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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.79 by root, Sat Dec 23 06:30:49 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.19 2006/09/08 17:14:07 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 472/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 478 * will point at garbage.
580 */ 479 */
581 480void
582void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
583{ 482{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 485
587 op2->clone (op); 486 *(object_copy *)dst = *this;
588 487
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
592 if (op2->speed < 0) 497 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 499
595 /* Copy over key_values, if any. */ 500 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 501 if (key_values)
597 { 502 {
598 key_value *tail = NULL; 503 key_value *tail = 0;
599 key_value *i; 504 key_value *i;
600 505
601 op->key_values = NULL; 506 dst->key_values = 0;
602 507
603 for (i = op2->key_values; i != NULL; i = i->next) 508 for (i = key_values; i; i = i->next)
604 { 509 {
605 key_value *new_link = new key_value; 510 key_value *new_link = new key_value;
606 511
607 new_link->next = NULL; 512 new_link->next = 0;
608 new_link->key = i->key; 513 new_link->key = i->key;
609 new_link->value = i->value; 514 new_link->value = i->value;
610 515
611 /* Try and be clever here, too. */ 516 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 517 if (!dst->key_values)
613 { 518 {
614 op->key_values = new_link; 519 dst->key_values = new_link;
615 tail = new_link; 520 tail = new_link;
616 } 521 }
617 else 522 else
618 { 523 {
619 tail->next = new_link; 524 tail->next = new_link;
620 tail = new_link; 525 tail = new_link;
621 } 526 }
622 } 527 }
623 } 528 }
624 529
625 update_ob_speed (op); 530 update_ob_speed (dst);
626} 531}
627 532
533object *
628object::object () 534object::clone ()
629{ 535{
630 count = ++ob_count; 536 object *neu = create ();
631 537 copy_to (neu);
632 next = objects; 538 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 539}
649 540
650/* 541/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 542 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 543 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 544 * be called to update the face variable, _and_ how it looks on the map.
654 */ 545 */
655 546
547void
656void update_turn_face(object *op) { 548update_turn_face (object *op)
549{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 551 return;
659 SET_ANIMATION(op, op->direction); 552 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 553 update_object (op, UP_OBJ_FACE);
661} 554}
662 555
663/* 556/*
664 * Updates the speed of an object. If the speed changes from 0 to another 557 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 558 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 559 * This function needs to be called whenever the speed of an object changes.
667 */ 560 */
668 561void
669void update_ob_speed(object *op) { 562update_ob_speed (object *op)
563{
670 extern int arch_init; 564 extern int arch_init;
671 565
672 /* No reason putting the archetypes objects on the speed list, 566 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 567 * since they never really need to be updated.
674 */ 568 */
675 569
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES 573#ifdef MANY_CORES
679 abort(); 574 abort ();
680#else 575#else
681 op->speed = 0; 576 op->speed = 0;
682#endif 577#endif
683 } 578 }
579
684 if (arch_init) { 580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 {
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
685 return; 587 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 588
692 /* process_events() expects us to insert the object at the beginning 589 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 590 * of the list. */
694 op->active_next = active_objects; 591 op->active_next = active_objects;
592
695 if (op->active_next!=NULL) 593 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 594 op->active_next->active_prev = op;
595
697 active_objects = op; 596 active_objects = op;
597 }
598 else
698 } 599 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 600 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 601 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 602 return;
703 603
704 if (op->active_prev==NULL) { 604 if (op->active_prev == NULL)
605 {
705 active_objects = op->active_next; 606 active_objects = op->active_next;
607
706 if (op->active_next!=NULL) 608 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 609 op->active_next->active_prev = NULL;
610 }
611 else
708 } 612 {
709 else {
710 op->active_prev->active_next = op->active_next; 613 op->active_prev->active_next = op->active_next;
614
711 if (op->active_next) 615 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 616 op->active_next->active_prev = op->active_prev;
713 } 617 }
618
714 op->active_next = NULL; 619 op->active_next = NULL;
715 op->active_prev = NULL; 620 op->active_prev = NULL;
716 } 621 }
717} 622}
718 623
719/* This function removes object 'op' from the list of active 624/* This function removes object 'op' from the list of active
720 * objects. 625 * objects.
722 * reference maps where you don't want an object that isn't 627 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 628 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 629 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 630 * will do the right thing based on the speed of the object.
726 */ 631 */
632void
727void remove_from_active_list(object *op) 633remove_from_active_list (object *op)
728{ 634{
729 /* If not on the active list, nothing needs to be done */ 635 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 636 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 637 return;
732 638
733 if (op->active_prev==NULL) { 639 if (op->active_prev == NULL)
640 {
734 active_objects = op->active_next; 641 active_objects = op->active_next;
735 if (op->active_next!=NULL) 642 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 643 op->active_next->active_prev = NULL;
644 }
645 else
737 } 646 {
738 else {
739 op->active_prev->active_next = op->active_next; 647 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 648 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 649 op->active_next->active_prev = op->active_prev;
742 } 650 }
743 op->active_next = NULL; 651 op->active_next = NULL;
744 op->active_prev = NULL; 652 op->active_prev = NULL;
745} 653}
746 654
747/* 655/*
748 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 658 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 659 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 660 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 661 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
755 * 663 *
756 * action is a hint of what the caller believes need to be done. 664 * action is a hint of what the caller believes need to be done.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 665 * current action are:
762 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 668 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 669 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
767 */ 671 */
768 672void
769void update_object(object *op, int action) { 673update_object (object *op, int action)
770 int update_now=0, flags; 674{
771 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
772 676
773 if (op == NULL) { 677 if (op == NULL)
678 {
774 /* this should never happen */ 679 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 681 return;
777 }
778 682 }
779 if(op->env!=NULL) { 683
684 if (op->env)
685 {
780 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
781 * to do in this case. 687 * to do in this case.
782 */ 688 */
783 return; 689 return;
784 } 690 }
785 691
786 /* If the map is saving, don't do anything as everything is 692 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 693 * going to get freed anyways.
788 */ 694 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 695 if (!op->map || op->map->in_memory == MAP_SAVING)
790 696 return;
697
791 /* make sure the object is within map boundaries */ 698 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 700 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 701 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 702#ifdef MANY_CORES
796 abort(); 703 abort ();
797#endif 704#endif
798 return; 705 return;
799 }
800 706 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 707
708 mapspace &m = op->ms ();
709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
808 if (action == UP_OBJ_INSERT) { 712 else if (action == UP_OBJ_INSERT)
713 {
714 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 721 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if ((move_on | op->move_on) != move_on) update_now=1;
822 if ((move_off | op->move_off) != move_off) update_now=1; 722 || (m.move_off | op->move_off ) != m.move_off
723 || (m.move_slow | op->move_slow) != m.move_slow
823 /* This isn't perfect, but I don't expect a lot of objects to 724 /* This isn't perfect, but I don't expect a lot of objects to
824 * to have move_allow right now. 725 * to have move_allow right now.
825 */ 726 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
827 update_now=1; 728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 729 m.flags_ = P_NEED_UPDATE;
829 } 730 }
830 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 733 * that is being removed.
833 */ 734 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 736 m.flags_ = P_NEED_UPDATE;
836 } else if (action == UP_OBJ_FACE) { 737 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 738 /* Nothing to do for that case */ ;
838 }
839 else { 739 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 741
843 if (update_now) {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y);
846 }
847
848 if(op->more!=NULL) 742 if (op->more)
849 update_object(op->more, action); 743 update_object (op->more, action);
850} 744}
851 745
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object ()
763{
764 SET_FLAG (this, FLAG_REMOVED);
765
766 expmul = 1.0;
767 face = blank_face;
768}
769
770object::~object ()
771{
772 free_key_values (this);
773}
774
775void object::link ()
776{
777 count = ++ob_count;
778 uuid = gen_uuid ();
779
780 prev = 0;
781 next = object::first;
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787}
788
789void object::unlink ()
790{
791 if (this == object::first)
792 object::first = next;
793
794 /* Remove this object from the list of used objects */
795 if (prev) prev->next = next;
796 if (next) next->prev = prev;
797
798 prev = 0;
799 next = 0;
800}
801
802object *object::create ()
803{
804 object *op = new object;
805 op->link ();
806 return op;
807}
852 808
853/* 809/*
854 * free_object() frees everything allocated by an object, removes 810 * free_object() frees everything allocated by an object, removes
855 * it from the list of used objects, and puts it on the list of 811 * it from the list of used objects, and puts it on the list of
856 * free objects. The IS_FREED() flag is set in the object. 812 * free objects. The IS_FREED() flag is set in the object.
