ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.22 by root, Sun Sep 10 00:51:23 2006 UTC vs.
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 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
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
59 133
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
62 key_value * wants_field; 138 key_value *wants_field;
63 139
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
67 */ 143 */
68 144
69 /* For each field in wants, */ 145 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
71 key_value * has_field; 148 key_value *has_field;
72 149
73 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
75 154 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 155 /* No field with that name. */
78 return FALSE; 156 return FALSE;
79 }
80 157 }
158
81 /* Found the matching field. */ 159 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
83 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 163 return FALSE;
85 } 164 }
86 165
87 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 167 }
168
90 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 170 return TRUE;
92} 171}
93 172
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
96 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
98 */ 179 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 181}
101 182
102/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 184 * they can be merged together.
104 * 185 *
105 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
108 * 189 *
109 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
110 * 191 *
111 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
112 * check weight 193 * check weight
113 */ 194 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
117{ 196{
118 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
120 return 0; 203 return 0;
121 204
122 if (ob1->speed != ob2->speed) 205 //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 206 /* 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 207 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 208 * used to store nrof).
128 */ 209 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 221
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 224
144 225 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 226 || 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) || 227 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 247 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 248 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 250 return 0;
178 251
179 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 253 * check all objects in the inventory.
181 */ 254 */
182 if (ob1->inv || ob2->inv) 255 if (ob1->inv || ob2->inv)
183 { 256 {
184 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 259 return 0;
187 260
188 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 263 return 0;
191 264
192 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 266 * if it is valid.
194 */ 267 */
195 } 268 }
203 276
204 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
206 * check? 279 * check?
207 */ 280 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 282 return 0;
211 283
212 switch (ob1->type) 284 switch (ob1->type)
213 { 285 {
214 case SCROLL: 286 case SCROLL:
215 if (ob1->level != ob2->level) 287 if (ob1->level != ob2->level)
216 return 0; 288 return 0;
217 break; 289 break;
218 } 290 }
219 291
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 292 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 293 {
222 /* At least one of these has key_values. */ 294 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 296 /* One has fields, but the other one doesn't. */
225 return 0; 297 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 298 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 299 return 0;
228 } 300 }
229 301
230 //TODO: generate an event or call into perl for additional checks 302 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 303 if (ob1->self || ob2->self)
232 { 304 {
233 ob1->optimise (); 305 ob1->optimise ();
234 ob2->optimise (); 306 ob2->optimise ();
235 307
236 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
237 return 0; 309 return 0;
238 } 310 }
239 311
240 /* Everything passes, must be OK. */ 312 /* Everything passes, must be OK. */
241 return 1; 313 return 1;
242} 314}
315
243/* 316/*
244 * sum_weight() is a recursive function which calculates the weight 317 * sum_weight() is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 318 * an object is carrying. It goes through in figures out how much
246 * containers are carrying, and sums it up. 319 * containers are carrying, and sums it up.
247 */ 320 */
248signed long sum_weight(object *op) { 321long
322sum_weight (object *op)
323{
249 signed long sum; 324 long sum;
250 object *inv; 325 object *inv;
326
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
328 {
252 if (inv->inv) 329 if (inv->inv)
253 sum_weight(inv); 330 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 332 }
333
256 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
258 if(op->carrying != sum) 337 if (op->carrying != sum)
259 op->carrying = sum; 338 op->carrying = sum;
339
260 return sum; 340 return sum;
261} 341}
262 342
263/** 343/**
264 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
265 */ 345 */
266 346
347object *
267object *object_get_env_recursive (object *op) { 348object_get_env_recursive (object *op)
349{
268 while (op->env != NULL) 350 while (op->env != NULL)
269 op = op->env; 351 op = op->env;
270 return op; 352 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} 353}
285 354
286/* 355/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 357 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
290 */ 359 */
291 360
292void dump_object2(object *op) { 361char *
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) { 362dump_object (object *op)
339 if(op==NULL) { 363{
340 strcpy(errmsg,"[NULL pointer]"); 364 if (!op)
341 return; 365 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 366
347void dump_all_objects(void) { 367 object_freezer freezer;
348 object *op; 368 save_object (freezer, op, 1);
349 for(op=objects;op!=NULL;op=op->next) { 369 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 370}
354 371
355/* 372/*
356 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
357 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 375 * If it's not a multi-object, it is returned.
359 */ 376 */
360 377
378object *
361object *get_nearest_part(object *op, const object *pl) { 379get_nearest_part (object *op, const object *pl)
380{
362 object *tmp,*closest; 381 object *tmp, *closest;
363 int last_dist,i; 382 int last_dist, i;
383
364 if(op->more==NULL) 384 if (op->more == NULL)
365 return op; 385 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 386 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
367 if((i=distance(tmp,pl))<last_dist) 387 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 388 closest = tmp, last_dist = i;
369 return closest; 389 return closest;
370} 390}
371 391
372/* 392/*
373 * Returns the object which has the count-variable equal to the argument. 393 * Returns the object which has the count-variable equal to the argument.
374 */ 394 */
375 395
396object *
376object *find_object(tag_t i) { 397find_object (tag_t i)
377 object *op; 398{
378 for(op=objects;op!=NULL;op=op->next) 399 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 400 if (op->count == i)
380 break; 401 return op;
402
381 return op; 403 return 0;
382} 404}
383 405
384/* 406/*
385 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
388 */ 410 */
389 411
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;
417
393 for(op=objects;op!=NULL;op=op->next) 418 for (op = object::first; op != NULL; op = op->next)
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 564 }
565
566 this->speed = speed;
567
568 if (FABS (speed) > MIN_ACTIVE_SPEED)
660 } 569 {
661 if (arch_init) { 570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
662 return; 572 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;
668 573
669 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 575 * of the list. */
671 op->active_next = active_objects; 576 active_next = active_objects;
577
672 if (op->active_next!=NULL) 578 if (active_next)
673 op->active_next->active_prev = op; 579 active_next->active_prev = this;
580
674 active_objects = op; 581 active_objects = this;
582 }
583 else
675 } 584 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 586 if (!active_next && !active_prev && this != 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}
695
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; 587 return;
709 588
710 if (op->active_prev==NULL) { 589 if (!active_prev)
590 {
711 active_objects = op->active_next; 591 active_objects = active_next;
592
712 if (op->active_next!=NULL) 593 if (active_next)
713 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
714 } 595 }
715 else { 596 else
597 {
716 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
599
717 if (op->active_next) 600 if (active_next)
718 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
719 } 602 }
603
720 op->active_next = NULL; 604 active_next = 0;
721 op->active_prev = NULL; 605 active_prev = 0;
606 }
722} 607}
723 608
724/* 609/*
725 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 613 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 614 * 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 615 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
732 * 617 *
733 * action is a hint of what the caller believes need to be done. 618 * 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: 619 * current action are:
739 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * 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. 623 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
744 */ 625 */
745 626void
746void update_object(object *op, int action) { 627update_object (object *op, int action)
747 int update_now=0, flags; 628{
748 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
749 630
750 if (op == NULL) { 631 if (op == NULL)
632 {
751 /* this should never happen */ 633 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 635 return;
754 }
755 636 }
756 if(op->env!=NULL) { 637
638 if (op->env)
639 {
757 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
758 * to do in this case. 641 * to do in this case.
