tail = 0;
598 key_value *i; 500 key_value *i;
599 501
600 op->key_values = NULL; 502 dst->key_values = 0;
601 503
602 for (i = op2->key_values; i != NULL; i = i->next) 504 for (i = key_values; i; i = i->next)
603 { 505 {
604 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
605 507
606 new_link->next = NULL; 508 new_link->next = 0;
607 new_link->key = i->key; 509 new_link->key = i->key;
608 new_link->value = i->value; 510 new_link->value = i->value;
609 511
610 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 513 if (!dst->key_values)
612 { 514 {
613 op->key_values = new_link; 515 dst->key_values = new_link;
614 tail = new_link; 516 tail = new_link;
615 } 517 }
616 else 518 else
617 { 519 {
618 tail->next = new_link; 520 tail->next = new_link;
619 tail = new_link; 521 tail = new_link;
620 } 522 }
621 } 523 }
622 } 524 }
623 525
624 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
625} 535}
626 536
627/* 537/*
628 * 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
629 * 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
630 * 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.
631 */ 541 */
632 542void
633void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
635 return; 546 return;
547
636 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
638} 550}
639 551
640/* 552/*
641 * 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
642 * 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.
643 * 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.
644 */ 556 */
645 557void
646void update_ob_speed(object *op) { 558object::set_speed (float speed)
647 extern int arch_init; 559{
648 560 if (flag [FLAG_FREED] && speed)
649 /* No reason putting the archetypes objects on the speed list, 561 {
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 563 speed = 0;
659#endif
660 } 564 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 565
669 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
670 * of the list. */ 567
671 op->active_next = active_objects; 568 if (has_active_speed ())
672 if (op->active_next!=NULL) 569 activate ();
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 570 else
677 /* If not on the active list, nothing needs to be done */ 571 deactivate ();
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694} 572}
695 573
696/* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704void remove_from_active_list(object *op)
705{
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 574/*
725 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
727 * 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
728 * invisible object, etc...) 578 * invisible object, etc...)
729 * 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
730 * 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
731 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
732 * 582 *
733 * 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.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 584 * current action are:
739 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
741 * 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
742 * 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.
743 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
744 */ 590 */
745 591void
746void update_object(object *op, int action) { 592update_object (object *op, int action)
747 int update_now=0, flags; 593{
748 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
749 595
750 if (op == NULL) { 596 if (op == NULL)
597 {
751 /* this should never happen */ 598 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 600 return;
754 }
755 601 }
756 if(op->env!=NULL) { 602
603 if (op->env)
604 {
757 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
758 * to do in this case. 606 * to do in this case.
759 */ 607 */
760 return; 608 return;
761 } 609 }
762 610
763 /* 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
764 * going to get freed anyways. 612 * going to get freed anyways.
765 */ 613 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
767 615 return;
616
768 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
769 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)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 619 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 621#ifdef MANY_CORES
773 abort(); 622 abort ();
774#endif 623#endif
775 return; 624 return;
776 }
777 625 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
785 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 641 || (m.move_off | op->move_off ) != m.move_off
804 642 || (m.move_slow | op->move_slow) != m.move_slow
805 /* 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
806 * to have move_allow right now. 644 * to have move_allow right now.
807 */ 645 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 648 m.flags_ = 0;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 649 }
814 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 652 * that is being removed.
817 */ 653 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 655 m.flags_ = 0;
820 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
822 }
823 else { 658 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 660
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 661 if (op->more)
833 update_object(op->more, action); 662 update_object (op->more, action);
834}
835
836static std::vector<object *> mortals;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844} 663}
845 664
846object::object () 665object::object ()
847{ 666{
848 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
849 668
850 expmul = 1.0; 669 expmul = 1.0;
851 face = blank_face; 670 face = blank_face;
852 attacked_by_count = -1;
853} 671}
854 672
855object::~object () 673object::~object ()
856{ 674{
857 free_key_values (this); 675 free_key_values (this);
858} 676}
859 677
678static int object_count;
679
680void object::link ()
681{
682 assert (!index);//D
683 uuid = gen_uuid ();
684 count = ++object_count;
685
686 refcnt_inc ();
687 objects.insert (this);
688}
689
690void object::unlink ()
691{
692 assert (index);//D
693 objects.erase (this);
694 refcnt_dec ();
695}
696
860void 697void
861object::link () 698object::activate ()
862{ 699{
863 count = ++ob_count; 700 /* If already on active list, don't do anything */
701 if (active)
702 return;
864 703
865 prev = 0; 704 if (has_active_speed ())
866 next = objects; 705 actives.insert (this);
867
868 if (objects)
869 objects->prev = this;
870
871 objects = this;
872} 706}
873 707
874void 708void
875object::unlink () 709object::activate_recursive ()
876{ 710{
877 count = 0; 711 activate ();
878 712
879 /* Remove this object from the list of used objects */ 713 for (object *op = inv; op; op = op->below)
880 if (prev) prev->next = next; 714 op->activate_recursive ();
881 if (next) next->prev = prev; 715}
882 if (this == objects) objects = next; 716
883} 717/* This function removes object 'op' from the list of active
718 * objects.
719 * This should only be used for style maps or other such
720 * reference maps where you don't want an object that isn't
721 * in play chewing up cpu time getting processed.
722 * The reverse of this is to call update_ob_speed, which
723 * will do the right thing based on the speed of the object.
724 */
725void
726object::deactivate ()
727{
728 /* If not on the active list, nothing needs to be done */
729 if (!active)
730 return;
731
732 actives.erase (this);
733}
734
735void
736object::deactivate_recursive ()
737{
738 for (object *op = inv; op; op = op->below)
739 op->deactivate_recursive ();
740
741 deactivate ();
742}
743
744void
745object::set_flag_inv (int flag, int value)
746{
747 for (object *op = inv; op; op = op->below)
748 {
749 op->flag [flag] = value;
750 op->set_flag_inv (flag, value);
751 }
752}
753
754/*
755 * Remove and free all objects in the inventory of the given object.
756 * object.c ?
757 */
758void
759object::destroy_inv (bool drop_to_ground)
760{
761 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory,
765 // cf will crash below with off-map x and y
766 if (!inv)
767 return;
768
769 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects
771 * drop on that space.
772 */
773 if (!drop_to_ground
774 || !map
775 || map->in_memory != MAP_IN_MEMORY
776 || ms ().move_block == MOVE_ALL)
777 {
778 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy ();
782 }
783 }
784 else
785 { /* Put objects in inventory onto this space */
786 while (inv)
787 {
788 object *op = inv;
789
790 if (op->flag [FLAG_STARTEQUIP]
791 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE
793 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy ();
797 else
798 map->insert (op, x, y);
799 }
800 }
801}
884 802
885object *object::create () 803object *object::create ()
886{ 804{
887 object *op = new object; 805 object *op = new object;
888 op->link (); 806 op->link ();
889 return op; 807 return op;
890} 808}
891 809
892/*
893 * free_object() frees everything allocated by an object, removes
894 * it from the list of used objects, and puts it on the list of
895 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for
897 * this function to succeed.
898 *
899 * If free_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground.