857 * The object must have been removed by remove_ob() first for 813 * The object must have been removed by remove_ob() first for
858 * this function to succeed. 814 * this function to succeed.
859 * 815 *
860 * If free_inventory is set, free inventory as well. Else drop items in 816 * If destroy_inventory is set, free inventory as well. Else drop items in
861 * inventory to the ground. 817 * inventory to the ground.
862 */ 818 */
863 819void object::destroy (bool destroy_inventory)
864void
865free_object (object * ob)
866{ 820{
867 free_object2 (ob, 0);
868}
869
870void
871free_object2 (object * ob, int free_inventory)
872{
873 object *tmp, *op;
874
875 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 821 if (QUERY_FLAG (this, FLAG_FREED))
876 { 822 return;
877 LOG (llevDebug, "Free object called with non removed object\n");
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883 823
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 824 if (QUERY_FLAG (this, FLAG_FRIENDLY))
885 {
886 LOG (llevMonster, "Warning: tried to free friendly object.\n");
887 remove_friendly_object (ob); 825 remove_friendly_object (this);
888 }
889 826
890 if (QUERY_FLAG (ob, FLAG_FREED)) 827 if (!QUERY_FLAG (this, FLAG_REMOVED))
891 { 828 remove ();
892 dump_object (ob); 829
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 830 SET_FLAG (this, FLAG_FREED);
894 return; 831
832 if (more)
895 } 833 {
896 834 more->destroy (destroy_inventory);
897 if (ob->more != NULL) 835 more = 0;
898 { 836 }
899 free_object2 (ob->more, free_inventory);
900 ob->more = NULL;
901 }
902 837
903 if (ob->inv) 838 if (inv)
904 { 839 {
905 /* Only if the space blocks everything do we not process - 840 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects 841 * if some form of movement is allowed, let objects
907 * drop on that space. 842 * drop on that space.
908 */ 843 */
909 if (free_inventory || ob->map == NULL 844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
910 || ob->map->in_memory != MAP_IN_MEMORY 845 {
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 846 object *op = inv;
912 {
913 op = ob->inv;
914 847
915 while (op != NULL) 848 while (op)
916 { 849 {
917 tmp = op->below; 850 object *tmp = op->below;
918 remove_ob (op); 851 op->destroy (destroy_inventory);
919 free_object2 (op, free_inventory);
920 op = tmp; 852 op = tmp;
921 } 853 }
922 } 854 }
923 else 855 else
924 { /* Put objects in inventory onto this space */ 856 { /* Put objects in inventory onto this space */
925 op = ob->inv; 857 object *op = inv;
926 858
927 while (op != NULL) 859 while (op)
928 { 860 {
929 tmp = op->below; 861 object *tmp = op->below;
930 remove_ob (op);
931 862
863 op->remove ();
864
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 867 op->destroy ();
935 free_object (op); 868 else
936 else 869 {
937 { 870 op->x = x;
938 op->x = ob->x; 871 op->y = y;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
941 } 873 }
942 874
943 op = tmp; 875 op = tmp;
876 }
877 }
944 } 878 }
945 } 879
880 // hack to ensure that freed objects still have a valid map
881 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes
883
884 if (!freed_map)
885 {
886 freed_map = new maptile;
887
888 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3;
890 freed_map->height = 3;
891
892 freed_map->allocate ();
946 } 893 }
894
895 map = freed_map;
896 x = 1;
897 y = 1;
898 }
899
900 // clear those pointers that likely might have circular references to us
901 owner = 0;
902 enemy = 0;
903 attacked_by = 0;
904
905 // only relevant for players(?), but make sure of it anyways
906 contr = 0;
947 907
948 /* Remove object from the active list */ 908 /* Remove object from the active list */
949 ob->speed = 0; 909 speed = 0;
950 update_ob_speed (ob); 910 update_ob_speed (this);
951 911
952 SET_FLAG (ob, FLAG_FREED); 912 unlink ();
953 ob->count = 0;
954 913
955 /* Remove this object from the list of used objects */ 914 mortals.push_back (this);
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 }
963 else
964 {
965 ob->prev->next = ob->next;
966
967 if (ob->next != NULL)
968 ob->next->prev = ob->prev;
969 }
970
971 free_key_values (ob);
972
973 /* Now link it with the free_objects list: */
974 ob->prev = 0;
975 ob->next = 0;
976
977 delete ob;
978} 915}
979 916
980/* 917/*
981 * sub_weight() recursively (outwards) subtracts a number from the 918 * sub_weight() recursively (outwards) subtracts a number from the
982 * weight of an object (and what is carried by it's environment(s)). 919 * weight of an object (and what is carried by it's environment(s)).
983 */ 920 */
984 921void
985void sub_weight (object *op, signed long weight) { 922sub_weight (object *op, signed long weight)
923{
986 while (op != NULL) { 924 while (op != NULL)
925 {
987 if (op->type == CONTAINER) { 926 if (op->type == CONTAINER)
988 weight=(signed long)(weight*(100-op->stats.Str)/100); 927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
989 } 928
990 op->carrying-=weight; 929 op->carrying -= weight;
991 op = op->env; 930 op = op->env;
992 } 931 }
993} 932}
994 933
995/* remove_ob(op): 934/* op->remove ():
996 * This function removes the object op from the linked list of objects 935 * This function removes the object op from the linked list of objects
997 * which it is currently tied to. When this function is done, the 936 * which it is currently tied to. When this function is done, the
998 * object will have no environment. If the object previously had an 937 * object will have no environment. If the object previously had an
999 * environment, the x and y coordinates will be updated to 938 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 939 * the previous environment.
1001 * Beware: This function is called from the editor as well! 940 * Beware: This function is called from the editor as well!
1002 */ 941 */
1003 942void
1004void remove_ob(object *op) { 943object::remove ()
944{
1005 object *tmp,*last=NULL; 945 object *tmp, *last = 0;
1006 object *otmp; 946 object *otmp;
1007 tag_t tag; 947
1008 int check_walk_off; 948 int check_walk_off;
1009 mapstruct *m;
1010 sint16 x,y;
1011
1012 949
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 950 if (QUERY_FLAG (this, FLAG_REMOVED))
1014 dump_object(op); 951 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 952
1017 /* Changed it to always dump core in this case. As has been learned
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031
1032 SET_FLAG(op, FLAG_REMOVED); 953 SET_FLAG (this, FLAG_REMOVED);
1033 954
955 if (more)
956 more->remove ();
957
1034 /* 958 /*
1035 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1036 * inventory. 960 * inventory.
1037 */ 961 */
1038 if(op->env!=NULL) { 962 if (env)
963 {
1039 if(op->nrof) 964 if (nrof)
1040 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1041 else 966 else
1042 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1043 968
1044 /* 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
1045 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 971 * to save cpu time.
1047 */ 972 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1050 fix_player(otmp);
1051 975
1052 if(op->above!=NULL) 976 if (above != NULL)
1053 op->above->below=op->below; 977 above->below = below;
1054 else 978 else
1055 op->env->inv=op->below; 979 env->inv = below;
1056 980
1057 if(op->below!=NULL) 981 if (below != NULL)
1058 op->below->above=op->above; 982 below->above = above;
1059 983
1060 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1061 * 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
1062 * 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 /* Re did the following section of code - it looks like it had
996 * lots of logic for things we no longer care about
997 */
998
999 /* link the object above us */
1000 if (above)
1001 above->below = below;
1002 else
1003 map->at (x, y).top = below; /* we were top, set new top */
1004
1005 /* Relink the object below us, if there is one */
1006 if (below)
1007 below->above = above;
1008 else
1009 {
1010 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is
1012 * evident
1063 */ 1013 */
1064 op->x=op->env->x,op->y=op->env->y; 1014 if (GET_MAP_OB (map, x, y) != this)
1065 op->map=op->env->map; 1015 {
1066 op->above=NULL,op->below=NULL; 1016 char *dump = dump_object (this);
1067 op->env=NULL; 1017 LOG (llevError,
1018 "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);
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024
1025 map->at (x, y).bottom = above; /* goes on above it. */
1026 }
1027
1028 above = 0;
1029 below = 0;
1030
1031 if (map->in_memory == MAP_SAVING)
1068 return; 1032 return;
1069 }
1070 1033
1071 /* If we get here, we are removing it from a map */
1072 if (op->map == NULL) return;
1073
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord(op->map, &x, &y);
1077
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091
1092 /* Re did the following section of code - it looks like it had
1093 * lots of logic for things we no longer care about
1094 */
1095
1096 /* link the object above us */
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if(GET_MAP_OB(m,x,y)!=op) {
1111 dump_object(op);
1112 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);
1113 dump_object(GET_MAP_OB(m,x,y));
1114 LOG(llevError,"%s\n",errmsg);
1115 }
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1035
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1037 {
1127 /* No point updating the players look faces if he is the object 1038 /* No point updating the players look faces if he is the object
1128 * being removed. 1039 * being removed.