759 */ 642 */
760 return; 643 return;
761 } 644 }
762 645
763 /* If the map is saving, don't do anything as everything is 646 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 647 * going to get freed anyways.
765 */ 648 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 649 if (!op->map || op->map->in_memory == MAP_SAVING)
767 650 return;
651
768 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 653 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)) { 654 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 656#ifdef MANY_CORES
773 abort(); 657 abort ();
774#endif 658#endif
775 return; 659 return;
776 }
777 660 }
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);
784 661
662 mapspace &m = op->ms ();
663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
785 if (action == UP_OBJ_INSERT) { 666 else if (action == UP_OBJ_INSERT)
667 {
668 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 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)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 675 || (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; 676 || (m.move_off | op->move_off ) != m.move_off
804 677 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 678 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 679 * to have move_allow right now.
807 */ 680 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 683 m.flags_ = P_NEED_UPDATE;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 684 }
814 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 687 * that is being removed.
817 */ 688 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 690 m.flags_ = P_NEED_UPDATE;
820 } else if (action == UP_OBJ_FACE) { 691 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 692 /* Nothing to do for that case */ ;
822 }
823 else { 693 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 695
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) 696 if (op->more)
833 update_object(op->more, action); 697 update_object (op->more, action);
834} 698}
835 699
836static std::vector<object *> mortals; 700object::vector object::objects; // not yet used
837 701object *object::first;
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}
845 702
846object::object () 703object::object ()
847{ 704{
848 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
849 706
850 expmul = 1.0; 707 expmul = 1.0;
851 face = blank_face; 708 face = blank_face;
852 attacked_by_count = -1;
853} 709}
854 710
855object::~object () 711object::~object ()
856{ 712{
857 free_key_values (this); 713 free_key_values (this);
858} 714}
859 715
860void
861object::link () 716void object::link ()
862{ 717{
863 count = ++ob_count; 718 count = ++ob_count;
719 uuid = gen_uuid ();
864 720
865 prev = 0; 721 prev = 0;
866 next = objects; 722 next = object::first;
867 723
868 if (objects) 724 if (object::first)
869 objects->prev = this; 725 object::first->prev = this;
870 726
871 objects = this; 727 object::first = this;
872} 728}
873 729
874void
875object::unlink () 730void object::unlink ()
876{ 731{
877 count = 0; 732 if (this == object::first)
733 object::first = next;
878 734
879 /* Remove this object from the list of used objects */ 735 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 736 if (prev) prev->next = next;
881 if (next) next->prev = prev; 737 if (next) next->prev = prev;
882 if (this == objects) objects = next; 738
883} 739 prev = 0;
740 next = 0;
741}
742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781
782 active_next = 0;
783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
790/*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
836}
884 837
885object *object::create () 838object *object::create ()
886{ 839{
887 object *op = new object; 840 object *op = new object;
888 op->link (); 841 op->link ();
889 return op; 842 return op;
890} 843}
891 844
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 845void
903object::free (bool free_inventory) 846object::do_destroy ()
904{ 847{
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 848 if (flag [FLAG_IS_LINKED])
906 { 849 remove_button_link (this);
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 850
914 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 851 if (flag [FLAG_FRIENDLY])
915 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n");
917 remove_friendly_object (this); 852 remove_friendly_object (this);
918 }
919 853
920 if (QUERY_FLAG (this, FLAG_FREED)) 854 if (!flag [FLAG_REMOVED])
921 { 855 remove ();
922 dump_object (this); 856
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 857 if (flag [FLAG_FREED])
924 return; 858 return;
859
860 set_speed (0);
861
862 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
925 } 882 }
883
884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
888
889 head = 0;
926 890
927 if (more) 891 if (more)
928 { 892 {
929 more->free (free_inventory); 893 more->destroy ();
930 more = 0; 894 more = 0;
931 } 895 }
932 896
933 if (inv) 897 // clear those pointers that likely might have circular references to us
934 { 898 owner = 0;
935 /* Only if the space blocks everything do we not process - 899 enemy = 0;
936 * if some form of movement is allowed, let objects 900 attacked_by = 0;
937 * drop on that space.
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;
944 901
945 while (op) 902 // only relevant for players(?), but make sure of it anyways
946 { 903 contr = 0;
947 object *tmp = op->below; 904}
948 remove_ob (op);
949 op->free (free_inventory);
950 op = tmp;
951 }
952 }
953 else
954 { /* Put objects in inventory onto this space */
955 object *op = inv;
956 905
957 while (op) 906void
958 { 907object::destroy (bool destroy_inventory)
959 object *tmp = op->below; 908{
960 remove_ob (op); 909 if (destroyed ())
910 return;
961 911
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 912 if (destroy_inventory)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 913 destroy_inv (false);
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 }
972 914
973 op = tmp; 915 attachable::destroy ();
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} 916}
988 917
989/* 918/*
990 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
992 */ 921 */
993 922void
994void sub_weight (object *op, signed long weight) { 923sub_weight (object *op, signed long weight)
924{
995 while (op != NULL) { 925 while (op != NULL)
926 {
996 if (op->type == CONTAINER) { 927 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 929
999 op->carrying-=weight; 930 op->carrying -= weight;
1000 op = op->env; 931 op = op->env;
1001 } 932 }
1002} 933}
1003 934
1004/* remove_ob(op): 935/* op->remove ():
1005 * This function removes the object op from the linked list of objects 936 * 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 937 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 940 * the previous environment.
1010 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1011 */ 942 */
1012 943void
1013void remove_ob(object *op) { 944object::remove ()
945{
1014 object *tmp,*last=NULL; 946 object *tmp, *last = 0;
1015 object *otmp; 947 object *otmp;
1016 tag_t tag;
1017 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 948
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 dump_object(op); 950 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 951
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); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1042 954
955 if (more)
956 more->remove ();
957
1043 /* 958 /*
1044 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1045 * inventory. 960 * inventory.