901 */
902void 810void
903object::free (bool free_inventory) 811object::do_destroy ()
904{ 812{
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 813 attachable::do_destroy ();
906 {
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 814
914 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 815 if (flag [FLAG_IS_LINKED])
915 { 816 remove_button_link (this);
916 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 817
818 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 819 remove_friendly_object (this);
918 }
919 820
920 if (QUERY_FLAG (this, FLAG_FREED)) 821 if (!flag [FLAG_REMOVED])
822 remove ();
823
824 destroy_inv (true);
825
826 deactivate ();
827 unlink ();
828
829 flag [FLAG_FREED] = 1;
830
831 // hack to ensure that freed objects still have a valid map
832 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes
834
835 if (!freed_map)
921 { 836 {
922 dump_object (this); 837 freed_map = new maptile;
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 838
924 return; 839 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3;
841 freed_map->height = 3;
842
843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
925 } 845 }
846
847 map = freed_map;
848 x = 1;
849 y = 1;
850 }
851
852 head = 0;
926 853
927 if (more) 854 if (more)
928 { 855 {
929 more->free (free_inventory); 856 more->destroy ();
930 more = 0; 857 more = 0;
931 } 858 }
932 859
933 if (inv) 860 // clear those pointers that likely might have circular references to us
934 { 861 owner = 0;
935 /* Only if the space blocks everything do we not process - 862 enemy = 0;
936 * if some form of movement is allowed, let objects 863 attacked_by = 0;
937 * drop on that space. 864}
938 */
939 if (free_inventory || !map
940 || map->in_memory != MAP_IN_MEMORY
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv;
944 865
945 while (op) 866void
946 { 867object::destroy (bool destroy_inventory)
947 object *tmp = op->below; 868{
948 remove_ob (op); 869 if (destroyed ())
949 op->free (free_inventory); 870 return;
950 op = tmp;
951 }
952 }
953 else
954 { /* Put objects in inventory onto this space */
955 object *op = inv;
956 871
957 while (op) 872 if (destroy_inventory)
958 { 873 destroy_inv (false);
959 object *tmp = op->below;
960 remove_ob (op);
961 874
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 875 attachable::destroy ();
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
965 free_object (op);
966 else
967 {
968 op->x = x;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 }
972
973 op = tmp;
974 }
975 }
976 }
977
978 /* Remove object from the active list */
979 speed = 0;
980 update_ob_speed (this);
981
982 unlink ();
983
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this);
987} 876}
988 877
989/* 878/*
990 * sub_weight() recursively (outwards) subtracts a number from the 879 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 880 * weight of an object (and what is carried by it's environment(s)).
992 */ 881 */
993 882void
994void sub_weight (object *op, signed long weight) { 883sub_weight (object *op, signed long weight)
884{
995 while (op != NULL) { 885 while (op != NULL)
886 {
996 if (op->type == CONTAINER) { 887 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 888 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 889
999 op->carrying-=weight; 890 op->carrying -= weight;
1000 op = op->env; 891 op = op->env;
1001 } 892 }
1002} 893}
1003 894
1004/* remove_ob(op): 895/* op->remove ():
1005 * This function removes the object op from the linked list of objects 896 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 897 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 898 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 900 * the previous environment.
1010 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
1011 */ 902 */
1012 903void
1013void remove_ob(object *op) { 904object::remove ()
905{
1014 object *tmp,*last=NULL; 906 object *tmp, *last = 0;
1015 object *otmp; 907 object *otmp;
1016 tag_t tag;
1017 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 908
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 909 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 dump_object(op); 910 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 911
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 912 SET_FLAG (this, FLAG_REMOVED);
913 INVOKE_OBJECT (REMOVE, this);
1042 914
915 if (more)
916 more->remove ();
917
1043 /* 918 /*
1044 * In this case, the object to be removed is in someones 919 * In this case, the object to be removed is in someones
1045 * inventory. 920 * inventory.
1046 */ 921 */
1047 if(op->env!=NULL) { 922 if (env)
923 {
1048 if(op->nrof) 924 if (nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 925 sub_weight (env, weight * nrof);
1050 else 926 else
1051 sub_weight(op->env, op->weight+op->carrying); 927 sub_weight (env, weight + carrying);
1052 928
1053 /* NO_FIX_PLAYER is set when a great many changes are being 929 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 930 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 931 * to save cpu time.
1056 */ 932 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 934 otmp->update_stats ();
1059 fix_player(otmp);
1060 935
1061 if(op->above!=NULL) 936 if (above)
1062 op->above->below=op->below; 937 above->below = below;
1063 else 938 else
1064 op->env->inv=op->below; 939 env->inv = below;
1065 940
1066 if(op->below!=NULL) 941 if (below)
1067 op->below->above=op->above; 942 below->above = above;
1068 943
1069 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 945 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
947 */
948 x = env->x, y = env->y;
949 map = env->map;
950 above = 0, below = 0;
951 env = 0;
952 }
953 else if (map)
954 {
955 if (type == PLAYER)
956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true;
962
963 /* link the object above us */
964 if (above)
965 above->below = below;
966 else
967 map->at (x, y).top = below; /* we were top, set new top */
968
969 /* Relink the object below us, if there is one */
970 if (below)
971 below->above = above;
972 else
973 {
974 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is
976 * evident
1072 */ 977 */
1073 op->x=op->env->x,op->y=op->env->y; 978 if (GET_MAP_OB (map, x, y) != this)
1074 op->map=op->env->map; 979 {
1075 op->above=NULL,op->below=NULL; 980 char *dump = dump_object (this);
1076 op->env=NULL; 981 LOG (llevError,
982 "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);
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988
989 map->at (x, y).bot = above; /* goes on above it. */
990 }
991
992 above = 0;
993 below = 0;
994
995 if (map->in_memory == MAP_SAVING)
1077 return; 996 return;
1078 }
1079 997
1080 /* If we get here, we are removing it from a map */ 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1081 if (op->map == NULL) return;
1082 999
1083 x = op->x; 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
1121 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);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 } 1001 {
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1136 /* No point updating the players look faces if he is the object 1002 /* No point updating the players look faces if he is the object
1137 * being removed. 1003 * being removed.
1138 */ 1004 */
1139 1005
1140 if(tmp->type==PLAYER && tmp!=op) { 1006 if (tmp->type == PLAYER && tmp != this)
1007 {
1141 /* If a container that the player is currently using somehow gets 1008 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1009 * removed (most likely destroyed), update the player view
1143 * appropriately. 1010 * appropriately.
1144 */ 1011 */
1145 if (tmp->container==op) { 1012 if (tmp->container == this)
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1013 {
1014 flag [FLAG_APPLIED] = 0;
1147 tmp->container=NULL; 1015 tmp->container = 0;
1016 }
1017
1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1148 } 1020 }
1149 tmp->contr->socket.update_look=1; 1021
1150 }
1151 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1023 if (check_walk_off
1024 && ((move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 1026 {
1155 move_apply(tmp, op, NULL); 1027 move_apply (tmp, this, 0);
1028
1156 if (was_destroyed (op, tag)) { 1029 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 } 1031 }
1160 }
1161 1032
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1164 if(tmp->above == tmp) 1035 if (tmp->above == tmp)
1165 tmp->above = NULL; 1036 tmp->above = 0;
1037
1166 last=tmp; 1038 last = tmp;
1167 } 1039 }
1040
1168 /* last == NULL of there are no objects on this space */ 1041 /* last == NULL if there are no objects on this space */
1169 if (last==NULL) { 1042 //TODO: this makes little sense, why only update the topmost object?