1129 */ 1040 */
1130 1041
1131 if(tmp->type==PLAYER && tmp!=op) { 1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1132 /* If a container that the player is currently using somehow gets 1044 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view 1045 * removed (most likely destroyed), update the player view
1134 * appropriately. 1046 * appropriately.
1135 */ 1047 */
1136 if (tmp->container==op) { 1048 if (tmp->container == this)
1049 {
1137 CLEAR_FLAG(op, FLAG_APPLIED); 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container=NULL; 1051 tmp->container = 0;
1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1139 } 1055 }
1140 tmp->contr->socket.update_look=1; 1056
1141 }
1142 /* See if player moving off should effect something */ 1057 /* See if player moving off should effect something */
1143 if (check_walk_off && ((op->move_type & tmp->move_off) && 1058 if (check_walk_off
1059 && ((move_type & tmp->move_off)
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1145 1061 {
1146 move_apply(tmp, op, NULL); 1062 move_apply (tmp, this, 0);
1063
1147 if (was_destroyed (op, tag)) { 1064 if (destroyed ())
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 } 1066 }
1151 }
1152 1067
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154 1069
1155 if(tmp->above == tmp) 1070 if (tmp->above == tmp)
1156 tmp->above = NULL; 1071 tmp->above = 0;
1072
1157 last=tmp; 1073 last = tmp;
1158 } 1074 }
1075
1159 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1160 if (last==NULL) { 1077 if (!last)
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1078 map->at (x, y).flags_ = P_NEED_UPDATE;
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1163 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways.
1165 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y);
1168 }
1169 else 1079 else
1170 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1171 1081
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1173 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1174 1084 }
1175} 1085}
1176 1086
1177/* 1087/*
1178 * merge_ob(op,top): 1088 * merge_ob(op,top):
1179 * 1089 *
1180 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1091 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1183 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1184 */ 1094 */
1185 1095object *
1186object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1187 if(!op->nrof) 1098 if (!op->nrof)
1188 return 0; 1099 return 0;
1100
1189 if(top==NULL) 1101 if (top == NULL)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top != NULL && top->above != NULL; top = top->above);
1103
1191 for(;top!=NULL;top=top->below) { 1104 for (; top != NULL; top = top->below)
1105 {
1192 if(top==op) 1106 if (top == op)
1193 continue; 1107 continue;
1194 if (CAN_MERGE(op,top)) 1108
1195 { 1109 if (object::can_merge (op, top))
1110 {
1196 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1115 op->destroy ();
1200 free_object(op);
1201 return top; 1116 return top;
1202 } 1117 }
1203 } 1118 }
1119
1204 return NULL; 1120 return 0;
1205} 1121}
1206 1122
1207/* 1123/*
1208 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1209 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1210 */ 1126 */
1127object *
1211object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{
1212 object* tmp; 1130 object *tmp;
1131
1213 if (op->head) 1132 if (op->head)
1214 op=op->head; 1133 op = op->head;
1134
1215 for (tmp=op;tmp;tmp=tmp->more){ 1135 for (tmp = op; tmp; tmp = tmp->more)
1136 {
1216 tmp->x=x+tmp->arch->clone.x; 1137 tmp->x = x + tmp->arch->clone.x;
1217 tmp->y=y+tmp->arch->clone.y; 1138 tmp->y = y + tmp->arch->clone.y;
1218 } 1139 }
1140
1219 return insert_ob_in_map (op, m, originator, flag); 1141 return insert_ob_in_map (op, m, originator, flag);
1220} 1142}
1221 1143
1222/* 1144/*
1223 * insert_ob_in_map (op, map, originator, flag): 1145 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1146 * This function inserts the object in the two-way linked list
1238 * new object if 'op' was merged with other object 1160 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1161 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1162 * just 'op' otherwise
1241 */ 1163 */
1242 1164
1165object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1167{
1245 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1246 sint16 x,y; 1169 sint16 x, y;
1247 1170
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1249 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239
1240 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work
1243 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1245 x = op->x;
1246 y = op->y;
1247
1248 /* this has to be done after we translate the coordinates.
1249 */
1250 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1252 if (object::can_merge (op, tmp))
1253 {
1254 op->nrof += tmp->nrof;
1255 tmp->destroy ();
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 ().bottom = 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 = NULL;
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
1303 while (top != NULL)
1304 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top;
1307
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1309 {
1310 /* We insert above top, so we want this object below this */
1311 top = top->below;
1312 break;
1313 }
1314
1315 last = top;
1316 top = top->above;
1317 }
1318
1319 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last;
1321
1322 /* We let update_position deal with figuring out what the space
1323 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result.
1325 */
1326
1327 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66
1329 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd.
1332 */
1333 if (!(flag & INS_ON_TOP) &&
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1335 {
1336 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break;
1339 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we
1342 * set top to the object below us.
1343 */
1344 if (last && last->below && last != floor)
1345 top = last->below;
1346 }
1347 } /* If objects on this space */
1348
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor;
1354
1355 /* Top is the object that our object (op) is going to get inserted above.
1356 */
1357
1358 /* First object on this space */
1359 if (!top)
1360 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362
1363 if (op->above)
1364 op->above->below = op;
1365
1366 op->below = NULL;
1367 op->ms ().bottom = op;
1368 }
1369 else
1370 { /* get inserted into the stack above top */
1371 op->above = top->above;
1372
1373 if (op->above)
1374 op->above->below = op;
1375
1376 op->below = top;
1377 top->above = op;
1378 }
1379
1380 if (op->above == NULL)
1381 op->ms ().top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */
1383
1384 if (op->type == PLAYER)
1385 op->contr->do_los = 1;
1386
1387 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there.
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ())
1392 pl->contr->ns->floorbox_update ();
1393
1394 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area
1401 * of effect may be sufficient.
1402 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y);
1405
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT);
1408
1409 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this.
1411 *
1412 * check_move_on() must be after this because code called from
1413 * check_move_on() depends on correct map flags (so functions like
1414 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object().
1416 */
1417
1418 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 {
1421 if (check_move_on (op, originator))
1250 return NULL; 1422 return NULL;
1251 }
1252 if(m==NULL) {
1253 dump_object(op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1255 return op;
1256 }
1257 if(out_of_map(m,op->x,op->y)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1260#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted.
1264 */
1265 abort();
1266#endif
1267 return op;
1268 }
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1270 dump_object(op);
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1272 return op;
1273 }
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */
1276 1423
1277 object *more = op->more;
1278
1279 /* We really need the caller to normalize coordinates - if
1280 * we set the map, that doesn't work if the location is within
1281 * a map and this is straddling an edge. So only if coordinate
1282 * is clear wrong do we normalize it.
1283 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1285 more->map = get_map_from_coord(m, &more->x, &more->y);
1286 } else if (!more->map) {
1287 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent.
1289 */
1290 more->map = m;
1291 }
1292
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1294 if ( ! op->head)
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1296 return NULL;
1297 }
1298 }
1299 CLEAR_FLAG(op,FLAG_REMOVED);
1300
1301 /* Ideally, the caller figures this out. However, it complicates a lot
1302 * of areas of callers (eg, anything that uses find_free_spot would now
1303 * need extra work
1304 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y);
1306 x = op->x;
1307 y = op->y;
1308
1309 /* this has to be done after we translate the coordinates.