1046 */ 961 */
1047 if(op->env!=NULL) { 962 if (env)
963 {
1048 if(op->nrof) 964 if (nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1050 else 966 else
1051 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1052 968
1053 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 971 * to save cpu time.
1056 */ 972 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1059 fix_player(otmp);
1060 975
1061 if(op->above!=NULL) 976 if (above)
1062 op->above->below=op->below; 977 above->below = below;
1063 else 978 else
1064 op->env->inv=op->below; 979 env->inv = below;
1065 980
1066 if(op->below!=NULL) 981 if (below)
1067 op->below->above=op->above; 982 below->above = above;
1068 983
1069 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 }
993 else if (map)
994 {
995 if (type == PLAYER)
996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000
1001
1002 /* link the object above us */
1003 if (above)
1004 above->below = below;
1005 else
1006 map->at (x, y).top = below; /* we were top, set new top */
1007
1008 /* Relink the object below us, if there is one */
1009 if (below)
1010 below->above = above;
1011 else
1012 {
1013 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is
1015 * evident
1072 */ 1016 */
1073 op->x=op->env->x,op->y=op->env->y; 1017 if (GET_MAP_OB (map, x, y) != this)
1074 op->map=op->env->map; 1018 {
1075 op->above=NULL,op->below=NULL; 1019 char *dump = dump_object (this);
1076 op->env=NULL; 1020 LOG (llevError,
1021 "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);
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027
1028 map->at (x, y).bot = above; /* goes on above it. */
1029 }
1030
1031 above = 0;
1032 below = 0;
1033
1034 if (map->in_memory == MAP_SAVING)
1077 return; 1035 return;
1078 }
1079 1036
1080 /* If we get here, we are removing it from a map */ 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1081 if (op->map == NULL) return;
1082 1038
1083 x = op->x; 1039 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 } 1040 {
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 1041 /* No point updating the players look faces if he is the object
1137 * being removed. 1042 * being removed.
1138 */ 1043 */
1139 1044
1140 if(tmp->type==PLAYER && tmp!=op) { 1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1141 /* If a container that the player is currently using somehow gets 1047 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1143 * appropriately. 1049 * appropriately.
1144 */ 1050 */
1145 if (tmp->container==op) { 1051 if (tmp->container == this)
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1052 {
1053 flag [FLAG_APPLIED] = 0;
1147 tmp->container=NULL; 1054 tmp->container = 0;
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1148 } 1059 }
1149 tmp->contr->socket.update_look=1; 1060
1150 }
1151 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1062 if (check_walk_off
1063 && ((move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 1065 {
1155 move_apply(tmp, op, NULL); 1066 move_apply (tmp, this, 0);
1067
1156 if (was_destroyed (op, tag)) { 1068 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 } 1070 }
1160 }
1161 1071
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1164 if(tmp->above == tmp) 1074 if (tmp->above == tmp)
1165 tmp->above = NULL; 1075 tmp->above = 0;
1076
1166 last=tmp; 1077 last = tmp;
1167 } 1078 }
1079
1168 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1169 if (last==NULL) { 1081 //TODO: this makes little sense, why only update the topmost object?
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1082 if (!last)
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
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 1084 else
1179 update_object(last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1180 1086
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1088 update_all_los (map, x, y);
1183 1089 }
1184} 1090}
1185 1091
1186/* 1092/*
1187 * merge_ob(op,top): 1093 * merge_ob(op,top):
1188 * 1094 *
1189 * This function goes through all objects below and including top, and 1095 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1096 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1097 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1098 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1099 */
1194 1100object *
1195object *merge_ob(object *op, object *top) { 1101merge_ob (object *op, object *top)
1102{
1196 if(!op->nrof) 1103 if (!op->nrof)
1197 return 0; 1104 return 0;
1198 if(top==NULL) 1105
1106 if (top)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1109
1200 for(;top!=NULL;top=top->below) { 1110 for (; top; top = top->below)
1111 {
1201 if(top==op) 1112 if (top == op)
1202 continue; 1113 continue;
1203 if (CAN_MERGE(op,top)) 1114
1204 { 1115 if (object::can_merge (op, top))
1116 {
1205 top->nrof+=op->nrof; 1117 top->nrof += op->nrof;
1118
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1121 op->destroy ();
1209 free_object(op);
1210 return top; 1122 return top;
1211 } 1123 }
1212 } 1124 }
1125
1213 return NULL; 1126 return 0;
1214} 1127}
1215 1128
1216/* 1129/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1218 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1219 */ 1132 */
1133object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221 object* tmp; 1135{
1222 if (op->head) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 op=op->head; 1137 {
1224 for (tmp=op;tmp;tmp=tmp->more){
1225 tmp->x=x+tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1227 } 1140 }
1141
1228 return insert_ob_in_map (op, m, originator, flag); 1142 return insert_ob_in_map (op, m, originator, flag);
1229} 1143}
1230 1144
1231/* 1145/*
1232 * insert_ob_in_map (op, map, originator, flag): 1146 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1147 * This function inserts the object in the two-way linked list
1246 * Return value: 1160 * Return value:
1247 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1163 * just 'op' otherwise
1250 */ 1164 */
1251 1165object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1167{
1254 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1169 sint16 x, y;
1256 1170
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1258 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1259 return NULL; 1174 return NULL;
1175 }
1176
1177 if (!m)
1260 } 1178 {
1261 if(m==NULL) {
1262 dump_object(op); 1179 char *dump = dump_object (op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1264 return op; 1182 return op;
1265 } 1183 }
1184
1266 if(out_of_map(m,op->x,op->y)) { 1185 if (out_of_map (m, op->x, op->y))
1186 {
1267 dump_object(op); 1187 char *dump = dump_object (op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1269#ifdef MANY_CORES 1189#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object 1190 /* 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 1191 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted. 1192 * improperly inserted.
1273 */ 1193 */
1274 abort(); 1194 abort ();
1275#endif 1195#endif
1196 free (dump);
1276 return op; 1197 return op;
1277 } 1198 }
1199
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1279 dump_object(op); 1202 char *dump = dump_object (op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1281 return op; 1205 return op;
1206 }
1207
1208 if (op->more)
1282 } 1209 {
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1285 1211
1286 object *more = op->more; 1212 object *more = op->more;
1287 1213
1288 /* We really need the caller to normalize coordinates - if 1214 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within 1215 * 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 1216 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it. 1217 * is clear wrong do we normalize it.