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1043 if (!last)
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1044 map->at (x, y).flags_ = 0;
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y);
1177 }
1178 else 1045 else
1179 update_object(last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1180 1047
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1049 update_all_los (map, x, y);
1183 1050 }
1184} 1051}
1185 1052
1186/* 1053/*
1187 * merge_ob(op,top): 1054 * merge_ob(op,top):
1188 * 1055 *
1189 * This function goes through all objects below and including top, and 1056 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1057 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1058 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1059 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1060 */
1194 1061object *
1195object *merge_ob(object *op, object *top) { 1062merge_ob (object *op, object *top)
1063{
1196 if(!op->nrof) 1064 if (!op->nrof)
1197 return 0; 1065 return 0;
1198 if(top==NULL) 1066
1067 if (top)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1068 for (top = op; top && top->above; top = top->above)
1069 ;
1070
1200 for(;top!=NULL;top=top->below) { 1071 for (; top; top = top->below)
1072 {
1201 if(top==op) 1073 if (top == op)
1202 continue; 1074 continue;
1203 if (CAN_MERGE(op,top)) 1075
1204 { 1076 if (object::can_merge (op, top))
1077 {
1205 top->nrof+=op->nrof; 1078 top->nrof += op->nrof;
1079
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1080/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1081 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1082 op->destroy ();
1209 free_object(op);
1210 return top; 1083 return top;
1211 } 1084 }
1212 } 1085 }
1086
1213 return NULL; 1087 return 0;
1214} 1088}
1215 1089
1216/* 1090/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1218 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1219 */ 1093 */
1094object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221 object* tmp; 1096{
1222 if (op->head) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 op=op->head; 1098 {
1224 for (tmp=op;tmp;tmp=tmp->more){
1225 tmp->x=x+tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1227 } 1101 }
1102
1228 return insert_ob_in_map (op, m, originator, flag); 1103 return insert_ob_in_map (op, m, originator, flag);
1229} 1104}
1230 1105
1231/* 1106/*
1232 * insert_ob_in_map (op, map, originator, flag): 1107 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1108 * This function inserts the object in the two-way linked list
1246 * Return value: 1121 * Return value:
1247 * new object if 'op' was merged with other object 1122 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1123 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1124 * just 'op' otherwise
1250 */ 1125 */
1251 1126object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1128{
1254 object *tmp, *top, *floor=NULL; 1129 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1130 sint16 x, y;
1256 1131
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1132 if (QUERY_FLAG (op, FLAG_FREED))
1133 {
1258 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1259 return NULL; 1135 return NULL;
1136 }
1137
1138 if (!m)
1260 } 1139 {
1261 if(m==NULL) {
1262 dump_object(op); 1140 char *dump = dump_object (op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1264 return op; 1143 return op;
1265 } 1144 }
1145
1266 if(out_of_map(m,op->x,op->y)) { 1146 if (out_of_map (m, op->x, op->y))
1147 {
1267 dump_object(op); 1148 char *dump = dump_object (op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1269#ifdef MANY_CORES 1150#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object 1151 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting 1152 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted. 1153 * improperly inserted.
1273 */ 1154 */
1274 abort(); 1155 abort ();
1275#endif 1156#endif
1157 free (dump);
1276 return op; 1158 return op;
1277 } 1159 }
1160
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
1279 dump_object(op); 1163 char *dump = dump_object (op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1281 return op; 1166 return op;
1167 }
1168
1169 if (op->more)
1282 } 1170 {
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1285 1172
1286 object *more = op->more; 1173 object *more = op->more;
1287 1174
1288 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1289 * we set the map, that doesn't work if the location is within 1176 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate 1177 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1292 */ 1179 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1294 more->map = get_map_from_coord(m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1295 } else if (!more->map) { 1182 else if (!more->map)
1183 {
1296 /* For backwards compatibility - when not dealing with tiled maps, 1184 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent. 1185 * more->map should always point to the parent.
1298 */ 1186 */
1299 more->map = m; 1187 more->map = m;
1300 } 1188 }
1301 1189
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1303 if ( ! op->head) 1192 if (!op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194
1305 return NULL; 1195 return 0;
1306 } 1196 }
1307 } 1197 }
1198
1308 CLEAR_FLAG(op,FLAG_REMOVED); 1199 CLEAR_FLAG (op, FLAG_REMOVED);
1309 1200
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1201 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now 1202 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work 1203 * need extra work
1313 */ 1204 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y); 1205 op->map = get_map_from_coord (m, &op->x, &op->y);
1315 x = op->x; 1206 x = op->x;
1316 y = op->y; 1207 y = op->y;
1317 1208
1318 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1319 */ 1210 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) { 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1322 if (CAN_MERGE(op,tmp)) { 1213 if (object::can_merge (op, tmp))
1214 {
1323 op->nrof+=tmp->nrof; 1215 op->nrof += tmp->nrof;
1324 remove_ob(tmp); 1216 tmp->destroy ();
1325 free_object(tmp); 1217 }
1218
1219 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1220 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1221
1222 if (!QUERY_FLAG (op, FLAG_ALIVE))
1223 CLEAR_FLAG (op, FLAG_NO_STEAL);
1224
1225 if (flag & INS_BELOW_ORIGINATOR)
1226 {
1227 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1228 {
1229 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1230 abort ();
1231 }
1232
1233 op->above = originator;
1234 op->below = originator->below;
1235
1236 if (op->below)
1237 op->below->above = op;
1238 else
1239 op->ms ().bot = op;
1240
1241 /* since *below* originator, no need to update top */
1242 originator->below = op;
1243 }
1244 else
1245 {
1246 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1248 {
1249 object *last = 0;
1250
1251 /*
1252 * If there are multiple objects on this space, we do some trickier handling.
1253 * We've already dealt with merging if appropriate.
1254 * Generally, we want to put the new object on top. But if
1255 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1256 * floor, we want to insert above that and no further.
1257 * Also, if there are spell objects on this space, we stop processing
1258 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects.
1262 */
1263 while (top)
1264 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top;
1267
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1269 {
1270 /* We insert above top, so we want this object below this */
1271 top = top->below;
1272 break;
1273 }
1274
1275 last = top;
1276 top = top->above;
1326 } 1277 }
1327 }
1328 1278
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1279 /* Don't want top to be NULL, so set it to the last valid object */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1280 top = last;
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333 1281
1334 if (flag & INS_BELOW_ORIGINATOR) { 1282 /* We let update_position deal with figuring out what the space
1335 if (originator->map != op->map || originator->x != op->x || 1283 * looks like instead of lots of conditions here.
1336 originator->y != op->y) { 1284 * makes things faster, and effectively the same result.
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else {
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /* 1285 */
1351 * If there are multiple objects on this space, we do some trickier handling. 1286
1352 * We've already dealt with merging if appropriate. 1287 /* Have object 'fall below' other objects that block view.
1353 * Generally, we want to put the new object on top. But if 1288 * Unless those objects are exits, type 66
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1289 * If INS_ON_TOP is used, don't do this processing
1355 * floor, we want to insert above that and no further. 1290 * Need to find the object that in fact blocks view, otherwise
1356 * Also, if there are spell objects on this space, we stop processing 1291 * stacking is a bit odd.