1310 */
1311 if(op->nrof && !(flag & INS_NO_MERGE)) {
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1313 if (CAN_MERGE(op,tmp)) {
1314 op->nrof+=tmp->nrof;
1315 remove_ob(tmp);
1316 free_object(tmp);
1317 }
1318 }
1319
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324
1325 if (flag & INS_BELOW_ORIGINATOR) {
1326 if (originator->map != op->map || originator->x != op->x ||
1327 originator->y != op->y) {
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort();
1330 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else {
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /*
1342 * If there are multiple objects on this space, we do some trickier handling.
1343 * We've already dealt with merging if appropriate.
1344 * Generally, we want to put the new object on top. But if
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1346 * floor, we want to insert above that and no further.
1347 * Also, if there are spell objects on this space, we stop processing
1348 * once we get to them. This reduces the need to traverse over all of
1349 * them when adding another one - this saves quite a bit of cpu time
1350 * when lots of spells are cast in one area. Currently, it is presumed
1351 * that flying non pickable objects are spell objects.
1352 */
1353
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above;
1367 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */
1395 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y);
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1398
1399 /* Top is the object that our object (op) is going to get inserted above.
1400 */
1401
1402 /* First object on this space */
1403 if (!top) {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y);
1405 if (op->above) op->above->below = op;
1406 op->below = NULL;
1407 SET_MAP_OB(op->map, op->x, op->y, op);
1408 } else { /* get inserted into the stack above top */
1409 op->above = top->above;
1410 if (op->above) op->above->below = op;
1411 op->below = top;
1412 top->above = op;
1413 }
1414 if (op->above==NULL)
1415 SET_MAP_TOP(op->map,op->x, op->y, op);
1416 } /* else not INS_BELOW_ORIGINATOR */
1417
1418 if(op->type==PLAYER)
1419 op->contr->do_los=1;
1420
1421 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there.
1423 */
1424 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1426 if (tmp->type == PLAYER)
1427 tmp->contr->socket.update_look=1;
1428 }
1429
1430 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area
1437 * of effect may be sufficient.
1438 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y);
1441
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT);
1445
1446
1447 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this.
1449 *
1450 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object().
1454 */
1455
1456 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1459 if (check_move_on(op, originator))
1460 return NULL;
1461
1462 /* If we are a multi part object, lets work our way through the check 1424 /* If we are a multi part object, lets work our way through the check
1463 * walk on's. 1425 * walk on's.
1464 */ 1426 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1428 if (check_move_on (tmp, originator))
1467 return NULL; 1429 return NULL;
1468 } 1430 }
1431
1469 return op; 1432 return op;
1470} 1433}
1471 1434
1472/* this function inserts an object in the map, but if it 1435/* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first. 1436 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map. 1437 * op is the object to insert it under: supplies x and the map.
1475 */ 1438 */
1439void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1477 object *tmp; 1441{
1478 object *tmp1; 1442 object *tmp, *tmp1;
1479 1443
1480 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1481 1445
1482 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1484 remove_ob(tmp); 1448 tmp->destroy ();
1485 free_object(tmp);
1486 }
1487 }
1488 1449
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1450 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1451
1491 1452 tmp1->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1453 tmp1->y = op->y;
1493 insert_ob_in_map(tmp1,op->map,op,0); 1454 insert_ob_in_map (tmp1, op->map, op, 0);
1494} 1455}
1495 1456
1496/* 1457/*
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1498 * is returned contains nr objects, and the remaining parts contains 1459 * is returned contains nr objects, and the remaining parts contains
1499 * the rest (or is removed and freed if that number is 0). 1460 * the rest (or is removed and freed if that number is 0).
1500 * On failure, NULL is returned, and the reason put into the 1461 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array. 1462 * global static errmsg array.
1502 */ 1463 */
1503 1464
1465object *
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1466get_split_ob (object *orig_ob, uint32 nr)
1467{
1505 object *newob; 1468 object *newob;
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507 1470
1508 if(orig_ob->nrof<nr) { 1471 if (orig_ob->nrof < nr)
1509 sprintf(errmsg,"There are only %d %ss.", 1472 {
1510 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1511 return NULL; 1474 return NULL;
1512 } 1475 }
1476
1513 newob = object_create_clone(orig_ob); 1477 newob = object_create_clone (orig_ob);
1478
1514 if((orig_ob->nrof-=nr)<1) { 1479 if ((orig_ob->nrof -= nr) < 1)
1515 if ( ! is_removed) 1480 orig_ob->destroy (1);
1516 remove_ob(orig_ob);
1517 free_object2(orig_ob, 1);
1518 }
1519 else if ( ! is_removed) { 1481 else if (!is_removed)
1482 {
1520 if(orig_ob->env!=NULL) 1483 if (orig_ob->env != NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr); 1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1522 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1523 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1487 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1524 LOG(llevDebug,
1525 "Error, Tried to split object whose map is not in memory.\n"); 1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1526 return NULL; 1489 return NULL;
1527 } 1490 }
1528 } 1491 }
1492
1529 newob->nrof=nr; 1493 newob->nrof = nr;
1530 1494
1531 return newob; 1495 return newob;
1532} 1496}
1533 1497
1534/* 1498/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1499 * decrease_ob_nr(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1500 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1501 * is subsequently removed and freed.
1538 * 1502 *
1539 * Return value: 'op' if something is left, NULL if the amount reached 0 1503 * Return value: 'op' if something is left, NULL if the amount reached 0
1540 */ 1504 */
1541 1505
1506object *
1542object *decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1543{ 1508{
1544 object *tmp; 1509 object *tmp;
1545 player *pl; 1510 player *pl;
1546 1511
1547 if (i == 0) /* objects with op->nrof require this check */ 1512 if (i == 0) /* objects with op->nrof require this check */
1548 return op; 1513 return op;
1549 1514
1550 if (i > op->nrof) 1515 if (i > op->nrof)
1551 i = op->nrof; 1516 i = op->nrof;
1552 1517
1553 if (QUERY_FLAG (op, FLAG_REMOVED)) 1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1519 op->nrof -= i;
1520 else if (op->env)
1521 {
1522 /* is this object in the players inventory, or sub container
1523 * therein?
1524 */
1525 tmp = op->in_player ();
1526 /* nope. Is this a container the player has opened?
1527 * If so, set tmp to that player.
1528 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player.
1531 */
1532 if (!tmp)
1533 {
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env)
1536 {
1537 tmp = pl->ob;
1538 break;
1539 }
1540 }
1541
1542 if (i < op->nrof)
1543 {
1544 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i;
1546 if (tmp)
1547 esrv_send_item (tmp, op);
1548 }
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 if (tmp)
1554 esrv_del_item (tmp->contr, op->count);
1555 }
1554 { 1556 }
1557 else
1558 {
1559 object *above = op->above;
1560
1561 if (i < op->nrof)
1555 op->nrof -= i; 1562 op->nrof -= i;
1556 } 1563 else
1557 else if (op->env != NULL)
1558 {
1559 /* is this object in the players inventory, or sub container
1560 * therein?
1561 */
1562 tmp = is_player_inv (op->env);
1563 /* nope. Is this a container the player has opened?
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 } 1564 {
1575
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op); 1565 op->remove ();
1584 op->nrof = 0; 1566 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 } 1567 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593 1568
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */ 1569 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above) 1570 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER) { 1571 if (tmp->type == PLAYER)
1572 {
1603 if (op->nrof) 1573 if (op->nrof)
1604 esrv_send_item(tmp, op); 1574 esrv_send_item (tmp, op);
1605 else 1575 else
1606 esrv_del_item(tmp->contr, op->count); 1576 esrv_del_item (tmp->contr, op->count);
1607 } 1577 }
1608 } 1578 }
1609 1579
1610 if (op->nrof) { 1580 if (op->nrof)
1611 return op; 1581 return op;
1612 } else { 1582 else
1613 free_object (op); 1583 {
1584 op->destroy ();
1614 return NULL; 1585 return 0;
1615 } 1586 }
1616} 1587}
1617 1588
1618/* 1589/*
1619 * add_weight(object, weight) adds the specified weight to an object, 1590 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying. 1591 * and also updates how much the environment(s) is/are carrying.