1292 */ 1218 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1294 more->map = get_map_from_coord(m, &more->x, &more->y); 1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1295 } else if (!more->map) { 1221 else if (!more->map)
1222 {
1296 /* For backwards compatibility - when not dealing with tiled maps, 1223 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent. 1224 * more->map should always point to the parent.
1298 */ 1225 */
1299 more->map = m; 1226 more->map = m;
1300 } 1227 }
1301 1228
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1303 if ( ! op->head) 1231 if (!op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1305 return NULL; 1234 return 0;
1306 } 1235 }
1307 } 1236 }
1237
1308 CLEAR_FLAG(op,FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1309 1239
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1240 /* 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 1241 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work 1242 * need extra work
1313 */ 1243 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y); 1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1315 x = op->x; 1245 x = op->x;
1316 y = op->y; 1246 y = op->y;
1317 1247
1318 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1319 */ 1249 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) { 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1322 if (CAN_MERGE(op,tmp)) { 1252 if (object::can_merge (op, tmp))
1253 {
1323 op->nrof+=tmp->nrof; 1254 op->nrof += tmp->nrof;
1324 remove_ob(tmp); 1255 tmp->destroy ();
1325 free_object(tmp); 1256 }
1257
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260
1261 if (!QUERY_FLAG (op, FLAG_ALIVE))
1262 CLEAR_FLAG (op, FLAG_NO_STEAL);
1263
1264 if (flag & INS_BELOW_ORIGINATOR)
1265 {
1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1267 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort ();
1270 }
1271
1272 op->above = originator;
1273 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bot = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op;
1282 }
1283 else
1284 {
1285 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 {
1288 object *last = 0;
1289
1290 /*
1291 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1295 * floor, we want to insert above that and no further.
1296 * Also, if there are spell objects on this space, we stop processing
1297 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects.
1301 */
1302 while (top)
1303 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top;
1306
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1308 {
1309 /* We insert above top, so we want this object below this */
1310 top = top->below;
1311 break;
1312 }
1313
1314 last = top;
1315 top = top->above;
1326 } 1316 }
1327 }
1328 1317
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 /* Don't want top to be NULL, so set it to the last valid object */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1319 top = last;
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333 1320
1334 if (flag & INS_BELOW_ORIGINATOR) { 1321 /* We let update_position deal with figuring out what the space
1335 if (originator->map != op->map || originator->x != op->x || 1322 * looks like instead of lots of conditions here.
1336 originator->y != op->y) { 1323 * 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 /* 1324 */
1351 * If there are multiple objects on this space, we do some trickier handling. 1325
1352 * We've already dealt with merging if appropriate. 1326 /* Have object 'fall below' other objects that block view.
1353 * Generally, we want to put the new object on top. But if 1327 * Unless those objects are exits, type 66
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1328 * If INS_ON_TOP is used, don't do this processing
1355 * floor, we want to insert above that and no further. 1329 * Need to find the object that in fact blocks view, otherwise
1356 * Also, if there are spell objects on this space, we stop processing 1330 * stacking is a bit odd.
1357 * once we get to them. This reduces the need to traverse over all of 1331 */
1358 * them when adding another one - this saves quite a bit of cpu time 1332 if (!(flag & INS_ON_TOP) &&
1359 * when lots of spells are cast in one area. Currently, it is presumed 1333 (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. 1334 {
1335 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break;
1338 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we
1341 * set top to the object below us.
1361 */ 1342 */
1362 1343 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; 1344 top = last->below;
1376 } 1345 }
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 */ 1346 } /* If objects on this space */
1347
1404 if (flag & INS_MAP_LOAD) 1348 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y); 1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1351 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor;
1407 1353
1408 /* Top is the object that our object (op) is going to get inserted above. 1354 /* Top is the object that our object (op) is going to get inserted above.
1409 */ 1355 */
1410 1356
1411 /* First object on this space */ 1357 /* First object on this space */
1412 if (!top) { 1358 if (!top)
1359 {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1361
1362 if (op->above)
1414 if (op->above) op->above->below = op; 1363 op->above->below = op;
1364
1415 op->below = NULL; 1365 op->below = 0;
1416 SET_MAP_OB(op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1367 }
1368 else
1417 } else { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1418 op->above = top->above; 1370 op->above = top->above;
1371
1372 if (op->above)
1419 if (op->above) op->above->below = op; 1373 op->above->below = op;
1374
1420 op->below = top; 1375 op->below = top;
1421 top->above = op; 1376 top->above = op;
1422 } 1377 }
1378
1423 if (op->above==NULL) 1379 if (!op->above)
1424 SET_MAP_TOP(op->map,op->x, op->y, op); 1380 op->ms ().top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1426 1382
1427 if(op->type==PLAYER) 1383 if (op->type == PLAYER)
1384 {
1428 op->contr->do_los=1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1429 1389
1430 /* If we have a floor, we know the player, if any, will be above 1390 /* 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. 1391 * it, so save a few ticks and start from there.
1432 */ 1392 */
1433 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1394 if (object *pl = op->ms ().player ())
1435 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1436 tmp->contr->socket.update_look=1; 1396 pl->contr->ns->floorbox_update ();
1437 }
1438 1397
1439 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really 1399 * 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 1400 * 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 1401 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1446 * of effect may be sufficient. 1405 * of effect may be sufficient.
1447 */ 1406 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1450 1409
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1454 1412
1413 INVOKE_OBJECT (INSERT, op);
1455 1414
1456 /* Don't know if moving this to the end will break anything. However, 1415 /* 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. 1416 * we want to have floorbox_update called before calling this.
1458 * 1417 *
1459 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object(). 1421 * update_object().
1463 */ 1422 */
1464 1423
1465 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* 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) { 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1426 {
1468 if (check_move_on(op, originator)) 1427 if (check_move_on (op, originator))
1469 return NULL; 1428 return 0;
1470 1429
1471 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1431 * walk on's.
1473 */ 1432 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1476 return NULL; 1435 return 0;
1477 } 1436 }
1437
1478 return op; 1438 return op;
1479} 1439}
1480 1440
1481/* this function inserts an object in the map, but if it 1441/* 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. 1442 * 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. 1443 * op is the object to insert it under: supplies x and the map.
1484 */ 1444 */
1445void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1486 object *tmp; 1447{
1487 object *tmp1; 1448 object *tmp, *tmp1;
1488 1449
1489 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1490 1451
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1454 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1455
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1457
1500 1458 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1459 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1467}
1504 1468
1505/* 1469/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * 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 1471 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1474 * global static errmsg array.