1357 * once we get to them. This reduces the need to traverse over all of 1292 */
1358 * them when adding another one - this saves quite a bit of cpu time 1293 if (!(flag & INS_ON_TOP) &&
1359 * when lots of spells are cast in one area. Currently, it is presumed 1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1360 * that flying non pickable objects are spell objects. 1295 {
1296 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break;
1299 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we
1302 * set top to the object below us.
1361 */ 1303 */
1362 1304 if (last && last->below && last != floor)
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above; 1305 top = last->below;
1376 } 1306 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */ 1307 } /* If objects on this space */
1308
1404 if (flag & INS_MAP_LOAD) 1309 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y); 1310 top = GET_MAP_TOP (op->map, op->x, op->y);
1311
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1312 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor;
1407 1314
1408 /* Top is the object that our object (op) is going to get inserted above. 1315 /* Top is the object that our object (op) is going to get inserted above.
1409 */ 1316 */
1410 1317
1411 /* First object on this space */ 1318 /* First object on this space */
1412 if (!top) { 1319 if (!top)
1320 {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1322
1323 if (op->above)
1414 if (op->above) op->above->below = op; 1324 op->above->below = op;
1325
1415 op->below = NULL; 1326 op->below = 0;
1416 SET_MAP_OB(op->map, op->x, op->y, op); 1327 op->ms ().bot = op;
1328 }
1329 else
1417 } else { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1418 op->above = top->above; 1331 op->above = top->above;
1332
1333 if (op->above)
1419 if (op->above) op->above->below = op; 1334 op->above->below = op;
1335
1420 op->below = top; 1336 op->below = top;
1421 top->above = op; 1337 top->above = op;
1422 } 1338 }
1339
1423 if (op->above==NULL) 1340 if (!op->above)
1424 SET_MAP_TOP(op->map,op->x, op->y, op); 1341 op->ms ().top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1426 1343
1427 if(op->type==PLAYER) 1344 if (op->type == PLAYER)
1345 {
1428 op->contr->do_los=1; 1346 op->contr->do_los = 1;
1347 ++op->map->players;
1348 op->map->touch ();
1349 }
1429 1350
1351 op->map->dirty = true;
1352
1430 /* If we have a floor, we know the player, if any, will be above 1353 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1432 */ 1355 */
1433 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1357 if (object *pl = op->ms ().player ())
1435 if (tmp->type == PLAYER) 1358 if (pl->contr->ns)
1436 tmp->contr->socket.update_look=1; 1359 pl->contr->ns->floorbox_update ();
1437 }
1438 1360
1439 /* If this object glows, it may affect lighting conditions that are 1361 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really 1362 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players 1363 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way - 1365 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1446 * of effect may be sufficient. 1368 * of effect may be sufficient.
1447 */ 1369 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1450 1372
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1373 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT); 1374 update_object (op, UP_OBJ_INSERT);
1454 1375
1376 INVOKE_OBJECT (INSERT, op);
1455 1377
1456 /* Don't know if moving this to the end will break anything. However, 1378 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this. 1379 * we want to have floorbox_update called before calling this.
1458 * 1380 *
1459 * check_move_on() must be after this because code called from 1381 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like 1382 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by 1383 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object(). 1384 * update_object().
1463 */ 1385 */
1464 1386
1465 /* if this is not the head or flag has been passed, don't check walk on status */ 1387 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1388 if (!(flag & INS_NO_WALK_ON) && !op->head)
1389 {
1468 if (check_move_on(op, originator)) 1390 if (check_move_on (op, originator))
1469 return NULL; 1391 return 0;
1470 1392
1471 /* If we are a multi part object, lets work our way through the check 1393 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1394 * walk on's.
1473 */ 1395 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1397 if (check_move_on (tmp, originator))
1476 return NULL; 1398 return 0;
1477 } 1399 }
1400
1478 return op; 1401 return op;
1479} 1402}
1480 1403
1481/* this function inserts an object in the map, but if it 1404/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1405 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1406 * op is the object to insert it under: supplies x and the map.
1484 */ 1407 */
1408void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1409replace_insert_ob_in_map (const char *arch_string, object *op)
1486 object *tmp; 1410{
1487 object *tmp1; 1411 object *tmp, *tmp1;
1488 1412
1489 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1490 1414
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1417 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1418
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1420
1500 1421 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1422 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1423 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1424}
1425
1426object *
1427object::insert_at (object *where, object *originator, int flags)
1428{
1429 where->map->insert (this, where->x, where->y, originator, flags);
1430}
1504 1431
1505/* 1432/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1435 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1437 * global static errmsg array.
1511 */ 1438 */
1512 1439object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1440get_split_ob (object *orig_ob, uint32 nr)
1441{
1514 object *newob; 1442 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1444
1517 if(orig_ob->nrof<nr) { 1445 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1446 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1447 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1448 return NULL;
1521 } 1449 }
1450
1522 newob = object_create_clone(orig_ob); 1451 newob = object_create_clone (orig_ob);
1452
1523 if((orig_ob->nrof-=nr)<1) { 1453 if ((orig_ob->nrof -= nr) < 1)
1524 if ( ! is_removed) 1454 orig_ob->destroy (1);
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) { 1455 else if (!is_removed)
1456 {
1529 if(orig_ob->env!=NULL) 1457 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1458 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1459 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1460 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1461 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n"); 1462 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1463 return NULL;
1536 } 1464 }
1537 } 1465 }
1466
1538 newob->nrof=nr; 1467 newob->nrof = nr;
1539 1468
1540 return newob; 1469 return newob;
1541} 1470}
1542 1471
1543/* 1472/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1473 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1474 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1475 * is subsequently removed and freed.
1547 * 1476 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1477 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1478 */
1550 1479
1480object *
1551object *decrease_ob_nr (object *op, uint32 i) 1481decrease_ob_nr (object *op, uint32 i)
1552{ 1482{
1553 object *tmp; 1483 object *tmp;
1554 player *pl;
1555 1484
1556 if (i == 0) /* objects with op->nrof require this check */ 1485 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1486 return op;
1558 1487
1559 if (i > op->nrof) 1488 if (i > op->nrof)
1560 i = op->nrof; 1489 i = op->nrof;
1561 1490
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1491 if (QUERY_FLAG (op, FLAG_REMOVED))
1492 op->nrof -= i;
1493 else if (op->env)
1494 {
1495 /* is this object in the players inventory, or sub container
1496 * therein?
1497 */
1498 tmp = op->in_player ();
1499 /* nope. Is this a container the player has opened?
1500 * If so, set tmp to that player.
1501 * IMO, searching through all the players will mostly
1502 * likely be quicker than following op->env to the map,
1503 * and then searching the map for a player.