1621 */ 1592 */
1622 1593
1594void
1623void add_weight (object *op, signed long weight) { 1595add_weight (object *op, signed long weight)
1596{
1624 while (op!=NULL) { 1597 while (op != NULL)
1598 {
1625 if (op->type == CONTAINER) { 1599 if (op->type == CONTAINER)
1626 weight=(signed long)(weight*(100-op->stats.Str)/100); 1600 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627 } 1601
1628 op->carrying+=weight; 1602 op->carrying += weight;
1629 op=op->env; 1603 op = op->env;
1630 } 1604 }
1631} 1605}
1632 1606
1607object *
1608insert_ob_in_ob (object *op, object *where)
1609{
1610 if (!where)
1611 {
1612 char *dump = dump_object (op);
1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614 free (dump);
1615 return op;
1616 }
1617
1618 if (where->head)
1619 {
1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 where = where->head;
1622 }
1623
1624 return where->insert (op);
1625}
1626
1633/* 1627/*
1634 * insert_ob_in_ob(op,environment): 1628 * env->insert (op)
1635 * This function inserts the object op in the linked list 1629 * This function inserts the object op in the linked list
1636 * inside the object environment. 1630 * inside the object environment.
1637 * 1631 *
1638 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1639 * the inventory at the last position or next to other objects of the same
1640 * type.
1641 * Frank: Now sorted by type, archetype and magic!
1642 *
1643 * The function returns now pointer to inserted item, and return value can 1632 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1633 * be != op, if items are merged. -Tero
1645 */ 1634 */
1646 1635
1647object *insert_ob_in_ob(object *op,object *where) { 1636object *
1637object::insert (object *op)
1638{
1648 object *tmp, *otmp; 1639 object *tmp, *otmp;
1649 1640
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1641 if (!QUERY_FLAG (op, FLAG_REMOVED))
1651 dump_object(op); 1642 op->remove ();
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1643
1653 return op;
1654 }
1655 if(where==NULL) {
1656 dump_object(op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1658 return op;
1659 }
1660 if (where->head) {
1661 LOG(llevDebug,
1662 "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665 if (op->more) { 1644 if (op->more)
1645 {
1666 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1646 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 &op->name, op->count);
1668 return op; 1647 return op;
1669 } 1648 }
1649
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1651 CLEAR_FLAG (op, FLAG_REMOVED);
1672 if(op->nrof) { 1652 if (op->nrof)
1653 {
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1654 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1655 if (object::can_merge (tmp, op))
1656 {
1675 /* return the original object and remove inserted object 1657 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1658 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1659 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1660 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight. 1661 * tmp->nrof, we need to increase the weight.
1680 */ 1662 */
1681 add_weight (where, op->weight*op->nrof); 1663 add_weight (this, op->weight * op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED); 1664 SET_FLAG (op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */ 1665 op->destroy (); /* free the inserted object */
1684 op = tmp; 1666 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1667 op->remove (); /* and fix old object's links */
1686 CLEAR_FLAG(op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break; 1669 break;
1688 } 1670 }
1689 1671
1690 /* I assume combined objects have no inventory 1672 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed 1673 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract 1674 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do 1675 * the weight, so we need to add it in again, since we actually do
1694 * the linking below 1676 * the linking below
1695 */ 1677 */
1696 add_weight (where, op->weight*op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1679 }
1697 } else 1680 else
1698 add_weight (where, (op->weight+op->carrying)); 1681 add_weight (this, (op->weight + op->carrying));
1699 1682
1700 otmp=is_player_inv(where); 1683 otmp = this->in_player ();
1701 if (otmp&&otmp->contr!=NULL) { 1684 if (otmp && otmp->contr)
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp); 1686 otmp->update_stats ();
1704 }
1705 1687
1706 op->map=NULL; 1688 op->map = 0;
1707 op->env=where; 1689 op->env = this;
1708 op->above=NULL; 1690 op->above = 0;
1709 op->below=NULL; 1691 op->below = 0;
1710 op->x=0,op->y=0; 1692 op->x = 0, op->y = 0;
1711 1693
1712 /* reset the light list and los of the players on the map */ 1694 /* reset the light list and los of the players on the map */
1713 if((op->glow_radius!=0)&&where->map) 1695 if ((op->glow_radius != 0) && map)
1714 { 1696 {
1715#ifdef DEBUG_LIGHTS 1697#ifdef DEBUG_LIGHTS
1716 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */ 1699#endif /* DEBUG_LIGHTS */
1719 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1700 if (MAP_DARKNESS (map))
1701 update_all_los (map, x, y);
1720 } 1702 }
1721 1703
1722 /* Client has no idea of ordering so lets not bother ordering it here. 1704 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function... 1705 * It sure simplifies this function...
1724 */ 1706 */
1725 if (where->inv==NULL) 1707 if (!inv)
1726 where->inv=op; 1708 inv = op;
1727 else { 1709 else
1710 {
1728 op->below = where->inv; 1711 op->below = inv;
1729 op->below->above = op; 1712 op->below->above = op;
1730 where->inv = op; 1713 inv = op;
1731 } 1714 }
1715
1732 return op; 1716 return op;
1733} 1717}
1734 1718
1735/* 1719/*
1736 * Checks if any objects has a move_type that matches objects 1720 * Checks if any objects has a move_type that matches objects
1751 * MSW 2001-07-08: Check all objects on space, not just those below 1735 * MSW 2001-07-08: Check all objects on space, not just those below
1752 * object being inserted. insert_ob_in_map may not put new objects 1736 * object being inserted. insert_ob_in_map may not put new objects
1753 * on top. 1737 * on top.
1754 */ 1738 */
1755 1739
1740int
1756int check_move_on (object *op, object *originator) 1741check_move_on (object *op, object *originator)
1757{ 1742{
1758 object *tmp; 1743 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1744 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1745 int x = op->x, y = op->y;
1746
1762 MoveType move_on, move_slow, move_block; 1747 MoveType move_on, move_slow, move_block;
1763 1748
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1749 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1750 return 0;
1766 1751
1767 tag = op->count;
1768
1769 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1752 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1753 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1754 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772 1755
1773 /* if nothing on this space will slow op down or be applied, 1756 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1757 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1758 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1759 * as walking.
1777 */ 1760 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1761 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0; 1762 return 0;
1780 1763
1781 /* This is basically inverse logic of that below - basically, 1764 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so, 1765 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is 1766 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct. 1767 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1768 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && 1769 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1770 return 0;
1788 1771
1789 /* The objects have to be checked from top to bottom. 1772 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1773 * Hence, we first go to the top:
1791 */ 1774 */
1792 1775
1793 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1794 tmp->above!=NULL; tmp=tmp->above) { 1777 {
1795 /* Trim the search when we find the first other spell effect 1778 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects, 1779 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them. 1780 * we don't need to check all of them.
1798 */ 1781 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1782 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1783 break;
1784 }
1785
1786 for (; tmp; tmp = tmp->below)
1800 } 1787 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1788 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1789 continue; /* Can't apply yourself */
1803 1790
1804 /* Check to see if one of the movement types should be slowed down. 1791 /* Check to see if one of the movement types should be slowed down.
1805 * Second check makes sure that the movement types not being slowed 1792 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1793 * (~slow_move) is not blocked on this space - just because the
1807 * space doesn't slow down swimming (for example), if you can't actually 1794 * space doesn't slow down swimming (for example), if you can't actually
1808 * swim on that space, can't use it to avoid the penalty. 1795 * swim on that space, can't use it to avoid the penalty.
1809 */ 1796 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1797 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1798 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 {
1814 1802
1815 float diff; 1803 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1804 diff = tmp->move_slow_penalty * FABS (op->speed);
1805
1818 if (op->type == PLAYER) { 1806 if (op->type == PLAYER)
1819 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1809 diff /= 4.0;
1822 } 1810
1823 }
1824 op->speed_left -= diff; 1811 op->speed_left -= diff;
1825 } 1812 }
1826 } 1813 }
1827 1814
1828 /* Basically same logic as above, except now for actual apply. */ 1815 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1817 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1832 1818 {
1833 move_apply(tmp, op, originator); 1819 move_apply (tmp, op, originator);
1820
1834 if (was_destroyed (op, tag)) 1821 if (op->destroyed ())
1835 return 1; 1822 return 1;
1836 1823
1837 /* what the person/creature stepped onto has moved the object 1824 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1825 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1826 * have a feeling strange problems would result.