1511 */ 1475 */
1512 1476object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1514 object *newob; 1479 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1481
1517 if(orig_ob->nrof<nr) { 1482 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1483 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1485 return NULL;
1521 } 1486 }
1487
1522 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1523 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1524 if ( ! is_removed) 1491 orig_ob->destroy (1);
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1529 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1498 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"); 1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1500 return NULL;
1536 } 1501 }
1537 } 1502 }
1503
1538 newob->nrof=nr; 1504 newob->nrof = nr;
1539 1505
1540 return newob; 1506 return newob;
1541} 1507}
1542 1508
1543/* 1509/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1511 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1547 * 1513 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1514 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1515 */
1550 1516
1517object *
1551object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1552{ 1519{
1553 object *tmp; 1520 object *tmp;
1554 player *pl;
1555 1521
1556 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1523 return op;
1558 1524
1559 if (i > op->nrof) 1525 if (i > op->nrof)
1560 i = op->nrof; 1526 i = op->nrof;
1561 1527
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1563 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1564 op->nrof -= i; 1570 op->nrof -= i;
1565 } 1571 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 } 1572 {
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); 1573 op->remove ();
1593 op->nrof = 0; 1574 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1575 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1576
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 */ 1577 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1612 if (op->nrof) 1581 if (op->nrof)
1613 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1614 else 1583 else
1615 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1616 } 1585 }
1617 } 1586 }
1618 1587
1619 if (op->nrof) { 1588 if (op->nrof)
1620 return op; 1589 return op;
1621 } else { 1590 else
1622 free_object (op); 1591 {
1592 op->destroy ();
1623 return NULL; 1593 return 0;
1624 } 1594 }
1625} 1595}
1626 1596
1627/* 1597/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1630 */ 1600 */
1631 1601
1602void
1632void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1633 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1634 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1609
1637 op->carrying+=weight; 1610 op->carrying += weight;
1638 op=op->env; 1611 op = op->env;
1639 } 1612 }
1640} 1613}
1641 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1642/* 1635/*
1643 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1644 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1645 * inside the object environment. 1638 * inside the object environment.
1646 * 1639 *
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 1640 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1654 */ 1642 */
1655 1643
1656object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1657 object *tmp, *otmp; 1647 object *tmp, *otmp;
1658 1648
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1650 op->remove ();
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
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) { 1652 if (op->more)
1653 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1655 return op;
1678 } 1656 }
1657
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1660 if (op->nrof)
1661 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1684 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1666 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1689 */ 1670 */
1690 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1693 op = tmp; 1674 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1677 break;
1697 } 1678 }
1698 1679
1699 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1682 * (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 1683 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1684 * the linking below
1704 */ 1685 */
1705 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1706 } else 1688 else
1707 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1708 1690
1709 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1710 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1694 otmp->update_stats ();
1713 }
1714 1695
1715 op->map=NULL; 1696 op->map = 0;
1716 op->env=where; 1697 op->env = this;
1717 op->above=NULL; 1698 op->above = 0;
1718 op->below=NULL; 1699 op->below = 0;
1719 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1720 1701
1721 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1723 { 1704 {
1724#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1708 if (map->darkness)
1709 update_all_los (map, x, y);
1729 } 1710 }
1730 1711
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1713 * It sure simplifies this function...
1733 */ 1714 */
1734 if (where->inv==NULL) 1715 if (!inv)
1735 where->inv=op; 1716 inv = op;
1736 else { 1717 else
1718 {
1737 op->below = where->inv; 1719 op->below = inv;
1738 op->below->above = op; 1720 op->below->above = op;
1739 where->inv = op; 1721 inv = op;
1740 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1741 return op; 1726 return op;
1742} 1727}
1743 1728
1744/* 1729/*
1745 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1759 * 1744 *
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * 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 1746 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1747 * on top.
1763 */ 1748 */
1764 1749int
1765int check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1766{ 1751{
1767 object *tmp; 1752 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1753 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1754 int x = op->x, y = op->y;
1755
1771 MoveType move_on, move_slow, move_block; 1756 MoveType move_on, move_slow, move_block;
1772 1757
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1758 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1759 return 0;
1775 1760
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1761 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); 1762 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); 1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1764
1782 /* if nothing on this space will slow op down or be applied, 1765 /* 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 1766 * 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 1767 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1768 * as walking.
1786 */ 1769 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1771 return 0;
1789 1772
1790 /* This is basically inverse logic of that below - basically, 1773 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1774 * 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 1775 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1776 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1777 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1778 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; 1779 return 0;
1797 1780
1798 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1800 */ 1783 */
1801 1784
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1786 {
1804 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1789 * we don't need to check all of them.
1807 */ 1790 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1792 break;
1793 }
1794
1795 for (; tmp; tmp = tmp->below)
1809 } 1796 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1797 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1812 1799
1813 /* Check to see if one of the movement types should be slowed down. 1800 /* 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 1801 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1802 * (~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 1803 * 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. 1804 * swim on that space, can't use it to avoid the penalty.
1818 */ 1805 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 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)) { 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 {
1823 1811
1824 float diff; 1812 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1813 diff = tmp->move_slow_penalty * FABS (op->speed);
1814
1827 if (op->type == PLAYER) { 1815 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1816 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))) { 1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1818 diff /= 4.0;
1831 } 1819
1832 }
1833 op->speed_left -= diff; 1820 op->speed_left -= diff;
1834 } 1821 }
1835 } 1822 }
1836 1823
1837 /* Basically same logic as above, except now for actual apply. */ 1824 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1825 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)) { 1826 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1827 {
1842 move_apply(tmp, op, originator); 1828 move_apply (tmp, op, originator);
1829
1843 if (was_destroyed (op, tag)) 1830 if (op->destroyed ())
1844 return 1; 1831 return 1;
1845 1832
1846 /* what the person/creature stepped onto has moved the object 1833 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1834 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1835 * have a feeling strange problems would result.