1504 */
1505 if (!tmp)
1506 for_all_players (pl)
1507 if (pl->ob->container == op->env)
1508 {
1509 tmp = pl->ob;
1510 break;
1511 }
1512
1513 if (i < op->nrof)
1514 {
1515 sub_weight (op->env, op->weight * i);
1516 op->nrof -= i;
1517 if (tmp)
1518 esrv_send_item (tmp, op);
1519 }
1520 else
1521 {
1522 op->remove ();
1523 op->nrof = 0;
1524 if (tmp)
1525 esrv_del_item (tmp->contr, op->count);
1526 }
1563 { 1527 }
1528 else
1529 {
1530 object *above = op->above;
1531
1532 if (i < op->nrof)
1564 op->nrof -= i; 1533 op->nrof -= i;
1565 } 1534 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1535 {
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op); 1536 op->remove ();
1593 op->nrof = 0; 1537 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1538 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1539
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1540 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1541 for (tmp = above; tmp; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1542 if (tmp->type == PLAYER)
1543 {
1612 if (op->nrof) 1544 if (op->nrof)
1613 esrv_send_item(tmp, op); 1545 esrv_send_item (tmp, op);
1614 else 1546 else
1615 esrv_del_item(tmp->contr, op->count); 1547 esrv_del_item (tmp->contr, op->count);
1616 } 1548 }
1617 } 1549 }
1618 1550
1619 if (op->nrof) { 1551 if (op->nrof)
1620 return op; 1552 return op;
1621 } else { 1553 else
1622 free_object (op); 1554 {
1555 op->destroy ();
1623 return NULL; 1556 return 0;
1624 } 1557 }
1625} 1558}
1626 1559
1627/* 1560/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1561 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1562 * and also updates how much the environment(s) is/are carrying.
1630 */ 1563 */
1631 1564
1565void
1632void add_weight (object *op, signed long weight) { 1566add_weight (object *op, signed long weight)
1567{
1633 while (op!=NULL) { 1568 while (op != NULL)
1569 {
1634 if (op->type == CONTAINER) { 1570 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1571 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1572
1637 op->carrying+=weight; 1573 op->carrying += weight;
1638 op=op->env; 1574 op = op->env;
1639 } 1575 }
1640} 1576}
1641 1577
1578object *
1579insert_ob_in_ob (object *op, object *where)
1580{
1581 if (!where)
1582 {
1583 char *dump = dump_object (op);
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump);
1586 return op;
1587 }
1588
1589 if (where->head)
1590 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head;
1593 }
1594
1595 return where->insert (op);
1596}
1597
1642/* 1598/*
1643 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1644 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1645 * inside the object environment. 1601 * inside the object environment.
1646 * 1602 *
1647 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1648 * the inventory at the last position or next to other objects of the same
1649 * type.
1650 * Frank: Now sorted by type, archetype and magic!
1651 *
1652 * The function returns now pointer to inserted item, and return value can 1603 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1654 */ 1605 */
1655 1606
1656object *insert_ob_in_ob(object *op,object *where) { 1607object *
1608object::insert (object *op)
1609{
1657 object *tmp, *otmp; 1610 object *tmp, *otmp;
1658 1611
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1612 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1613 op->remove ();
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1614
1662 return op;
1663 }
1664 if(where==NULL) {
1665 dump_object(op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1667 return op;
1668 }
1669 if (where->head) {
1670 LOG(llevDebug,
1671 "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674 if (op->more) { 1615 if (op->more)
1616 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1618 return op;
1678 } 1619 }
1620
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1622 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1623 if (op->nrof)
1624 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1625 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1626 if (object::can_merge (tmp, op))
1627 {
1684 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1629 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1631 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1632 * tmp->nrof, we need to increase the weight.
1689 */ 1633 */
1690 add_weight (where, op->weight*op->nrof); 1634 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1635 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1636 op->destroy (); /* free the inserted object */
1693 op = tmp; 1637 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1638 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1639 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1640 break;
1697 } 1641 }
1698 1642
1699 /* I assume combined objects have no inventory 1643 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1644 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1645 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1646 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1647 * the linking below
1704 */ 1648 */
1705 add_weight (where, op->weight*op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1650 }
1706 } else 1651 else
1707 add_weight (where, (op->weight+op->carrying)); 1652 add_weight (this, (op->weight + op->carrying));
1708 1653
1709 otmp=is_player_inv(where); 1654 otmp = this->in_player ();
1710 if (otmp&&otmp->contr!=NULL) { 1655 if (otmp && otmp->contr)
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1657 otmp->update_stats ();
1713 }
1714 1658
1715 op->map=NULL; 1659 op->map = 0;
1716 op->env=where; 1660 op->env = this;
1717 op->above=NULL; 1661 op->above = 0;
1718 op->below=NULL; 1662 op->below = 0;
1719 op->x=0,op->y=0; 1663 op->x = 0, op->y = 0;
1720 1664
1721 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1666 if ((op->glow_radius != 0) && map)
1723 { 1667 {
1724#ifdef DEBUG_LIGHTS 1668#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1670#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1671 if (map->darkness)
1672 update_all_los (map, x, y);
1729 } 1673 }
1730 1674
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1675 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1676 * It sure simplifies this function...
1733 */ 1677 */
1734 if (where->inv==NULL) 1678 if (!inv)
1735 where->inv=op; 1679 inv = op;
1736 else { 1680 else
1681 {
1737 op->below = where->inv; 1682 op->below = inv;
1738 op->below->above = op; 1683 op->below->above = op;
1739 where->inv = op; 1684 inv = op;
1740 } 1685 }
1686
1687 INVOKE_OBJECT (INSERT, this);
1688
1741 return op; 1689 return op;
1742} 1690}
1743 1691
1744/* 1692/*
1745 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1759 * 1707 *
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1709 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1710 * on top.
1763 */ 1711 */
1764 1712int
1765int check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1766{ 1714{
1767 object *tmp; 1715 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1716 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1717 int x = op->x, y = op->y;
1718
1771 MoveType move_on, move_slow, move_block; 1719 MoveType move_on, move_slow, move_block;
1772 1720
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1722 return 0;
1775 1723
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1727
1782 /* if nothing on this space will slow op down or be applied, 1728 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1729 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1730 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1731 * as walking.
1786 */ 1732 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1733 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1734 return 0;
1789 1735
1790 /* This is basically inverse logic of that below - basically, 1736 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1737 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1738 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1739 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1740 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1741 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1742 return 0;
1797 1743
1798 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1800 */ 1746 */
1801 1747
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1749 {
1804 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1752 * we don't need to check all of them.
1807 */ 1753 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1754 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755 break;
1756 }
1757
1758 for (; tmp; tmp = tmp->below)
1809 } 1759 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1760 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1761 continue; /* Can't apply yourself */
1812 1762
1813 /* Check to see if one of the movement types should be slowed down. 1763 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1764 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1765 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1766 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1767 * swim on that space, can't use it to avoid the penalty.