1840 */ 1827 */
1841 if (op->map != m || op->x != x || op->y != y) return 0; 1828 if (op->map != m || op->x != x || op->y != y)
1829 return 0;
1842 } 1830 }
1843 } 1831 }
1832
1844 return 0; 1833 return 0;
1845} 1834}
1846 1835
1847/* 1836/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1837 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1838 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
1851 */ 1840 */
1852 1841
1842object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1843present_arch (const archetype *at, maptile *m, int x, int y)
1844{
1854 object *tmp; 1845 object *
1846 tmp;
1847
1855 if(m==NULL || out_of_map(m,x,y)) { 1848 if (m == NULL || out_of_map (m, x, y))
1849 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1850 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1851 return NULL;
1858 } 1852 }
1859 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1860 if(tmp->arch == at) 1854 if (tmp->arch == at)
1861 return tmp; 1855 return tmp;
1862 return NULL; 1856 return NULL;
1863} 1857}
1864 1858
1865/* 1859/*
1866 * present(type, map, x, y) searches for any objects with 1860 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1861 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1869 */ 1863 */
1870 1864
1865object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 1866present (unsigned char type, maptile *m, int x, int y)
1867{
1872 object *tmp; 1868 object *
1869 tmp;
1870
1873 if(out_of_map(m,x,y)) { 1871 if (out_of_map (m, x, y))
1872 {
1874 LOG(llevError,"Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1874 return NULL;
1876 } 1875 }
1877 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1878 if(tmp->type==type) 1877 if (tmp->type == type)
1879 return tmp; 1878 return tmp;
1880 return NULL; 1879 return NULL;
1881} 1880}
1882 1881
1883/* 1882/*
1884 * present_in_ob(type, object) searches for any objects with 1883 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1884 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1887 */ 1886 */
1888 1887
1888object *
1889object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
1890{
1890 object *tmp; 1891 object *
1892 tmp;
1893
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 1895 if (tmp->type == type)
1893 return tmp; 1896 return tmp;
1894 return NULL; 1897 return NULL;
1895} 1898}
1896 1899
1897/* 1900/*
1907 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1912 * to be unique.
1910 */ 1913 */
1911 1914
1915object *
1912object *present_in_ob_by_name(int type, const char *str, const object *op) { 1916present_in_ob_by_name (int type, const char *str, const object *op)
1917{
1913 object *tmp; 1918 object *
1919 tmp;
1914 1920
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1922 {
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 1924 return tmp;
1918 } 1925 }
1919 return NULL; 1926 return NULL;
1920} 1927}
1921 1928
1922/* 1929/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
1926 */ 1933 */
1927 1934
1935object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 1936present_arch_in_ob (const archetype *at, const object *op)
1937{
1929 object *tmp; 1938 object *
1939 tmp;
1940
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 1942 if (tmp->arch == at)
1932 return tmp; 1943 return tmp;
1933 return NULL; 1944 return NULL;
1934} 1945}
1935 1946
1936/* 1947/*
1937 * activate recursively a flag on an object inventory 1948 * activate recursively a flag on an object inventory
1938 */ 1949 */
1950void
1939void flag_inv(object*op, int flag){ 1951flag_inv (object *op, int flag)
1952{
1940 object *tmp; 1953 object *
1954 tmp;
1955
1941 if(op->inv) 1956 if (op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 {
1943 SET_FLAG(tmp, flag); 1959 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 1960 flag_inv (tmp, flag);
1945 } 1961 }
1946}/* 1962} /*
1947 * desactivate recursively a flag on an object inventory 1963 * desactivate recursively a flag on an object inventory
1948 */ 1964 */
1965void
1949void unflag_inv(object*op, int flag){ 1966unflag_inv (object *op, int flag)
1967{
1950 object *tmp; 1968 object *
1969 tmp;
1970
1951 if(op->inv) 1971 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 {
1953 CLEAR_FLAG(tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 1975 unflag_inv (tmp, flag);
1955 } 1976 }
1956} 1977}
1957 1978
1958/* 1979/*
1959 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
1961 * If checksums are used, a player will get set_cheat called for 1982 * If checksums are used, a player will get set_cheat called for
1962 * him/her-self and all object carried by a call to this function. 1983 * him/her-self and all object carried by a call to this function.
1963 */ 1984 */
1964 1985
1986void
1965void set_cheat(object *op) { 1987set_cheat (object *op)
1988{
1966 SET_FLAG(op, FLAG_WAS_WIZ); 1989 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ); 1990 flag_inv (op, FLAG_WAS_WIZ);
1968} 1991}
1969 1992
1970/* 1993/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
1987 * to know if the space in question will block the object. We can't use 2010 * to know if the space in question will block the object. We can't use
1988 * the archetype because that isn't correct if the monster has been 2011 * the archetype because that isn't correct if the monster has been
1989 * customized, changed states, etc. 2012 * customized, changed states, etc.
1990 */ 2013 */
1991 2014
2015int
1992int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{
2018 int
2019 i,
1993 int i,index=0, flag; 2020 index = 0, flag;
2021 static int
1994 static int altern[SIZEOFFREE]; 2022 altern[SIZEOFFREE];
1995 2023
1996 for(i=start;i<stop;i++) { 2024 for (i = start; i < stop; i++)
2025 {
1997 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1998 if(!flag) 2027 if (!flag)
1999 altern[index++]=i; 2028 altern[index++] = i;
2000 2029
2001 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2008 */ 2037 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2010 stop=maxfree[i]; 2039 stop = maxfree[i];
2011 } 2040 }
2012 if(!index) return -1; 2041
2042 if (!index)
2043 return -1;
2044
2013 return altern[RANDOM()%index]; 2045 return altern[RANDOM () % index];
2014} 2046}
2015 2047
2016/* 2048/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 2049 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 2050 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice. 2051 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2052 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */ 2053 */
2022 2054
2055int
2023int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2056find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{
2058 int
2024 int i; 2059 i;
2060
2025 for(i=0;i<SIZEOFFREE;i++) { 2061 for (i = 0; i < SIZEOFFREE; i++)
2062 {
2026 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 2064 return i;
2028 } 2065 }
2029 return -1; 2066 return -1;
2030} 2067}
2031 2068
2032/* 2069/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2070 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2071 * arr[begin..end-1].
2035 */ 2072 */
2073static void
2036static void permute(int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2037{ 2075{
2038 int i, j, tmp, len; 2076 int
2077 i,
2078 j,
2079 tmp,
2080 len;
2039 2081
2040 len = end-begin; 2082 len = end - begin;
2041 for(i = begin; i < end; i++) 2083 for (i = begin; i < end; i++)
2042 { 2084 {
2043 j = begin+RANDOM()%len; 2085 j = begin + RANDOM () % len;
2044 2086
2045 tmp = arr[i]; 2087 tmp = arr[i];
2046 arr[i] = arr[j]; 2088 arr[i] = arr[j];
2047 arr[j] = tmp; 2089 arr[j] = tmp;
2048 } 2090 }
2049} 2091}
2050 2092
2051/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2094 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2095 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2096 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2097 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2098 * the 3x3 area will be searched, just not in a predictable order.
2057 */ 2099 */
2100void
2058void get_search_arr(int *search_arr) 2101get_search_arr (int *search_arr)
2059{ 2102{
2103 int
2060 int i; 2104 i;
2061 2105
2062 for(i = 0; i < SIZEOFFREE; i++) 2106 for (i = 0; i < SIZEOFFREE; i++)
2063 { 2107 {
2064 search_arr[i] = i; 2108 search_arr[i] = i;
2065 } 2109 }
2066 2110
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2111 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2114}
2071 2115
2072/* 2116/*
2073 * find_dir(map, x, y, exclude) will search some close squares in the 2117 * find_dir(map, x, y, exclude) will search some close squares in the
2074 * given map at the given coordinates for live objects. 2118 * given map at the given coordinates for live objects.
2080 * is actually want is going to try and move there. We need this info 2124 * is actually want is going to try and move there. We need this info
2081 * because we have to know what movement the thing looking to move 2125 * because we have to know what movement the thing looking to move
2082 * there is capable of. 2126 * there is capable of.
2083 */ 2127 */
2084 2128
2129int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2130find_dir (maptile *m, int x, int y, object *exclude)
2131{
2132 int
2133 i,
2086 int i,max=SIZEOFFREE, mflags; 2134 max = SIZEOFFREE, mflags;
2135
2087 sint16 nx, ny; 2136 sint16 nx, ny;
2088 object *tmp; 2137 object *
2089 mapstruct *mp; 2138 tmp;
2139 maptile *
2140 mp;
2141
2090 MoveType blocked, move_type; 2142 MoveType blocked, move_type;
2091 2143
2092 if (exclude && exclude->head) { 2144 if (exclude && exclude->head)
2145 {
2093 exclude = exclude->head; 2146 exclude = exclude->head;
2094 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2095 } else { 2148 }
2149 else
2150 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2097 move_type=MOVE_ALL; 2152 move_type = MOVE_ALL;
2153 }
2154
2155 for (i = 1; i < max; i++)
2098 } 2156 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2157 mp = m;
2102 nx = x + freearr_x[i]; 2158 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2159 ny = y + freearr_y[i];
2104 2160
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2161 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2162
2106 if (mflags & P_OUT_OF_MAP) { 2163 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i];
2165 else
2166 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2168
2169 if ((move_type & blocked) == move_type)
2107 max = maxfree[i]; 2170 max = maxfree[i];
2108 } else {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2110
2111 if ((move_type & blocked) == move_type) {
2112 max=maxfree[i];
2113 } else if (mflags & P_IS_ALIVE) { 2171 else if (mflags & P_IS_ALIVE)
2172 {
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2117 break; 2175 break;
2118 } 2176
2119 }
2120 if(tmp) { 2177 if (tmp)
2121 return freedir[i]; 2178 return freedir[i];
2122 }
2123 } 2179 }
2124 } 2180 }
2125 } 2181 }
2182
2126 return 0; 2183 return 0;
2127} 2184}
2128 2185
2129/* 2186/*
2130 * distance(object 1, object 2) will return the square of the 2187 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2188 * distance between the two given objects.
2132 */ 2189 */
2133 2190
2191int
2134int distance(const object *ob1, const object *ob2) { 2192distance (const object *ob1, const object *ob2)
2193{
2135 int i; 2194 int i;
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2195
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2138 return i; 2197 return i;
2139} 2198}
2140 2199
2141/* 2200/*
2142 * find_dir_2(delta-x,delta-y) will return a direction in which 2201 * find_dir_2(delta-x,delta-y) will return a direction in which
2143 * an object which has subtracted the x and y coordinates of another 2202 * an object which has subtracted the x and y coordinates of another
2144 * object, needs to travel toward it. 2203 * object, needs to travel toward it.
2145 */ 2204 */
2146 2205
2206int
2147int find_dir_2(int x, int y) { 2207find_dir_2 (int x, int y)
2208{
2148 int q; 2209 int q;
2149 2210
2150 if(y) 2211 if (y)
2151 q=x*100/y; 2212 q = x * 100 / y;
2152 else if (x) 2213 else if (x)
2153 q= -300*x; 2214 q = -300 * x;
2154 else 2215 else
2155 return 0; 2216 return 0;
2156 2217
2157 if(y>0) { 2218 if (y > 0)
2219 {
2158 if(q < -242) 2220 if (q < -242)
2159 return 3 ; 2221 return 3;
2160 if (q < -41) 2222 if (q < -41)
2161 return 2 ; 2223 return 2;
2162 if (q < 41) 2224 if (q < 41)
2163 return 1 ; 2225 return 1;
2164 if (q < 242) 2226 if (q < 242)
2165 return 8 ; 2227 return 8;
2166 return 7 ; 2228 return 7;
2167 } 2229 }
2168 2230
2169 if (q < -242) 2231 if (q < -242)
2170 return 7 ; 2232 return 7;
2171 if (q < -41) 2233 if (q < -41)
2172 return 6 ; 2234 return 6;
2173 if (q < 41) 2235 if (q < 41)
2174 return 5 ; 2236 return 5;
2175 if (q < 242) 2237 if (q < 242)
2176 return 4 ; 2238 return 4;
2177 2239
2178 return 3 ; 2240 return 3;
2179} 2241}
2180 2242
2181/* 2243/*
2182 * absdir(int): Returns a number between 1 and 8, which represent 2244 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of 2245 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction). 2246 * "overflow" in previous calculations of a direction).
2185 */ 2247 */
2186 2248
2249int
2187int absdir(int d) { 2250absdir (int d)
2188 while(d<1) d+=8; 2251{
2189 while(d>8) d-=8; 2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2190 return d; 2256 return d;
2191} 2257}
2192 2258
2193/* 2259/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2261 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2262 */
2197 2263
2264int
2198int dirdiff(int dir1, int dir2) { 2265dirdiff (int dir1, int dir2)
2266{
2199 int d; 2267 int
2268 d;
2269
2200 d = abs(dir1 - dir2); 2270 d = abs (dir1 - dir2);
2201 if(d>4) 2271 if (d > 4)
2202 d = 8 - d; 2272 d = 8 - d;
2203 return d; 2273 return d;
2204} 2274}
2205 2275
2206/* peterm: 2276/* peterm:
2211 * direction 4, 14, or 16 to get back to where we are. 2281 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2282 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2283 * functions.
2214 */ 2284 */
2215 2285
2286int
2216int reduction_dir[SIZEOFFREE][3] = { 2287 reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2293 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2294 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2295 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2296 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2297 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2298 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2299 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2300 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2301 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2302 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2303 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2304 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2305 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2306 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2307 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2308 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2309 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2310 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2311 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2312 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2313 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2314 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2315 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2316 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2317 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2318 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2319 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2320 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2321 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2322 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2323 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2324 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2325 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2326 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2327 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2328 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2329 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2330 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2331 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2332 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2333 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2334 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2335 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2336 {24, 9, -1}
2337}; /* 48 */
2266 2338
2267/* Recursive routine to step back and see if we can 2339/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2340 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2341 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2342 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2343 * Modified to be map tile aware -.MSW
2272 */ 2344 */
2273 2345int
2274
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2346can_see_monsterP (maptile *m, int x, int y, int dir)
2347{
2276 sint16 dx, dy; 2348 sint16 dx, dy;
2277 int mflags; 2349 int mflags;
2278 2350
2351 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2352 return 0; /* exit condition: invalid direction */
2280 2353
2281 dx = x + freearr_x[dir]; 2354 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2355 dy = y + freearr_y[dir];
2283 2356
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2357 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2358
2286 /* This functional arguably was incorrect before - it was 2359 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2360 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2361 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually 2362 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or 2363 * move to the monster, we'd need the monster passed in or
2291 * at least its move type. 2364 * at least its move type.
2292 */ 2365 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2366 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2367 return 0;
2294 2368
2295 /* yes, can see. */ 2369 /* yes, can see. */
2296 if(dir < 9) return 1; 2370 if (dir < 9)
2371 return 1;
2372
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2373 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2374 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2300} 2376}
2301 2377
2302
2303
2304/* 2378/*
2305 * can_pick(picker, item): finds out if an object is possible to be 2379 * can_pick(picker, item): finds out if an object is possible to be
2306 * picked up by the picker. Returnes 1 if it can be 2380 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2381 * picked up, otherwise 0.
2308 * 2382 *
2310 * core dumps if they do. 2384 * core dumps if they do.
2311 * 2385 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2387 */
2314 2388
2389int
2315int can_pick(const object *who, const object *item) { 2390can_pick (const object *who, const object *item)
2391{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2393 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2394 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2395}
2321
2322 2396
2323/* 2397/*
2324 * create clone from object to another 2398 * create clone from object to another
2325 */ 2399 */
2400object *
2326object *object_create_clone (object *asrc) { 2401object_create_clone (object *asrc)
2402{
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2403 object *dst = 0, *tmp, *src, *part, *prev, *item;
2328 2404
2329 if(!asrc) return NULL; 2405 if (!asrc)
2406 return 0;
2407
2330 src = asrc; 2408 src = asrc;
2331 if(src->head) 2409 if (src->head)
2332 src = src->head; 2410 src = src->head;
2333 2411
2334 prev = NULL; 2412 prev = 0;
2335 for(part = src; part; part = part->more) { 2413 for (part = src; part; part = part->more)
2336 tmp = get_object(); 2414 {
2337 copy_object(part,tmp); 2415 tmp = part->clone ();
2338 tmp->x -= src->x; 2416 tmp->x -= src->x;
2339 tmp->y -= src->y; 2417 tmp->y -= src->y;
2418
2340 if(!part->head) { 2419 if (!part->head)
2420 {
2341 dst = tmp; 2421 dst = tmp;
2342 tmp->head = NULL; 2422 tmp->head = 0;
2423 }
2343 } else { 2424 else
2344 tmp->head = dst; 2425 tmp->head = dst;
2345 } 2426
2346 tmp->more = NULL; 2427 tmp->more = 0;
2428
2347 if(prev) 2429 if (prev)
2348 prev->more = tmp; 2430 prev->more = tmp;
2431
2349 prev = tmp; 2432 prev = tmp;
2350 } 2433 }
2351 /*** copy inventory ***/ 2434
2352 for(item = src->inv; item; item = item->below) { 2435 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2436 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2437
2356 return dst; 2438 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365} 2439}
2366 2440
2367/* GROS - Creates an object using a string representing its content. */ 2441/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */ 2442/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */ 2443/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */ 2444/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */ 2445/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */ 2446/* Also remember that multiparts objects are not supported for now. */
2373 2447
2448object *
2374object* load_object_str(const char *obstr) 2449load_object_str (const char *obstr)
2375{ 2450{
2376 object *op; 2451 object *op;
2377 char filename[MAX_BUF]; 2452 char filename[MAX_BUF];
2453
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2379 2455
2380 FILE *tempfile=fopen(filename,"w"); 2456 FILE *tempfile = fopen (filename, "w");
2457
2381 if (tempfile == NULL) 2458 if (tempfile == NULL)
2382 { 2459 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n"); 2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL; 2461 return NULL;
2385 }; 2462 }
2463
2386 fprintf(tempfile,obstr); 2464 fprintf (tempfile, obstr);
2387 fclose(tempfile); 2465 fclose (tempfile);
2388 2466
2389 op=get_object(); 2467 op = object::create ();
2390 2468
2391 object_thawer thawer (filename); 2469 object_thawer thawer (filename);
2392 2470
2393 if (thawer) 2471 if (thawer)
2394 load_object(thawer,op,0); 2472 load_object (thawer, op, 0);
2395 2473
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED); 2475 CLEAR_FLAG (op, FLAG_REMOVED);
2398 2476
2399 return op; 2477 return op;
2400} 2478}
2401 2479
2402/* This returns the first object in who's inventory that 2480/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2481 * has the same type and subtype match.
2404 * returns NULL if no match. 2482 * returns NULL if no match.
2405 */ 2483 */
2484object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2485find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2486{
2408 object *tmp; 2487 object *tmp;
2409 2488
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2489 for (tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2490 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp;
2412 2492
2413 return NULL; 2493 return NULL;
2414} 2494}
2415 2495
2416/* If ob has a field named key, return the link from the list, 2496/* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL. 2497 * otherwise return NULL.
2418 * 2498 *
2419 * key must be a passed in shared string - otherwise, this won't 2499 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing. 2500 * do the desired thing.
2421 */ 2501 */
2502key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2503get_ob_key_link (const object *ob, const char *key)
2504{
2423 key_value * link; 2505 key_value *link;
2424 2506
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2507 for (link = ob->key_values; link != NULL; link = link->next)
2426 if (link->key == key) { 2508 if (link->key == key)
2427 return link; 2509 return link;
2428 } 2510
2429 }
2430
2431 return NULL; 2511 return NULL;
2432} 2512}
2433 2513
2434/* 2514/*
2435 * Returns the value of op has an extra_field for key, or NULL. 2515 * Returns the value of op has an extra_field for key, or NULL.
2436 * 2516 *
2437 * The argument doesn't need to be a shared string. 2517 * The argument doesn't need to be a shared string.
2438 * 2518 *
2439 * The returned string is shared. 2519 * The returned string is shared.
2440 */ 2520 */
2521const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2522get_ob_key_value (const object *op, const char *const key)
2523{
2442 key_value * link; 2524 key_value *link;
2443 const char * canonical_key; 2525 shstr_cmp canonical_key (key);
2526
2527 if (!canonical_key)
2444 2528 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2529 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2530 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2531 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2532 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2533 */
2453 return NULL; 2534 return 0;
2454 } 2535 }
2455 2536
2456 /* This is copied from get_ob_key_link() above - 2537 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2538 * only 4 lines, and saves the function call overhead.
2458 */ 2539 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2540 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2541 if (link->key == canonical_key)
2461 return link->value; 2542 return link->value;
2462 } 2543
2463 } 2544 return 0;
2464 return NULL;
2465} 2545}
2466 2546
2467 2547
2468/* 2548/*
2469 * Updates the canonical_key in op to value. 2549 * Updates the canonical_key in op to value.
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2553 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys. 2554 * keys.
2475 * 2555 *
2476 * Returns TRUE on success. 2556 * Returns TRUE on success.
2477 */ 2557 */
2558int
2478int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{
2561 key_value *
2479 key_value * field = NULL, *last=NULL; 2562 field = NULL, *last = NULL;
2480 2563
2481 for (field=op->key_values; field != NULL; field=field->next) { 2564 for (field = op->key_values; field != NULL; field = field->next)
2565 {
2482 if (field->key != canonical_key) { 2566 if (field->key != canonical_key)
2567 {
2483 last = field; 2568 last = field;
2484 continue; 2569 continue;
2485 } 2570 }
2486 2571
2487 if (value) 2572 if (value)
2488 field->value = value; 2573 field->value = value;
2489 else { 2574 else
2575 {
2490 /* Basically, if the archetype has this key set, 2576 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2577 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2578 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2579 * we get this value back again.
2494 */ 2580 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2581 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0; 2582 field->value = 0;
2583 else
2584 {
2585 if (last)
2586 last->next = field->next;
2497 else 2587 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2588 op->key_values = field->next;
2501 2589
2502 delete field; 2590 delete field;
2503 } 2591 }
2504 } 2592 }
2505 return TRUE; 2593 return TRUE;
2506 } 2594 }
2507 /* IF we get here, key doesn't exist */ 2595 /* IF we get here, key doesn't exist */
2508 2596
2509 /* No field, we'll have to add it. */ 2597 /* No field, we'll have to add it. */
2598
2599 if (!add_key)
2510 2600 {
2511 if (!add_key) {
2512 return FALSE; 2601 return FALSE;
2513 } 2602 }
2514 /* There isn't any good reason to store a null 2603 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2604 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2605 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2606 * be here. If user wants to store empty strings,
2518 * should pass in "" 2607 * should pass in ""
2519 */ 2608 */
2520 if (value == NULL) return TRUE; 2609 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 return TRUE; 2610 return TRUE;
2611
2612 field = new key_value;
2613
2614 field->key = canonical_key;
2615 field->value = value;
2616 /* Usual prepend-addition. */
2617 field->next = op->key_values;
2618 op->key_values = field;
2619
2620 return TRUE;
2531} 2621}
2532 2622
2533/* 2623/*
2534 * Updates the key in op to value. 2624 * Updates the key in op to value.
2535 * 2625 *
2537 * and not add new ones. 2627 * and not add new ones.
2538 * In general, should be little reason FALSE is ever passed in for add_key 2628 * In general, should be little reason FALSE is ever passed in for add_key
2539 * 2629 *
2540 * Returns TRUE on success. 2630 * Returns TRUE on success.
2541 */ 2631 */
2632int
2542int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2633set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2543{ 2634{
2544 shstr key_ (key); 2635 shstr key_ (key);
2636
2545 return set_ob_key_value_s (op, key_, value, add_key); 2637 return set_ob_key_value_s (op, key_, value, add_key);
2546} 2638}
2639
2640object::depth_iterator::depth_iterator (object *container)
2641: iterator_base (container)
2642{
2643 while (item->inv)
2644 item = item->inv;
2645}
2646
2647void
2648object::depth_iterator::next ()
2649{
2650 if (item->below)
2651 {
2652 item = item->below;
2653
2654 while (item->inv)
2655 item = item->inv;
2656 }
2657 else
2658 item = item->env;
2659}
2660
2661// return a suitable string describing an objetc in enough detail to find it
2662const char *
2663object::debug_desc (char *info) const
2664{
2665 char info2[256 * 3];
2666 char *p = info;
2667
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2669 count,
2670 &name,
2671 title ? " " : "",
2672 title ? (const char *)title : "");
2673
2674 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676
2677 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2679
2680 return info;
2681}
2682
2683const char *
2684object::debug_desc () const
2685{
2686 static char info[256 * 3];
2687 return debug_desc (info);
2688}
2689

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