1849 */ 1836 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1837 if (op->map != m || op->x != x || op->y != y)
1838 return 0;
1851 } 1839 }
1852 } 1840 }
1841
1853 return 0; 1842 return 0;
1854} 1843}
1855 1844
1856/* 1845/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1860 */ 1849 */
1861 1850object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1851present_arch (const archetype *at, maptile *m, int x, int y)
1863 object *tmp; 1852{
1864 if(m==NULL || out_of_map(m,x,y)) { 1853 if (m == NULL || out_of_map (m, x, y))
1854 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1856 return NULL;
1867 } 1857 }
1858
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1869 if(tmp->arch == at) 1860 if (tmp->arch == at)
1870 return tmp; 1861 return tmp;
1862
1871 return NULL; 1863 return NULL;
1872} 1864}
1873 1865
1874/* 1866/*
1875 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1878 */ 1870 */
1879 1871object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1872present (unsigned char type, maptile *m, int x, int y)
1881 object *tmp; 1873{
1882 if(out_of_map(m,x,y)) { 1874 if (out_of_map (m, x, y))
1875 {
1883 LOG(llevError,"Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1877 return NULL;
1885 } 1878 }
1879
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1887 if(tmp->type==type) 1881 if (tmp->type == type)
1888 return tmp; 1882 return tmp;
1883
1889 return NULL; 1884 return NULL;
1890} 1885}
1891 1886
1892/* 1887/*
1893 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
1896 */ 1891 */
1897 1892object *
1898object *present_in_ob(unsigned char type, const object *op) { 1893present_in_ob (unsigned char type, const object *op)
1899 object *tmp; 1894{
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1896 if (tmp->type == type)
1902 return tmp; 1897 return tmp;
1898
1903 return NULL; 1899 return NULL;
1904} 1900}
1905 1901
1906/* 1902/*
1907 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
1915 * str is the string to match against. Note that we match against 1911 * 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 1912 * 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 1913 * spell code can use one object type (force), but change it's name
1918 * to be unique. 1914 * to be unique.
1919 */ 1915 */
1920 1916object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 1917present_in_ob_by_name (int type, const char *str, const object *op)
1922 object *tmp; 1918{
1923
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 1921 return tmp;
1927 } 1922
1928 return NULL; 1923 return 0;
1929} 1924}
1930 1925
1931/* 1926/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
1935 */ 1930 */
1936 1931object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 1932present_arch_in_ob (const archetype *at, const object *op)
1938 object *tmp; 1933{
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 1935 if (tmp->arch == at)
1941 return tmp; 1936 return tmp;
1937
1942 return NULL; 1938 return NULL;
1943} 1939}
1944 1940
1945/* 1941/*
1946 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
1947 */ 1943 */
1944void
1948void flag_inv(object*op, int flag){ 1945flag_inv (object *op, int flag)
1949 object *tmp; 1946{
1950 if(op->inv) 1947 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1949 {
1952 SET_FLAG(tmp, flag); 1950 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 1951 flag_inv (tmp, flag);
1954 } 1952 }
1953}
1954
1955}/* 1955/*
1956 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
1957 */ 1957 */
1958void
1958void unflag_inv(object*op, int flag){ 1959unflag_inv (object *op, int flag)
1959 object *tmp; 1960{
1960 if(op->inv) 1961 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1963 {
1962 CLEAR_FLAG(tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 1965 unflag_inv (tmp, flag);
1964 } 1966 }
1965} 1967}
1966 1968
1967/* 1969/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for 1972 * 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. 1973 * him/her-self and all object carried by a call to this function.
1972 */ 1974 */
1973 1975void
1974void set_cheat(object *op) { 1976set_cheat (object *op)
1977{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
1977} 1980}
1978 1981
1979/* 1982/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * 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 1984 * 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 1998 * 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 1999 * 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 2000 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2001 * customized, changed states, etc.
1999 */ 2002 */
2000 2003int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{
2002 int i,index=0, flag; 2006 int index = 0, flag;
2003 static int altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2004 2008
2005 for(i=start;i<stop;i++) { 2009 for (int i = start; i < stop; i++)
2010 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 2012 if (!flag)
2008 altern[index++]=i; 2013 altern [index++] = i;
2009 2014
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* 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. 2016 * 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 - 2017 * 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 2018 * 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 2019 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2017 */ 2022 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2024 stop = maxfree[i];
2020 } 2025 }
2021 if(!index) return -1; 2026
2027 if (!index)
2028 return -1;
2029
2022 return altern[RANDOM()%index]; 2030 return altern[RANDOM () % index];
2023} 2031}
2024 2032
2025/* 2033/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2036 * 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. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2038 */
2031 2039int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2033 int i; 2041{
2034 for(i=0;i<SIZEOFFREE;i++) { 2042 for (int i = 0; i < SIZEOFFREE; i++)
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2044 return i;
2037 } 2045
2038 return -1; 2046 return -1;
2039} 2047}
2040 2048
2041/* 2049/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2044 */ 2053 */
2054static void
2045static void permute(int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2046{ 2056{
2047 int i, j, tmp, len; 2057 arr += begin;
2058 end -= begin;
2048 2059
2049 len = end-begin; 2060 while (--end)
2050 for(i = begin; i < end; i++) 2061 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} 2062}
2059 2063
2060/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2065 * 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 2066 * 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 2067 * 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 2068 * 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. 2069 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2070 */
2071void
2067void get_search_arr(int *search_arr) 2072get_search_arr (int *search_arr)
2068{ 2073{
2069 int i; 2074 int i;
2070 2075
2071 for(i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2072 {
2073 search_arr[i] = i; 2077 search_arr[i] = i;
2074 }
2075 2078
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2082}
2080 2083
2081/* 2084/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2085 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2086 * given map at the given coordinates for live objects.
2088 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * 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 2092 * 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 2093 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2094 * there is capable of.
2092 */ 2095 */
2093 2096int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2097find_dir (maptile *m, int x, int y, object *exclude)
2098{
2095 int i,max=SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2100
2096 sint16 nx, ny; 2101 sint16 nx, ny;
2097 object *tmp; 2102 object *tmp;
2098 mapstruct *mp; 2103 maptile *mp;
2104
2099 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2100 2106
2101 if (exclude && exclude->head) { 2107 if (exclude && exclude->head)
2108 {
2102 exclude = exclude->head; 2109 exclude = exclude->head;
2103 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2104 } else { 2111 }
2112 else
2113 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2114 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2115 move_type = MOVE_ALL;
2116 }
2117
2118 for (i = 1; i < max; i++)
2107 } 2119 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2120 mp = m;
2111 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2113 2123
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2115 if (mflags & P_OUT_OF_MAP) { 2126 if (mflags & P_OUT_OF_MAP)
2127 max = maxfree[i];
2128 else
2129 {
2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2133
2134 if ((move_type & blocked) == move_type)
2116 max = maxfree[i]; 2135 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) { 2136 else if (mflags & P_IS_ALIVE)
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2137 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2126 break; 2141 break;
2127 } 2142
2128 }
2129 if(tmp) { 2143 if (tmp)
2130 return freedir[i]; 2144 return freedir[i];
2131 }
2132 } 2145 }
2133 } 2146 }
2134 } 2147 }
2148
2135 return 0; 2149 return 0;
2136} 2150}
2137 2151
2138/* 2152/*
2139 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2154 * distance between the two given objects.