1818 */ 1768 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1769 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1770 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 {
1823 1774
1824 float diff; 1775 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1776 diff = tmp->move_slow_penalty * FABS (op->speed);
1777
1827 if (op->type == PLAYER) { 1778 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1781 diff /= 4.0;
1831 } 1782
1832 }
1833 op->speed_left -= diff; 1783 op->speed_left -= diff;
1834 } 1784 }
1835 } 1785 }
1836 1786
1837 /* Basically same logic as above, except now for actual apply. */ 1787 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1790 {
1842 move_apply(tmp, op, originator); 1791 move_apply (tmp, op, originator);
1792
1843 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
1844 return 1; 1794 return 1;
1845 1795
1846 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
1849 */ 1799 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1800 if (op->map != m || op->x != x || op->y != y)
1801 return 0;
1851 } 1802 }
1852 } 1803 }
1804
1853 return 0; 1805 return 0;
1854} 1806}
1855 1807
1856/* 1808/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1860 */ 1812 */
1861 1813object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1814present_arch (const archetype *at, maptile *m, int x, int y)
1863 object *tmp; 1815{
1864 if(m==NULL || out_of_map(m,x,y)) { 1816 if (!m || out_of_map (m, x, y))
1817 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1819 return NULL;
1867 } 1820 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1869 if(tmp->arch == at) 1823 if (tmp->arch == at)
1870 return tmp; 1824 return tmp;
1825
1871 return NULL; 1826 return NULL;
1872} 1827}
1873 1828
1874/* 1829/*
1875 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1878 */ 1833 */
1879 1834object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1835present (unsigned char type, maptile *m, int x, int y)
1881 object *tmp; 1836{
1882 if(out_of_map(m,x,y)) { 1837 if (out_of_map (m, x, y))
1838 {
1883 LOG(llevError,"Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1840 return NULL;
1885 } 1841 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if(tmp->type==type) 1844 if (tmp->type == type)
1888 return tmp; 1845 return tmp;
1846
1889 return NULL; 1847 return NULL;
1890} 1848}
1891 1849
1892/* 1850/*
1893 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
1896 */ 1854 */
1897 1855object *
1898object *present_in_ob(unsigned char type, const object *op) { 1856present_in_ob (unsigned char type, const object *op)
1899 object *tmp; 1857{
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1859 if (tmp->type == type)
1902 return tmp; 1860 return tmp;
1861
1903 return NULL; 1862 return NULL;
1904} 1863}
1905 1864
1906/* 1865/*
1907 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
1915 * str is the string to match against. Note that we match against 1874 * str is the string to match against. Note that we match against
1916 * the object name, not the archetype name. this is so that the 1875 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 1876 * spell code can use one object type (force), but change it's name
1918 * to be unique. 1877 * to be unique.
1919 */ 1878 */
1920 1879object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 1880present_in_ob_by_name (int type, const char *str, const object *op)
1922 object *tmp; 1881{
1923
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 1884 return tmp;
1927 } 1885
1928 return NULL; 1886 return 0;
1929} 1887}
1930 1888
1931/* 1889/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
1935 */ 1893 */
1936 1894object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 1895present_arch_in_ob (const archetype *at, const object *op)
1938 object *tmp; 1896{
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 1898 if (tmp->arch == at)
1941 return tmp; 1899 return tmp;
1900
1942 return NULL; 1901 return NULL;
1943} 1902}
1944 1903
1945/* 1904/*
1946 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
1947 */ 1906 */
1907void
1948void flag_inv(object*op, int flag){ 1908flag_inv (object *op, int flag)
1949 object *tmp; 1909{
1950 if(op->inv) 1910 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1912 {
1952 SET_FLAG(tmp, flag); 1913 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 1914 flag_inv (tmp, flag);
1954 } 1915 }
1916}
1917
1955}/* 1918/*
1956 * desactivate recursively a flag on an object inventory 1919 * deactivate recursively a flag on an object inventory
1957 */ 1920 */
1921void
1958void unflag_inv(object*op, int flag){ 1922unflag_inv (object *op, int flag)
1959 object *tmp; 1923{
1960 if(op->inv) 1924 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 {
1962 CLEAR_FLAG(tmp, flag); 1927 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 1928 unflag_inv (tmp, flag);
1964 } 1929 }
1965} 1930}
1966 1931
1967/* 1932/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively). 1934 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for 1935 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function. 1936 * him/her-self and all object carried by a call to this function.
1972 */ 1937 */
1973 1938void
1974void set_cheat(object *op) { 1939set_cheat (object *op)
1940{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 1941 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 1942 flag_inv (op, FLAG_WAS_WIZ);
1977} 1943}
1978 1944
1979/* 1945/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1946 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 1947 * a spot at the given map and coordinates which will be able to contain
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 1961 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 1962 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 1963 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 1964 * customized, changed states, etc.
1999 */ 1965 */
2000 1966int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{
2002 int i,index=0, flag; 1969 int index = 0, flag;
2003 static int altern[SIZEOFFREE]; 1970 int altern[SIZEOFFREE];
2004 1971
2005 for(i=start;i<stop;i++) { 1972 for (int i = start; i < stop; i++)
1973 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 1975 if (!flag)
2008 altern[index++]=i; 1976 altern [index++] = i;
2009 1977
2010 /* Basically, if we find a wall on a space, we cut down the search size. 1978 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 1979 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 1980 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 1981 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 1982 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 1983 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 1984 * won't look 2 spaces south of the target space.
2017 */ 1985 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 1987 stop = maxfree[i];
2020 } 1988 }
2021 if(!index) return -1; 1989
1990 if (!index)
1991 return -1;
1992
2022 return altern[RANDOM()%index]; 1993 return altern[RANDOM () % index];
2023} 1994}
2024 1995
2025/* 1996/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 1999 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2001 */
2031 2002int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2033 int i; 2004{
2034 for(i=0;i<SIZEOFFREE;i++) { 2005 for (int i = 0; i < SIZEOFFREE; i++)
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2007 return i;
2037 } 2008
2038 return -1; 2009 return -1;
2039} 2010}
2040 2011
2041/* 2012/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2044 */ 2016 */
2017static void
2045static void permute(int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2046{ 2019{
2047 int i, j, tmp, len; 2020 arr += begin;
2021 end -= begin;
2048 2022
2049 len = end-begin; 2023 while (--end)
2050 for(i = begin; i < end; i++) 2024 swap (arr [end], arr [RANDOM () % (end + 1)]);
2051 {
2052 j = begin+RANDOM()%len;
2053
2054 tmp = arr[i];
2055 arr[i] = arr[j];
2056 arr[j] = tmp;
2057 }
2058} 2025}
2059 2026
2060/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2029 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2030 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2031 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2032 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2033 */
2034void
2067void get_search_arr(int *search_arr) 2035get_search_arr (int *search_arr)
2068{ 2036{
2069 int i; 2037 int i;
2070 2038
2071 for(i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2072 {
2073 search_arr[i] = i; 2040 search_arr[i] = i;
2074 }
2075 2041
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2045}
2080 2046
2081/* 2047/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2048 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2049 * given map at the given coordinates for live objects.
2088 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2089 * is actually want is going to try and move there. We need this info 2055 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2056 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2057 * there is capable of.
2092 */ 2058 */
2093 2059int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2060find_dir (maptile *m, int x, int y, object *exclude)
2061{
2095 int i,max=SIZEOFFREE, mflags; 2062 int i, max = SIZEOFFREE, mflags;
2063
2096 sint16 nx, ny; 2064 sint16 nx, ny;
2097 object *tmp; 2065 object *tmp;
2098 mapstruct *mp; 2066 maptile *mp;
2067
2099 MoveType blocked, move_type; 2068 MoveType blocked, move_type;
2100 2069
2101 if (exclude && exclude->head) { 2070 if (exclude && exclude->head)
2071 {
2102 exclude = exclude->head; 2072 exclude = exclude->head;
2103 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2104 } else { 2074 }
2075 else
2076 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2078 move_type = MOVE_ALL;
2079 }
2080
2081 for (i = 1; i < max; i++)
2107 } 2082 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2083 mp = m;
2111 nx = x + freearr_x[i]; 2084 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2085 ny = y + freearr_y[i];
2113 2086
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2088
2115 if (mflags & P_OUT_OF_MAP) { 2089 if (mflags & P_OUT_OF_MAP)
2090 max = maxfree[i];
2091 else
2092 {
2093 mapspace &ms = mp->at (nx, ny);
2094
2095 blocked = ms.move_block;
2096
2097 if ((move_type & blocked) == move_type)
2116 max = maxfree[i]; 2098 max = maxfree[i];
2117 } else {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2119
2120 if ((move_type & blocked) == move_type) {
2121 max=maxfree[i];
2122 } else if (mflags & P_IS_ALIVE) { 2099 else if (mflags & P_IS_ALIVE)
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2100 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2103 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2126 break; 2104 break;
2127 } 2105
2128 }
2129 if(tmp) { 2106 if (tmp)
2130 return freedir[i]; 2107 return freedir[i];
2131 }
2132 } 2108 }
2133 } 2109 }
2134 } 2110 }
2111
2135 return 0; 2112 return 0;
2136} 2113}
2137 2114
2138/* 2115/*
2139 * distance(object 1, object 2) will return the square of the 2116 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2117 * distance between the two given objects.
2141 */ 2118 */
2142 2119int
2143int distance(const object *ob1, const object *ob2) { 2120distance (const object *ob1, const object *ob2)
2144 int i; 2121{
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2122 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2147 return i;
2148} 2123}
2149 2124
2150/* 2125/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2126 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2127 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2128 * object, needs to travel toward it.
2154 */ 2129 */
2155 2130int
2156int find_dir_2(int x, int y) { 2131find_dir_2 (int x, int y)
2132{
2157 int q; 2133 int q;
2158 2134
2159 if(y) 2135 if (y)
2160 q=x*100/y; 2136 q = x * 100 / y;
2161 else if (x) 2137 else if (x)
2162 q= -300*x; 2138 q = -300 * x;
2163 else 2139 else
2164 return 0; 2140 return 0;
2165 2141
2166 if(y>0) { 2142 if (y > 0)
2143 {
2167 if(q < -242) 2144 if (q < -242)
2168 return 3 ; 2145 return 3;
2169 if (q < -41) 2146 if (q < -41)
2170 return 2 ; 2147 return 2;
2171 if (q < 41) 2148 if (q < 41)
2172 return 1 ; 2149 return 1;
2173 if (q < 242) 2150 if (q < 242)
2174 return 8 ; 2151 return 8;
2175 return 7 ; 2152 return 7;
2176 } 2153 }
2177 2154
2178 if (q < -242) 2155 if (q < -242)
2179 return 7 ; 2156 return 7;
2180 if (q < -41) 2157 if (q < -41)
2181 return 6 ; 2158 return 6;
2182 if (q < 41) 2159 if (q < 41)
2183 return 5 ; 2160 return 5;
2184 if (q < 242) 2161 if (q < 242)
2185 return 4 ; 2162 return 4;
2186 2163
2187 return 3 ; 2164 return 3;
2188} 2165}
2189 2166
2190/* 2167/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2168 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2169 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2170 * "overflow" in previous calculations of a direction).
2194 */ 2171 */
2195 2172
2173int
2196int absdir(int d) { 2174absdir (int d)
2197 while(d<1) d+=8; 2175{
2198 while(d>8) d-=8; 2176 while (d < 1)
2177 d += 8;
2178
2179 while (d > 8)
2180 d -= 8;
2181
2199 return d; 2182 return d;
2200} 2183}
2201 2184
2202/* 2185/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2188 */
2206 2189
2190int
2207int dirdiff(int dir1, int dir2) { 2191dirdiff (int dir1, int dir2)
2192{
2208 int d; 2193 int d;
2194
2209 d = abs(dir1 - dir2); 2195 d = abs (dir1 - dir2);
2210 if(d>4) 2196 if (d > 4)
2211 d = 8 - d; 2197 d = 8 - d;
2198
2212 return d; 2199 return d;
2213} 2200}
2214 2201
2215/* peterm: 2202/* peterm:
2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2219 * This basically means that if direction is 15, then it could either go 2206 * This basically means that if direction is 15, then it could either go
2220 * direction 4, 14, or 16 to get back to where we are. 2207 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2208 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2209 * functions.
2223 */ 2210 */
2224
2225int reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2217 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2218 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2219 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2220 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2221 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2222 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2223 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2224 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2225 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2226 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2227 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2228 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2229 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2230 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2231 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2232 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2233 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2234 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2235 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2236 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2237 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2238 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2239 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2240 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2241 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2242 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2243 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2244 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2245 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2246 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2247 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2248 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2249 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2250 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2251 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2252 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2253 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2254 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2255 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2256 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2257 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2258 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2259 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2260 {24, 9, -1}
2261}; /* 48 */
2275 2262
2276/* Recursive routine to step back and see if we can 2263/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2266 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2281 */ 2268 */
2282 2269int
2283
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2271{
2285 sint16 dx, dy; 2272 sint16 dx, dy;
2286 int mflags; 2273 int mflags;
2287 2274
2275 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2289 2277
2290 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2279 dy = y + freearr_y[dir];
2292 2280
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2281 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2282
2295 /* This functional arguably was incorrect before - it was 2283 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2284 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2285 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2286 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2287 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2288 * at least its move type.
2301 */ 2289 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2290 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2291 return 0;
2303 2292
2304 /* yes, can see. */ 2293 /* yes, can see. */
2305 if(dir < 9) return 1; 2294 if (dir < 9)
2295 return 1;
2296
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2297 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309} 2300}
2310 2301
2311
2312
2313/* 2302/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2303 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2304 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2317 * 2306 *
2319 * core dumps if they do. 2308 * core dumps if they do.
2320 * 2309 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2310 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2311 */
2323 2312
2313int
2324int can_pick(const object *who, const object *item) { 2314can_pick (const object *who, const object *item)
2315{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2318 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2319}
2330
2331 2320
2332/* 2321/*
2333 * create clone from object to another 2322 * create clone from object to another
2334 */ 2323 */
2324object *
2335object *object_create_clone (object *asrc) { 2325object_create_clone (object *asrc)
2326{
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2327 object *dst = 0, *tmp, *src, *part, *prev, *item;
2337 2328
2338 if(!asrc) return NULL; 2329 if (!asrc)
2330 return 0;
2331
2339 src = asrc; 2332 src = asrc;
2340 if(src->head) 2333 if (src->head)
2341 src = src->head; 2334 src = src->head;
2342 2335
2343 prev = NULL; 2336 prev = 0;
2344 for(part = src; part; part = part->more) { 2337 for (part = src; part; part = part->more)
2345 tmp = get_object(); 2338 {
2346 copy_object(part,tmp); 2339 tmp = part->clone ();
2347 tmp->x -= src->x; 2340 tmp->x -= src->x;
2348 tmp->y -= src->y; 2341 tmp->y -= src->y;
2342
2349 if(!part->head) { 2343 if (!part->head)
2344 {
2350 dst = tmp; 2345 dst = tmp;
2351 tmp->head = NULL; 2346 tmp->head = 0;
2347 }
2352 } else { 2348 else
2353 tmp->head = dst; 2349 tmp->head = dst;
2354 } 2350
2355 tmp->more = NULL; 2351 tmp->more = 0;
2352
2356 if(prev) 2353 if (prev)
2357 prev->more = tmp; 2354 prev->more = tmp;
2355
2358 prev = tmp; 2356 prev = tmp;
2359 } 2357 }
2360 /*** copy inventory ***/ 2358
2361 for(item = src->inv; item; item = item->below) { 2359 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2360 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2361
2365 return dst; 2362 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374} 2363}
2375 2364
2376/* GROS - Creates an object using a string representing its content. */ 2365/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */ 2366/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */ 2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */ 2368/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */ 2369/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */ 2370/* Also remember that multiparts objects are not supported for now. */
2382 2371object *
2383object* load_object_str(const char *obstr) 2372load_object_str (const char *obstr)
2384{ 2373{
2385 object *op; 2374 object *op;
2386 char filename[MAX_BUF]; 2375 char filename[MAX_BUF];
2376
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2378
2389 FILE *tempfile=fopen(filename,"w"); 2379 FILE *tempfile = fopen (filename, "w");
2380
2390 if (tempfile == NULL) 2381 if (tempfile == NULL)
2391 { 2382 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2384 return NULL;
2394 }; 2385 }
2386
2395 fprintf(tempfile,obstr); 2387 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2388 fclose (tempfile);
2397 2389
2398 op=get_object(); 2390 op = object::create ();
2399 2391
2400 object_thawer thawer (filename); 2392 object_thawer thawer (filename);
2401 2393
2402 if (thawer) 2394 if (thawer)
2403 load_object(thawer,op,0); 2395 load_object (thawer, op, 0);
2404 2396
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2397 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2398 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2399
2408 return op; 2400 return op;
2409} 2401}
2410 2402
2411/* This returns the first object in who's inventory that 2403/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2404 * has the same type and subtype match.
2413 * returns NULL if no match. 2405 * returns NULL if no match.
2414 */ 2406 */
2407object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2409{
2417 object *tmp;
2418
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2411 if (tmp->type == type && tmp->subtype == subtype)
2412 return tmp;
2421 2413
2422 return NULL; 2414 return 0;
2423} 2415}
2424 2416
2425/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2418 * otherwise return NULL.
2427 * 2419 *
2428 * key must be a passed in shared string - otherwise, this won't 2420 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2421 * do the desired thing.
2430 */ 2422 */
2423key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2424get_ob_key_link (const object *ob, const char *key)
2432 key_value * link; 2425{
2433
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2426 for (key_value *link = ob->key_values; link; link = link->next)
2435 if (link->key == key) { 2427 if (link->key == key)
2436 return link; 2428 return link;
2437 } 2429
2438 } 2430 return 0;
2439 2431}
2440 return NULL;
2441}
2442 2432
2443/* 2433/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2435 *
2446 * The argument doesn't need to be a shared string. 2436 * The argument doesn't need to be a shared string.
2447 * 2437 *
2448 * The returned string is shared. 2438 * The returned string is shared.
2449 */ 2439 */
2440const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2441get_ob_key_value (const object *op, const char *const key)
2442{
2451 key_value * link; 2443 key_value *link;
2452 const char * canonical_key; 2444 shstr_cmp canonical_key (key);
2445
2446 if (!canonical_key)
2453 2447 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2448 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2449 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2450 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2451 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2452 */
2462 return NULL; 2453 return 0;
2463 } 2454 }
2464 2455
2465 /* This is copied from get_ob_key_link() above - 2456 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2457 * only 4 lines, and saves the function call overhead.
2467 */ 2458 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2459 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2460 if (link->key == canonical_key)
2470 return link->value; 2461 return link->value;
2471 } 2462
2472 } 2463 return 0;
2473 return NULL;
2474} 2464}
2475 2465
2476 2466
2477/* 2467/*
2478 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2473 * keys.
2484 * 2474 *
2485 * Returns TRUE on success. 2475 * Returns TRUE on success.
2486 */ 2476 */
2477int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{
2488 key_value * field = NULL, *last=NULL; 2480 key_value *field = NULL, *last = NULL;
2489 2481
2490 for (field=op->key_values; field != NULL; field=field->next) { 2482 for (field = op->key_values; field != NULL; field = field->next)
2483 {
2491 if (field->key != canonical_key) { 2484 if (field->key != canonical_key)
2485 {
2492 last = field; 2486 last = field;
2493 continue; 2487 continue;
2494 } 2488 }
2495 2489
2496 if (value) 2490 if (value)
2497 field->value = value; 2491 field->value = value;
2498 else { 2492 else
2493 {
2499 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2497 * we get this value back again.
2503 */ 2498 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2506 else 2505 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2506 op->key_values = field->next;
2510 2507
2511 delete field; 2508 delete field;
2512 } 2509 }
2513 } 2510 }
2514 return TRUE; 2511 return TRUE;
2515 } 2512 }
2516 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2517 2514
2518 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2519 2516
2520 if (!add_key) { 2517 if (!add_key)
2521 return FALSE; 2518 return FALSE;
2522 } 2519
2523 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2527 * should pass in "" 2524 * should pass in ""
2528 */ 2525 */
2529 if (value == NULL) return TRUE; 2526 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2540} 2538}
2541 2539
2542/* 2540/*
2543 * Updates the key in op to value. 2541 * Updates the key in op to value.
2544 * 2542 *
2546 * and not add new ones. 2544 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2545 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2546 *
2549 * Returns TRUE on success. 2547 * Returns TRUE on success.
2550 */ 2548 */
2549int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2551{
2553 shstr key_ (key); 2552 shstr key_ (key);
2553
2554 return set_ob_key_value_s (op, key_, value, add_key); 2554 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2555}
2556
2557object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container)
2559{
2560 while (item->inv)
2561 item = item->inv;
2562}
2563
2564void
2565object::depth_iterator::next ()
2566{
2567 if (item->below)
2568 {
2569 item = item->below;
2570
2571 while (item->inv)
2572 item = item->inv;
2573 }
2574 else
2575 item = item->env;
2576}
2577
2578
2579const char *
2580object::flag_desc (char *desc, int len) const
2581{
2582 char *p = desc;
2583 bool first = true;
2584
2585 *p = 0;
2586
2587 for (int i = 0; i < NUM_FLAGS; i++)
2588 {
2589 if (len <= 10) // magic constant!
2590 {
2591 snprintf (p, len, ",...");
2592 break;
2593 }
2594
2595 if (flag [i])
2596 {
2597 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2598 len -= cnt;
2599 p += cnt;
2600 first = false;
2601 }
2602 }
2603
2604 return desc;
2605}
2606
2607// return a suitable string describing an object in enough detail to find it
2608const char *
2609object::debug_desc (char *info) const
2610{
2611 char flagdesc[512];
2612 char info2[256 * 4];
2613 char *p = info;
2614
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2616 count, uuid.seq,
2617 &name,
2618 title ? "\",title:" : "",
2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2621
2622 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624
2625 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627
2628 return info;
2629}
2630
2631const char *
2632object::debug_desc () const
2633{
2634 static char info[256 * 4];
2635 return debug_desc (info);
2636}
2637
2638const char *
2639object::debug_desc2 () const
2640{
2641 static char info[256 * 4];
2642 return debug_desc (info);
2643}
2644

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