2141 */ 2155 */
2142 2156int
2143int distance(const object *ob1, const object *ob2) { 2157distance (const object *ob1, const object *ob2)
2144 int i; 2158{
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2159 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} 2160}
2149 2161
2150/* 2162/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * 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 2164 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2154 */ 2166 */
2155 2167int
2156int find_dir_2(int x, int y) { 2168find_dir_2 (int x, int y)
2169{
2157 int q; 2170 int q;
2158 2171
2159 if(y) 2172 if (y)
2160 q=x*100/y; 2173 q = x * 100 / y;
2161 else if (x) 2174 else if (x)
2162 q= -300*x; 2175 q = -300 * x;
2163 else 2176 else
2164 return 0; 2177 return 0;
2165 2178
2166 if(y>0) { 2179 if (y > 0)
2180 {
2167 if(q < -242) 2181 if (q < -242)
2168 return 3 ; 2182 return 3;
2169 if (q < -41) 2183 if (q < -41)
2170 return 2 ; 2184 return 2;
2171 if (q < 41) 2185 if (q < 41)
2172 return 1 ; 2186 return 1;
2173 if (q < 242) 2187 if (q < 242)
2174 return 8 ; 2188 return 8;
2175 return 7 ; 2189 return 7;
2176 } 2190 }
2177 2191
2178 if (q < -242) 2192 if (q < -242)
2179 return 7 ; 2193 return 7;
2180 if (q < -41) 2194 if (q < -41)
2181 return 6 ; 2195 return 6;
2182 if (q < 41) 2196 if (q < 41)
2183 return 5 ; 2197 return 5;
2184 if (q < 242) 2198 if (q < 242)
2185 return 4 ; 2199 return 4;
2186 2200
2187 return 3 ; 2201 return 3;
2188} 2202}
2189 2203
2190/* 2204/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2205 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2206 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2207 * "overflow" in previous calculations of a direction).
2194 */ 2208 */
2195 2209
2210int
2196int absdir(int d) { 2211absdir (int d)
2197 while(d<1) d+=8; 2212{
2198 while(d>8) d-=8; 2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2199 return d; 2219 return d;
2200} 2220}
2201 2221
2202/* 2222/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2224 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2225 */
2206 2226
2227int
2207int dirdiff(int dir1, int dir2) { 2228dirdiff (int dir1, int dir2)
2229{
2208 int d; 2230 int d;
2231
2209 d = abs(dir1 - dir2); 2232 d = abs (dir1 - dir2);
2210 if(d>4) 2233 if (d > 4)
2211 d = 8 - d; 2234 d = 8 - d;
2235
2212 return d; 2236 return d;
2213} 2237}
2214 2238
2215/* peterm: 2239/* peterm:
2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * 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 2243 * 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. 2244 * 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 2245 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2246 * functions.
2223 */ 2247 */
2224
2225int reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2254 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2255 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2256 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2257 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2258 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2259 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2260 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2261 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2262 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2263 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2264 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2265 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2266 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2267 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2268 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2269 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2270 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2271 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2272 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2273 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2274 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2275 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2276 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2277 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2278 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2279 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2280 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2281 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2282 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2283 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2284 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2285 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2286 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2287 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2288 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2289 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2290 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2291 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2292 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2293 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2294 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2295 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2296 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2297 {24, 9, -1}
2298}; /* 48 */
2275 2299
2276/* Recursive routine to step back and see if we can 2300/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2303 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2281 */ 2305 */
2282 2306int
2283
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2308{
2285 sint16 dx, dy; 2309 sint16 dx, dy;
2286 int mflags; 2310 int mflags;
2287 2311
2312 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2289 2314
2290 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2316 dy = y + freearr_y[dir];
2292 2317
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2318 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2319
2295 /* This functional arguably was incorrect before - it was 2320 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2321 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2322 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2323 * 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 2324 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2325 * at least its move type.
2301 */ 2326 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2327 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2328 return 0;
2303 2329
2304 /* yes, can see. */ 2330 /* yes, can see. */
2305 if(dir < 9) return 1; 2331 if (dir < 9)
2332 return 1;
2333
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309} 2337}
2310 2338
2311
2312
2313/* 2339/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2340 * 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 2341 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2317 * 2343 *
2319 * core dumps if they do. 2345 * core dumps if they do.
2320 * 2346 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2347 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2348 */
2323 2349
2350int
2324int can_pick(const object *who, const object *item) { 2351can_pick (const object *who, const object *item)
2352{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2355 !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} 2356}
2330
2331 2357
2332/* 2358/*
2333 * create clone from object to another 2359 * create clone from object to another
2334 */ 2360 */
2361object *
2335object *object_create_clone (object *asrc) { 2362object_create_clone (object *asrc)
2363{
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2337 2365
2338 if(!asrc) return NULL; 2366 if (!asrc)
2367 return 0;
2368
2339 src = asrc; 2369 src = asrc;
2340 if(src->head) 2370 if (src->head)
2341 src = src->head; 2371 src = src->head;
2342 2372
2343 prev = NULL; 2373 prev = 0;
2344 for(part = src; part; part = part->more) { 2374 for (part = src; part; part = part->more)
2345 tmp = get_object(); 2375 {
2346 copy_object(part,tmp); 2376 tmp = part->clone ();
2347 tmp->x -= src->x; 2377 tmp->x -= src->x;
2348 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2349 if(!part->head) { 2380 if (!part->head)
2381 {
2350 dst = tmp; 2382 dst = tmp;
2351 tmp->head = NULL; 2383 tmp->head = 0;
2384 }
2352 } else { 2385 else
2353 tmp->head = dst; 2386 tmp->head = dst;
2354 } 2387
2355 tmp->more = NULL; 2388 tmp->more = 0;
2389
2356 if(prev) 2390 if (prev)
2357 prev->more = tmp; 2391 prev->more = tmp;
2392
2358 prev = tmp; 2393 prev = tmp;
2359 } 2394 }
2360 /*** copy inventory ***/ 2395
2361 for(item = src->inv; item; item = item->below) { 2396 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2398
2365 return dst; 2399 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} 2400}
2375 2401
2376/* GROS - Creates an object using a string representing its content. */ 2402/* 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 */ 2403/* 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, */ 2404/* 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. */ 2405/* 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. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2382 2408object *
2383object* load_object_str(const char *obstr) 2409load_object_str (const char *obstr)
2384{ 2410{
2385 object *op; 2411 object *op;
2386 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2413
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2415
2389 FILE *tempfile=fopen(filename,"w"); 2416 FILE *tempfile = fopen (filename, "w");
2417
2390 if (tempfile == NULL) 2418 if (tempfile == NULL)
2391 { 2419 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2421 return NULL;
2394 }; 2422 }
2423
2395 fprintf(tempfile,obstr); 2424 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2425 fclose (tempfile);
2397 2426
2398 op=get_object(); 2427 op = object::create ();
2399 2428
2400 object_thawer thawer (filename); 2429 object_thawer thawer (filename);
2401 2430
2402 if (thawer) 2431 if (thawer)
2403 load_object(thawer,op,0); 2432 load_object (thawer, op, 0);
2404 2433
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2435 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2436
2408 return op; 2437 return op;
2409} 2438}
2410 2439
2411/* This returns the first object in who's inventory that 2440/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2441 * has the same type and subtype match.
2413 * returns NULL if no match. 2442 * returns NULL if no match.
2414 */ 2443 */
2444object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2446{
2417 object *tmp;
2418
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2448 if (tmp->type == type && tmp->subtype == subtype)
2449 return tmp;
2421 2450
2422 return NULL; 2451 return 0;
2423} 2452}
2424 2453
2425/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2455 * otherwise return NULL.
2427 * 2456 *
2428 * key must be a passed in shared string - otherwise, this won't 2457 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2458 * do the desired thing.
2430 */ 2459 */
2460key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2461get_ob_key_link (const object *ob, const char *key)
2432 key_value * link; 2462{
2433
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2463 for (key_value *link = ob->key_values; link; link = link->next)
2435 if (link->key == key) { 2464 if (link->key == key)
2436 return link; 2465 return link;
2437 } 2466
2438 } 2467 return 0;
2439 2468}
2440 return NULL;
2441}
2442 2469
2443/* 2470/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2472 *
2446 * The argument doesn't need to be a shared string. 2473 * The argument doesn't need to be a shared string.
2447 * 2474 *
2448 * The returned string is shared. 2475 * The returned string is shared.
2449 */ 2476 */
2477const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2478get_ob_key_value (const object *op, const char *const key)
2479{
2451 key_value * link; 2480 key_value *link;
2452 const char * canonical_key; 2481 shstr_cmp canonical_key (key);
2482
2483 if (!canonical_key)
2453 2484 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2485 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2486 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2487 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2488 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2489 */
2462 return NULL; 2490 return 0;
2463 } 2491 }
2464 2492
2465 /* This is copied from get_ob_key_link() above - 2493 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2494 * only 4 lines, and saves the function call overhead.
2467 */ 2495 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2496 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2497 if (link->key == canonical_key)
2470 return link->value; 2498 return link->value;
2471 } 2499
2472 } 2500 return 0;
2473 return NULL;
2474} 2501}
2475 2502
2476 2503
2477/* 2504/*
2478 * Updates the canonical_key in op to value. 2505 * 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 2509 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2510 * keys.
2484 * 2511 *
2485 * Returns TRUE on success. 2512 * Returns TRUE on success.
2486 */ 2513 */
2514int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2516{
2488 key_value * field = NULL, *last=NULL; 2517 key_value *field = NULL, *last = NULL;
2489 2518
2490 for (field=op->key_values; field != NULL; field=field->next) { 2519 for (field = op->key_values; field != NULL; field = field->next)
2520 {
2491 if (field->key != canonical_key) { 2521 if (field->key != canonical_key)
2522 {
2492 last = field; 2523 last = field;
2493 continue; 2524 continue;
2494 } 2525 }
2495 2526
2496 if (value) 2527 if (value)
2497 field->value = value; 2528 field->value = value;
2498 else { 2529 else
2530 {
2499 /* Basically, if the archetype has this key set, 2531 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2532 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2533 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2534 * we get this value back again.
2503 */ 2535 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2536 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2537 field->value = 0;
2538 else
2539 {
2540 if (last)
2541 last->next = field->next;
2506 else 2542 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2543 op->key_values = field->next;
2510 2544
2511 delete field; 2545 delete field;
2512 } 2546 }
2513 } 2547 }
2514 return TRUE; 2548 return TRUE;
2515 } 2549 }
2516 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2517 2551
2518 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2519 2553
2520 if (!add_key) { 2554 if (!add_key)
2521 return FALSE; 2555 return FALSE;
2522 } 2556
2523 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2527 * should pass in "" 2561 * should pass in ""
2528 */ 2562 */
2529 if (value == NULL) return TRUE; 2563 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; 2564 return TRUE;
2565
2566 field = new key_value;
2567
2568 field->key = canonical_key;
2569 field->value = value;
2570 /* Usual prepend-addition. */
2571 field->next = op->key_values;
2572 op->key_values = field;
2573
2574 return TRUE;
2540} 2575}
2541 2576
2542/* 2577/*
2543 * Updates the key in op to value. 2578 * Updates the key in op to value.
2544 * 2579 *
2546 * and not add new ones. 2581 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2582 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2583 *
2549 * Returns TRUE on success. 2584 * Returns TRUE on success.
2550 */ 2585 */
2586int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2587set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2588{
2553 shstr key_ (key); 2589 shstr key_ (key);
2590
2554 return set_ob_key_value_s (op, key_, value, add_key); 2591 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2592}
2593
2594object::depth_iterator::depth_iterator (object *container)
2595: iterator_base (container)
2596{
2597 while (item->inv)
2598 item = item->inv;
2599}
2600
2601void
2602object::depth_iterator::next ()
2603{
2604 if (item->below)
2605 {
2606 item = item->below;
2607
2608 while (item->inv)
2609 item = item->inv;
2610 }
2611 else
2612 item = item->env;
2613}
2614
2615// return a suitable string describing an objetc in enough detail to find it
2616const char *
2617object::debug_desc (char *info) const
2618{
2619 char info2[256 * 3];
2620 char *p = info;
2621
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2623 count,
2624 &name,
2625 title ? " " : "",
2626 title ? (const char *)title : "");
2627
2628 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630
2631 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633
2634 return info;
2635}
2636
2637const char *
2638object::debug_desc () const
2639{
2640 static char info[256 * 3];
2641 return debug_desc (info);
2642}
2643

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines