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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.20 2006/09/08 18:26:22 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
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->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 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, 1);
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 (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
591 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
592 if (op2->speed < 0) 494 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 496
595 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 498 if (key_values)
597 { 499 {
598 key_value *tail = NULL; 500 key_value *tail = 0;
599 key_value *i; 501 key_value *i;
600 502
601 op->key_values = NULL; 503 dst->key_values = 0;
602 504
603 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
604 { 506 {
605 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
606 508
607 new_link->next = NULL; 509 new_link->next = 0;
608 new_link->key = i->key; 510 new_link->key = i->key;
609 new_link->value = i->value; 511 new_link->value = i->value;
610 512
611 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 514 if (!dst->key_values)
613 { 515 {
614 op->key_values = new_link; 516 dst->key_values = new_link;
615 tail = new_link; 517 tail = new_link;
616 } 518 }
617 else 519 else
618 { 520 {
619 tail->next = new_link; 521 tail->next = new_link;
620 tail = new_link; 522 tail = new_link;
621 } 523 }
622 } 524 }
623 } 525 }
624 526
625 update_ob_speed (op); 527 dst->set_speed (dst->speed);
626} 528}
627 529
530object *
628object::object () 531object::clone ()
629{ 532{
630 count = ++ob_count; 533 object *neu = create ();
631 534 copy_to (neu);
632 next = objects; 535 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} 536}
649 537
650/* 538/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * 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 540 * 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. 541 * be called to update the face variable, _and_ how it looks on the map.
654 */ 542 */
655 543
544void
656void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 548 return;
659 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
661} 551}
662 552
663/* 553/*
664 * Updates the speed of an object. If the speed changes from 0 to another 554 * 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. 555 * 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. 556 * This function needs to be called whenever the speed of an object changes.
667 */ 557 */
668 558void
669void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
670 extern int arch_init; 561 extern int arch_init;
671 562
672 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 564 * since they never really need to be updated.
674 */ 565 */
675 566 if (flag [FLAG_FREED] && speed)
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
678#ifdef MANY_CORES
679 abort();
680#else
681 op->speed = 0; 569 speed = 0;
682#endif
683 } 570 }
571
572 this->speed = speed;
573
684 if (arch_init) { 574 if (arch_init)
575 return;
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
685 return; 581 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;
691 582
692 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 584 * of the list. */
694 op->active_next = active_objects; 585 active_next = active_objects;
586
695 if (op->active_next!=NULL) 587 if (active_next)
696 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
697 active_objects = op; 590 active_objects = this;
591 }
592 else
698 } 593 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
702 return; 596 return;
703 597
704 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
705 active_objects = op->active_next; 600 active_objects = active_next;
601
706 if (op->active_next!=NULL) 602 if (active_next)
707 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
708 } 604 }
709 else { 605 else
606 {
710 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
711 if (op->active_next) 609 if (active_next)
712 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
713 } 611 }
612
714 op->active_next = NULL; 613 active_next = 0;
715 op->active_prev = NULL; 614 active_prev = 0;
716 } 615 }
717} 616}
718 617
719/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
720 * objects. 619 * objects.
722 * reference maps where you don't want an object that isn't 621 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 624 * will do the right thing based on the speed of the object.
726 */ 625 */
626void
727void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
728{ 628{
729 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 631 return;
732 632
733 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
734 active_objects = op->active_next; 635 active_objects = op->active_next;
735 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
737 } 640 {
738 else {
739 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 642 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
742 } 644 }
743 op->active_next = NULL; 645 op->active_next = NULL;
744 op->active_prev = NULL; 646 op->active_prev = NULL;
745} 647}
746 648
747/* 649/*
748 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 653 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 654 * 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 655 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
755 * 657 *
756 * action is a hint of what the caller believes need to be done. 658 * 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: 659 * current action are:
762 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * 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. 663 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
767 */ 665 */
768 666void
769void update_object(object *op, int action) { 667update_object (object *op, int action)
770 int update_now=0, flags; 668{
771 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
772 670
773 if (op == NULL) { 671 if (op == NULL)
672 {
774 /* this should never happen */ 673 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 675 return;
777 }
778 676 }
779 if(op->env!=NULL) { 677
678 if (op->env)
679 {
780 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
781 * to do in this case. 681 * to do in this case.
782 */ 682 */
783 return; 683 return;
784 } 684 }
785 685
786 /* If the map is saving, don't do anything as everything is 686 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 687 * going to get freed anyways.
788 */ 688 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
790 690 return;
691
791 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 696#ifdef MANY_CORES
796 abort(); 697 abort ();
797#endif 698#endif
798 return; 699 return;
799 }
800 700 }
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);
807 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
808 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 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)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 715 || (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 (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1;
823
824 if ((move_on | op->move_on) != move_on) update_now=1;
825
826 if ((move_off | op->move_off) != move_off) update_now=1; 716 || (m.move_off | op->move_off ) != m.move_off
827 717 || (m.move_slow | op->move_slow) != m.move_slow
828 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
829 * to have move_allow right now. 719 * to have move_allow right now.
830 */ 720 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
832 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
833 723 m.flags_ = P_NEED_UPDATE;
834 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1;
836 } 724 }
837 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 727 * that is being removed.
840 */ 728 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
843 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
845 }
846 else { 733 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 735
850 if (update_now) {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y);
853 }
854
855 if(op->more!=NULL) 736 if (op->more)
856 update_object(op->more, action); 737 update_object (op->more, action);
857} 738}
858 739
740object::vector object::objects; // not yet used
741object *object::first;
859 742
860/* 743object::object ()
861 * free_object() frees everything allocated by an object, removes 744{
862 * it from the list of used objects, and puts it on the list of 745 SET_FLAG (this, FLAG_REMOVED);
863 * free objects. The IS_FREED() flag is set in the object. 746
864 * The object must have been removed by remove_ob() first for 747 expmul = 1.0;
865 * this function to succeed. 748 face = blank_face;
866 * 749}
867 * If free_inventory is set, free inventory as well. Else drop items in 750
868 * inventory to the ground. 751object::~object ()
869 */ 752{
753 free_key_values (this);
754}
755
756void object::link ()
757{
758 count = ++ob_count;
759 uuid = gen_uuid ();
760
761 prev = 0;
762 next = object::first;
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768}
769
770void object::unlink ()
771{
772 if (this == object::first)
773 object::first = next;
774
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788}
870 789
871void 790void
872free_object (object * ob) 791object::do_destroy ()
873{ 792{
874 free_object2 (ob, 0); 793 attachable::do_destroy ();
875}
876 794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
805 return;
806
807 flag [FLAG_FREED] = 1;
808
809 // hack to ensure that freed objects still have a valid map
810 {
811 static maptile *freed_map; // freed objects are moved here to avoid crashes
812
813 if (!freed_map)
814 {
815 freed_map = new maptile;
816
817 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3;
819 freed_map->height = 3;
820
821 freed_map->allocate ();
822 }
823
824 map = freed_map;
825 x = 1;
826 y = 1;
827 }
828
829 more = 0;
830 head = 0;
831 inv = 0;
832
833 // clear those pointers that likely might have circular references to us
834 owner = 0;
835 enemy = 0;
836 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845}
846
847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
877void 851void
878free_object2 (object * ob, int free_inventory) 852object::destroy_inv (bool drop_to_ground)
879{ 853{
880 object *tmp, *op; 854 if (!inv)
881
882 if (!QUERY_FLAG (ob, FLAG_REMOVED))
883 {
884 LOG (llevDebug, "Free object called with non removed object\n");
885 dump_object (ob);
886#ifdef MANY_CORES
887 abort ();
888#endif
889 }
890
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
892 {
893 LOG (llevMonster, "Warning: tried to free friendly object.\n");
894 remove_friendly_object (ob);
895 }
896
897 if (QUERY_FLAG (ob, FLAG_FREED))
898 {
899 dump_object (ob);
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
901 return; 855 return;
902 }
903 856
904 if (ob->more != NULL)
905 {
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909
910 if (ob->inv)
911 {
912 /* Only if the space blocks everything do we not process - 857 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects 858 * if some form of movement is allowed, let objects
914 * drop on that space. 859 * drop on that space.
915 */ 860 */
916 if (free_inventory || ob->map == NULL 861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 || ob->map->in_memory != MAP_IN_MEMORY
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
919 {
920 op = ob->inv;
921
922 while (op != NULL)
923 { 862 {
924 tmp = op->below; 863 while (inv)
925 remove_ob (op); 864 {
926 free_object2 (op, free_inventory); 865 inv->destroy_inv (drop_to_ground);
927 op = tmp; 866 inv->destroy ();
928 } 867 }
929 }
930 else
931 { /* Put objects in inventory onto this space */
932 op = ob->inv;
933
934 while (op != NULL)
935 {
936 tmp = op->below;
937 remove_ob (op);
938
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
942 free_object (op);
943 else
944 {
945 op->x = ob->x;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
948 }
949
950 op = tmp;
951 }
952 }
953 }
954
955 /* Remove object from the active list */
956 ob->speed = 0;
957 update_ob_speed (ob);
958
959 SET_FLAG (ob, FLAG_FREED);
960 ob->count = 0;
961
962 /* Remove this object from the list of used objects */
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 } 868 }
970 else 869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
971 { 889 }
972 ob->prev->next = ob->next; 890}
973 891
974 if (ob->next != NULL) 892void
975 ob->next->prev = ob->prev; 893object::destroy (bool destroy_inventory)
894{
895 if (destroyed ())
896 return;
897
898 if (more)
976 } 899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
977 904
978 free_key_values (ob); 905 if (destroy_inventory)
906 destroy_inv (true);
979 907
980 /* Now link it with the free_objects list: */ 908 attachable::destroy ();
981 ob->prev = 0;
982 ob->next = 0;
983
984 delete ob;
985} 909}
986 910
987/* 911/*
988 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
990 */ 914 */
991 915void
992void sub_weight (object *op, signed long weight) { 916sub_weight (object *op, signed long weight)
917{
993 while (op != NULL) { 918 while (op != NULL)
919 {
994 if (op->type == CONTAINER) { 920 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 922
997 op->carrying-=weight; 923 op->carrying -= weight;
998 op = op->env; 924 op = op->env;
999 } 925 }
1000} 926}
1001 927
1002/* remove_ob(op): 928/* op->remove ():
1003 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1005 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 933 * the previous environment.
1008 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1009 */ 935 */
1010 936void
1011void remove_ob(object *op) { 937object::remove ()
938{
1012 object *tmp,*last=NULL; 939 object *tmp, *last = 0;
1013 object *otmp; 940 object *otmp;
1014 tag_t tag;
1015 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 941
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1021 dump_object(op); 943 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 944
1024 /* Changed it to always dump core in this case. As has been learned
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038
1039 SET_FLAG(op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1040 947
948 if (more)
949 more->remove ();
950
1041 /* 951 /*
1042 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1043 * inventory. 953 * inventory.
1044 */ 954 */
1045 if(op->env!=NULL) { 955 if (env)
956 {
1046 if(op->nrof) 957 if (nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 958 sub_weight (env, weight * nrof);
1048 else 959 else
1049 sub_weight(op->env, op->weight+op->carrying); 960 sub_weight (env, weight + carrying);
1050 961
1051 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 964 * to save cpu time.
1054 */ 965 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 967 otmp->update_stats ();
1057 fix_player(otmp);
1058 968
1059 if(op->above!=NULL) 969 if (above != NULL)
1060 op->above->below=op->below; 970 above->below = below;
1061 else 971 else
1062 op->env->inv=op->below; 972 env->inv = below;
1063 973
1064 if(op->below!=NULL) 974 if (below != NULL)
1065 op->below->above=op->above; 975 below->above = above;
1066 976
1067 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
980 */
981 x = env->x, y = env->y;
982 map = env->map;
983 above = 0, below = 0;
984 env = 0;
985 }
986 else if (map)
987 {
988 /* Re did the following section of code - it looks like it had
989 * lots of logic for things we no longer care about
990 */
991
992 /* link the object above us */
993 if (above)
994 above->below = below;
995 else
996 map->at (x, y).top = below; /* we were top, set new top */
997
998 /* Relink the object below us, if there is one */
999 if (below)
1000 below->above = above;
1001 else
1002 {
1003 /* Nothing below, which means we need to relink map object for this space
1004 * use translated coordinates in case some oddness with map tiling is
1005 * evident
1070 */ 1006 */
1071 op->x=op->env->x,op->y=op->env->y; 1007 if (GET_MAP_OB (map, x, y) != this)
1072 op->map=op->env->map; 1008 {
1073 op->above=NULL,op->below=NULL; 1009 char *dump = dump_object (this);
1074 op->env=NULL; 1010 LOG (llevError,
1011 "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);
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017
1018 map->at (x, y).bot = above; /* goes on above it. */
1019 }
1020
1021 above = 0;
1022 below = 0;
1023
1024 if (map->in_memory == MAP_SAVING)
1075 return; 1025 return;
1076 }
1077 1026
1078 /* If we get here, we are removing it from a map */ 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 if (op->map == NULL) return;
1080 1028
1081 x = op->x; 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1082 y = op->y; 1030 {
1083 m = get_map_from_coord(op->map, &x, &y); 1031 /* No point updating the players look faces if he is the object
1084 1032 * being removed.
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */ 1033 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098 1034
1099 /* Re did the following section of code - it looks like it had 1035 if (tmp->type == PLAYER && tmp != this)
1100 * lots of logic for things we no longer care about 1036 {
1101 */ 1037 /* If a container that the player is currently using somehow gets
1102 1038 * removed (most likely destroyed), update the player view
1103 /* link the object above us */ 1039 * appropriately.
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */ 1040 */
1117 if(GET_MAP_OB(m,x,y)!=op) { 1041 if (tmp->container == this)
1118 dump_object(op); 1042 {
1119 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); 1043 flag [FLAG_APPLIED] = 0;
1120 dump_object(GET_MAP_OB(m,x,y)); 1044 tmp->container = 0;
1121 LOG(llevError,"%s\n",errmsg); 1045 }
1046
1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1049 }
1050
1051 /* See if player moving off should effect something */
1052 if (check_walk_off
1053 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 {
1056 move_apply (tmp, this, 0);
1057
1058 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 }
1061
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063
1064 if (tmp->above == tmp)
1065 tmp->above = 0;
1066
1067 last = tmp;
1122 } 1068 }
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127 1069
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1134 /* No point updating the players look faces if he is the object
1135 * being removed.
1136 */
1137
1138 if(tmp->type==PLAYER && tmp!=op) {
1139 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view
1141 * appropriately.
1142 */
1143 if (tmp->container==op) {
1144 CLEAR_FLAG(op, FLAG_APPLIED);
1145 tmp->container=NULL;
1146 }
1147 tmp->contr->socket.update_look=1;
1148 }
1149 /* See if player moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1152
1153 move_apply(tmp, op, NULL);
1154 if (was_destroyed (op, tag)) {
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 }
1158 }
1159
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161
1162 if(tmp->above == tmp)
1163 tmp->above = NULL;
1164 last=tmp;
1165 }
1166 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) { 1071 if (!last)
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y);
1175 }
1176 else 1073 else
1177 update_object(last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1178 1075
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los(op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1181 1078 }
1182} 1079}
1183 1080
1184/* 1081/*
1185 * merge_ob(op,top): 1082 * merge_ob(op,top):
1186 * 1083 *
1187 * This function goes through all objects below and including top, and 1084 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1085 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1086 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1087 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1088 */
1192 1089object *
1193object *merge_ob(object *op, object *top) { 1090merge_ob (object *op, object *top)
1091{
1194 if(!op->nrof) 1092 if (!op->nrof)
1195 return 0; 1093 return 0;
1196 if(top==NULL) 1094
1095 if (top)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1098
1198 for(;top!=NULL;top=top->below) { 1099 for (; top; top = top->below)
1100 {
1199 if(top==op) 1101 if (top == op)
1200 continue; 1102 continue;
1201 if (CAN_MERGE(op,top)) 1103
1202 { 1104 if (object::can_merge (op, top))
1105 {
1203 top->nrof+=op->nrof; 1106 top->nrof += op->nrof;
1107
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1110 op->destroy ();
1207 free_object(op);
1208 return top; 1111 return top;
1209 } 1112 }
1210 } 1113 }
1114
1211 return NULL; 1115 return 0;
1212} 1116}
1213 1117
1214/* 1118/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1216 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1217 */ 1121 */
1122object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{
1219 object* tmp; 1125 object *tmp;
1126
1220 if (op->head) 1127 if (op->head)
1221 op=op->head; 1128 op = op->head;
1129
1222 for (tmp=op;tmp;tmp=tmp->more){ 1130 for (tmp = op; tmp; tmp = tmp->more)
1131 {
1223 tmp->x=x+tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1225 } 1134 }
1135
1226 return insert_ob_in_map (op, m, originator, flag); 1136 return insert_ob_in_map (op, m, originator, flag);
1227} 1137}
1228 1138
1229/* 1139/*
1230 * insert_ob_in_map (op, map, originator, flag): 1140 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1141 * This function inserts the object in the two-way linked list
1244 * Return value: 1154 * Return value:
1245 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1157 * just 'op' otherwise
1248 */ 1158 */
1249 1159object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1161{
1252 object *tmp, *top, *floor=NULL; 1162 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1163 sint16 x, y;
1254 1164
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1165 if (QUERY_FLAG (op, FLAG_FREED))
1166 {
1256 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1257 return NULL; 1168 return NULL;
1169 }
1170
1171 if (m == NULL)
1258 } 1172 {
1259 if(m==NULL) {
1260 dump_object(op); 1173 char *dump = dump_object (op);
1261 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1262 return op; 1176 return op;
1263 } 1177 }
1178
1264 if(out_of_map(m,op->x,op->y)) { 1179 if (out_of_map (m, op->x, op->y))
1180 {
1265 dump_object(op); 1181 char *dump = dump_object (op);
1266 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1267#ifdef MANY_CORES 1183#ifdef MANY_CORES
1268 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1269 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1270 * improperly inserted. 1186 * improperly inserted.
1271 */ 1187 */
1272 abort(); 1188 abort ();
1273#endif 1189#endif
1190 free (dump);
1274 return op; 1191 return op;
1275 } 1192 }
1193
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1277 dump_object(op); 1196 char *dump = dump_object (op);
1278 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1279 return op; 1199 return op;
1200 }
1201
1202 if (op->more)
1280 } 1203 {
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1283 1205
1284 object *more = op->more; 1206 object *more = op->more;
1285 1207
1286 /* We really need the caller to normalize coordinates - if 1208 /* We really need the caller to normalize coordinates - if
1287 * we set the map, that doesn't work if the location is within 1209 * we set the map, that doesn't work if the location is within
1288 * a map and this is straddling an edge. So only if coordinate 1210 * a map and this is straddling an edge. So only if coordinate
1289 * is clear wrong do we normalize it. 1211 * is clear wrong do we normalize it.
1290 */ 1212 */
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1292 more->map = get_map_from_coord(m, &more->x, &more->y); 1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1293 } else if (!more->map) { 1215 else if (!more->map)
1216 {
1294 /* For backwards compatibility - when not dealing with tiled maps, 1217 /* For backwards compatibility - when not dealing with tiled maps,
1295 * more->map should always point to the parent. 1218 * more->map should always point to the parent.
1296 */ 1219 */
1297 more->map = m; 1220 more->map = m;
1298 } 1221 }
1299 1222
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1301 if ( ! op->head) 1225 if (!op->head)
1302 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1303 return NULL; 1228 return 0;
1304 } 1229 }
1305 } 1230 }
1231
1306 CLEAR_FLAG(op,FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1307 1233
1308 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1309 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1310 * need extra work 1236 * need extra work
1311 */ 1237 */
1312 op->map=get_map_from_coord(m, &op->x, &op->y); 1238 op->map = get_map_from_coord (m, &op->x, &op->y);
1313 x = op->x; 1239 x = op->x;
1314 y = op->y; 1240 y = op->y;
1315 1241
1316 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1317 */ 1243 */
1318 if(op->nrof && !(flag & INS_NO_MERGE)) { 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1319 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1320 if (CAN_MERGE(op,tmp)) { 1246 if (object::can_merge (op, tmp))
1247 {
1321 op->nrof+=tmp->nrof; 1248 op->nrof += tmp->nrof;
1322 remove_ob(tmp); 1249 tmp->destroy ();
1323 free_object(tmp); 1250 }
1251
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1254
1255 if (!QUERY_FLAG (op, FLAG_ALIVE))
1256 CLEAR_FLAG (op, FLAG_NO_STEAL);
1257
1258 if (flag & INS_BELOW_ORIGINATOR)
1259 {
1260 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1261 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort ();
1264 }
1265
1266 op->above = originator;
1267 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op;
1276 }
1277 else
1278 {
1279 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1281 {
1282 object *last = NULL;
1283
1284 /*
1285 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1289 * floor, we want to insert above that and no further.
1290 * Also, if there are spell objects on this space, we stop processing
1291 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects.
1295 */
1296
1297 while (top != NULL)
1298 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top;
1301
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1303 {
1304 /* We insert above top, so we want this object below this */
1305 top = top->below;
1306 break;
1307 }
1308
1309 last = top;
1310 top = top->above;
1324 } 1311 }
1325 }
1326 1312
1327 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1313 /* Don't want top to be NULL, so set it to the last valid object */
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1314 top = last;
1329 if (!QUERY_FLAG(op, FLAG_ALIVE))
1330 CLEAR_FLAG(op, FLAG_NO_STEAL);
1331 1315
1332 if (flag & INS_BELOW_ORIGINATOR) { 1316 /* We let update_position deal with figuring out what the space
1333 if (originator->map != op->map || originator->x != op->x || 1317 * looks like instead of lots of conditions here.
1334 originator->y != op->y) { 1318 * makes things faster, and effectively the same result.
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1319 */
1336 abort(); 1320
1321 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66
1323 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd.
1326 */
1327 if (!(flag & INS_ON_TOP) &&
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1329 {
1330 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break;
1333 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we
1336 * set top to the object below us.
1337 */
1338 if (last && last->below && last != floor)
1339 top = last->below;
1340 }
1341 } /* If objects on this space */
1342
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor;
1348
1349 /* Top is the object that our object (op) is going to get inserted above.
1350 */
1351
1352 /* First object on this space */
1353 if (!top)
1354 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1358 op->above->below = op;
1359
1360 op->below = NULL;
1361 op->ms ().bot = op;
1337 } 1362 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else { 1363 else
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above;
1374 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */
1402 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y);
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1405
1406 /* Top is the object that our object (op) is going to get inserted above.
1407 */
1408
1409 /* First object on this space */
1410 if (!top) {
1411 op->above = GET_MAP_OB(op->map, op->x, op->y);
1412 if (op->above) op->above->below = op;
1413 op->below = NULL;
1414 SET_MAP_OB(op->map, op->x, op->y, op);
1415 } else { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1416 op->above = top->above; 1365 op->above = top->above;
1366
1367 if (op->above)
1417 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1418 op->below = top; 1370 op->below = top;
1419 top->above = op; 1371 top->above = op;
1420 } 1372 }
1373
1421 if (op->above==NULL) 1374 if (op->above == NULL)
1422 SET_MAP_TOP(op->map,op->x, op->y, op); 1375 op->ms ().top = op;
1423 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1424 1377
1425 if(op->type==PLAYER) 1378 if (op->type == PLAYER)
1426 op->contr->do_los=1; 1379 op->contr->do_los = 1;
1427 1380
1428 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1429 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1430 */ 1383 */
1431 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1432 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1385 if (object *pl = op->ms ().player ())
1433 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1434 tmp->contr->socket.update_look=1; 1387 pl->contr->ns->floorbox_update ();
1435 }
1436 1388
1437 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient. 1396 * of effect may be sufficient.
1445 */ 1397 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1448 1400
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1452 1403
1404 INVOKE_OBJECT (INSERT, op);
1453 1405
1454 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1456 * 1408 *
1457 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1412 * update_object().
1461 */ 1413 */
1462 1414
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1417 {
1466 if (check_move_on(op, originator)) 1418 if (check_move_on (op, originator))
1467 return NULL; 1419 return 0;
1468 1420
1469 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1422 * walk on's.
1471 */ 1423 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1474 return NULL; 1426 return 0;
1475 } 1427 }
1428
1476 return op; 1429 return op;
1477} 1430}
1478 1431
1479/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1480 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1481 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1482 */ 1435 */
1436void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1484 object *tmp; 1438{
1485 object *tmp1; 1439 object *tmp, *tmp1;
1486 1440
1487 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1488 1442
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 remove_ob(tmp); 1445 tmp->destroy ();
1492 free_object(tmp);
1493 }
1494 }
1495 1446
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1447 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1448
1498 1449 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1450 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1451 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1452}
1502 1453
1503/* 1454/*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1505 * is returned contains nr objects, and the remaining parts contains 1456 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0). 1457 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the 1458 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1459 * global static errmsg array.
1509 */ 1460 */
1510 1461
1462object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1463get_split_ob (object *orig_ob, uint32 nr)
1464{
1512 object *newob; 1465 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1467
1515 if(orig_ob->nrof<nr) { 1468 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1469 {
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL; 1471 return NULL;
1519 } 1472 }
1473
1520 newob = object_create_clone(orig_ob); 1474 newob = object_create_clone (orig_ob);
1475
1521 if((orig_ob->nrof-=nr)<1) { 1476 if ((orig_ob->nrof -= nr) < 1)
1522 if ( ! is_removed) 1477 orig_ob->destroy (1);
1523 remove_ob(orig_ob);
1524 free_object2(orig_ob, 1);
1525 }
1526 else if ( ! is_removed) { 1478 else if (!is_removed)
1479 {
1527 if(orig_ob->env!=NULL) 1480 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1483 {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1484 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531 LOG(llevDebug,
1532 "Error, Tried to split object whose map is not in memory.\n"); 1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL; 1486 return NULL;
1534 } 1487 }
1535 } 1488 }
1489
1536 newob->nrof=nr; 1490 newob->nrof = nr;
1537 1491
1538 return newob; 1492 return newob;
1539} 1493}
1540 1494
1541/* 1495/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1496 * decrease_ob_nr(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1497 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1498 * is subsequently removed and freed.
1545 * 1499 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1500 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1501 */
1548 1502
1503object *
1549object *decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1550{ 1505{
1551 object *tmp; 1506 object *tmp;
1552 player *pl;
1553 1507
1554 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1509 return op;
1556 1510
1557 if (i > op->nrof) 1511 if (i > op->nrof)
1558 i = op->nrof; 1512 i = op->nrof;
1559 1513
1560 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1515 op->nrof -= i;
1516 else if (op->env)
1517 {
1518 /* is this object in the players inventory, or sub container
1519 * therein?
1520 */
1521 tmp = op->in_player ();
1522 /* nope. Is this a container the player has opened?
1523 * If so, set tmp to that player.
1524 * IMO, searching through all the players will mostly
1525 * likely be quicker than following op->env to the map,
1526 * and then searching the map for a player.
1527 */
1528 if (!tmp)
1529 for_all_players (pl)
1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1533 break;
1534 }
1535
1536 if (i < op->nrof)
1537 {
1538 sub_weight (op->env, op->weight * i);
1539 op->nrof -= i;
1540 if (tmp)
1541 esrv_send_item (tmp, op);
1542 }
1543 else
1544 {
1545 op->remove ();
1546 op->nrof = 0;
1547 if (tmp)
1548 esrv_del_item (tmp->contr, op->count);
1549 }
1561 { 1550 }
1551 else
1552 {
1553 object *above = op->above;
1554
1555 if (i < op->nrof)
1562 op->nrof -= i; 1556 op->nrof -= i;
1563 } 1557 else
1564 else if (op->env != NULL)
1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */ 1558 {
1569 tmp = is_player_inv (op->env); 1559 op->remove ();
1570 /* nope. Is this a container the player has opened? 1560 op->nrof = 0;
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 } 1561 }
1582 1562
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op);
1591 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1565 if (tmp->type == PLAYER)
1566 {
1610 if (op->nrof) 1567 if (op->nrof)
1611 esrv_send_item(tmp, op); 1568 esrv_send_item (tmp, op);
1612 else 1569 else
1613 esrv_del_item(tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1614 } 1571 }
1615 } 1572 }
1616 1573
1617 if (op->nrof) { 1574 if (op->nrof)
1618 return op; 1575 return op;
1619 } else { 1576 else
1620 free_object (op); 1577 {
1578 op->destroy ();
1621 return NULL; 1579 return 0;
1622 } 1580 }
1623} 1581}
1624 1582
1625/* 1583/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1585 * and also updates how much the environment(s) is/are carrying.
1628 */ 1586 */
1629 1587
1588void
1630void add_weight (object *op, signed long weight) { 1589add_weight (object *op, signed long weight)
1590{
1631 while (op!=NULL) { 1591 while (op != NULL)
1592 {
1632 if (op->type == CONTAINER) { 1593 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1594 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1595
1635 op->carrying+=weight; 1596 op->carrying += weight;
1636 op=op->env; 1597 op = op->env;
1637 } 1598 }
1638} 1599}
1639 1600
1601object *
1602insert_ob_in_ob (object *op, object *where)
1603{
1604 if (!where)
1605 {
1606 char *dump = dump_object (op);
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump);
1609 return op;
1610 }
1611
1612 if (where->head)
1613 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head;
1616 }
1617
1618 return where->insert (op);
1619}
1620
1640/* 1621/*
1641 * insert_ob_in_ob(op,environment): 1622 * env->insert (op)
1642 * This function inserts the object op in the linked list 1623 * This function inserts the object op in the linked list
1643 * inside the object environment. 1624 * inside the object environment.
1644 * 1625 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * The function returns now pointer to inserted item, and return value can 1626 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1652 */ 1628 */
1653 1629
1654object *insert_ob_in_ob(object *op,object *where) { 1630object *
1631object::insert (object *op)
1632{
1655 object *tmp, *otmp; 1633 object *tmp, *otmp;
1656 1634
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 dump_object(op); 1636 op->remove ();
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1637
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1638 if (op->more)
1639 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1641 return op;
1676 } 1642 }
1643
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1646 if (op->nrof)
1647 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1649 if (object::can_merge (tmp, op))
1650 {
1682 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1652 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1687 */ 1656 */
1688 add_weight (where, op->weight*op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1691 op = tmp; 1660 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1663 break;
1695 } 1664 }
1696 1665
1697 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1668 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do 1669 * the weight, so we need to add it in again, since we actually do
1701 * the linking below 1670 * the linking below
1702 */ 1671 */
1703 add_weight (where, op->weight*op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1673 }
1704 } else 1674 else
1705 add_weight (where, (op->weight+op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1706 1676
1707 otmp=is_player_inv(where); 1677 otmp = this->in_player ();
1708 if (otmp&&otmp->contr!=NULL) { 1678 if (otmp && otmp->contr)
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1680 otmp->update_stats ();
1711 }
1712 1681
1713 op->map=NULL; 1682 op->map = 0;
1714 op->env=where; 1683 op->env = this;
1715 op->above=NULL; 1684 op->above = 0;
1716 op->below=NULL; 1685 op->below = 0;
1717 op->x=0,op->y=0; 1686 op->x = 0, op->y = 0;
1718 1687
1719 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1689 if ((op->glow_radius != 0) && map)
1721 { 1690 {
1722#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1694 if (map->darkness)
1695 update_all_los (map, x, y);
1727 } 1696 }
1728 1697
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function... 1699 * It sure simplifies this function...
1731 */ 1700 */
1732 if (where->inv==NULL) 1701 if (!inv)
1733 where->inv=op; 1702 inv = op;
1734 else { 1703 else
1704 {
1735 op->below = where->inv; 1705 op->below = inv;
1736 op->below->above = op; 1706 op->below->above = op;
1737 where->inv = op; 1707 inv = op;
1738 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1739 return op; 1712 return op;
1740} 1713}
1741 1714
1742/* 1715/*
1743 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1758 * MSW 2001-07-08: Check all objects on space, not just those below 1731 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects 1732 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1733 * on top.
1761 */ 1734 */
1762 1735
1736int
1763int check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1764{ 1738{
1765 object *tmp; 1739 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1740 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1741 int x = op->x, y = op->y;
1742
1769 MoveType move_on, move_slow, move_block; 1743 MoveType move_on, move_slow, move_block;
1770 1744
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1745 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1746 return 0;
1773 1747
1774 tag = op->count;
1775
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1777 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1778 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1751
1780 /* if nothing on this space will slow op down or be applied, 1752 /* if nothing on this space will slow op down or be applied,
1781 * no need to do checking below. have to make sure move_type 1753 * no need to do checking below. have to make sure move_type
1782 * is set, as lots of objects don't have it set - we treat that 1754 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1755 * as walking.
1784 */ 1756 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1757 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1758 return 0;
1787 1759
1788 /* This is basically inverse logic of that below - basically, 1760 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1761 * if the object can avoid the move on or slow move, they do so,
1790 * but can't do it if the alternate movement they are using is 1762 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1763 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1764 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1765 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1766 return 0;
1795 1767
1796 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1798 */ 1770 */
1799 1771
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1801 tmp->above!=NULL; tmp=tmp->above) { 1773 {
1802 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1776 * we don't need to check all of them.
1805 */ 1777 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1778 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1779 break;
1780 }
1781
1782 for (; tmp; tmp = tmp->below)
1807 } 1783 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1784 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1785 continue; /* Can't apply yourself */
1810 1786
1811 /* Check to see if one of the movement types should be slowed down. 1787 /* Check to see if one of the movement types should be slowed down.
1812 * Second check makes sure that the movement types not being slowed 1788 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1789 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1790 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1791 * swim on that space, can't use it to avoid the penalty.
1816 */ 1792 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1793 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1794 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797 {
1821 1798
1822 float diff; 1799 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1800 diff = tmp->move_slow_penalty * FABS (op->speed);
1801
1825 if (op->type == PLAYER) { 1802 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1805 diff /= 4.0;
1829 } 1806
1830 }
1831 op->speed_left -= diff; 1807 op->speed_left -= diff;
1832 } 1808 }
1833 } 1809 }
1834 1810
1835 /* Basically same logic as above, except now for actual apply. */ 1811 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1813 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 1814 {
1840 move_apply(tmp, op, originator); 1815 move_apply (tmp, op, originator);
1816
1841 if (was_destroyed (op, tag)) 1817 if (op->destroyed ())
1842 return 1; 1818 return 1;
1843 1819
1844 /* what the person/creature stepped onto has moved the object 1820 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1821 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1822 * have a feeling strange problems would result.
1847 */ 1823 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 1824 if (op->map != m || op->x != x || op->y != y)
1825 return 0;
1849 } 1826 }
1850 } 1827 }
1828
1851 return 0; 1829 return 0;
1852} 1830}
1853 1831
1854/* 1832/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1858 */ 1836 */
1859 1837object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1838present_arch (const archetype *at, maptile *m, int x, int y)
1861 object *tmp; 1839{
1862 if(m==NULL || out_of_map(m,x,y)) { 1840 if (m == NULL || out_of_map (m, x, y))
1841 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1843 return NULL;
1865 } 1844 }
1845
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1867 if(tmp->arch == at) 1847 if (tmp->arch == at)
1868 return tmp; 1848 return tmp;
1849
1869 return NULL; 1850 return NULL;
1870} 1851}
1871 1852
1872/* 1853/*
1873 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1876 */ 1857 */
1877 1858object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1859present (unsigned char type, maptile *m, int x, int y)
1879 object *tmp; 1860{
1880 if(out_of_map(m,x,y)) { 1861 if (out_of_map (m, x, y))
1862 {
1881 LOG(llevError,"Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1864 return NULL;
1883 } 1865 }
1866
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1885 if(tmp->type==type) 1868 if (tmp->type == type)
1886 return tmp; 1869 return tmp;
1870
1887 return NULL; 1871 return NULL;
1888} 1872}
1889 1873
1890/* 1874/*
1891 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1894 */ 1878 */
1895 1879object *
1896object *present_in_ob(unsigned char type, const object *op) { 1880present_in_ob (unsigned char type, const object *op)
1897 object *tmp; 1881{
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 1883 if (tmp->type == type)
1900 return tmp; 1884 return tmp;
1885
1901 return NULL; 1886 return NULL;
1902} 1887}
1903 1888
1904/* 1889/*
1905 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
1913 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
1914 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
1915 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
1916 * to be unique. 1901 * to be unique.
1917 */ 1902 */
1918 1903object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 1904present_in_ob_by_name (int type, const char *str, const object *op)
1920 object *tmp; 1905{
1921
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1908 return tmp;
1925 } 1909
1926 return NULL; 1910 return 0;
1927} 1911}
1928 1912
1929/* 1913/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
1933 */ 1917 */
1934 1918object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 1919present_arch_in_ob (const archetype *at, const object *op)
1936 object *tmp; 1920{
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 1922 if (tmp->arch == at)
1939 return tmp; 1923 return tmp;
1924
1940 return NULL; 1925 return NULL;
1941} 1926}
1942 1927
1943/* 1928/*
1944 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
1945 */ 1930 */
1931void
1946void flag_inv(object*op, int flag){ 1932flag_inv (object *op, int flag)
1947 object *tmp; 1933{
1948 if(op->inv) 1934 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1936 {
1950 SET_FLAG(tmp, flag); 1937 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 1938 flag_inv (tmp, flag);
1952 } 1939 }
1940}
1941
1953}/* 1942/*
1954 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
1955 */ 1944 */
1945void
1956void unflag_inv(object*op, int flag){ 1946unflag_inv (object *op, int flag)
1957 object *tmp; 1947{
1958 if(op->inv) 1948 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 {
1960 CLEAR_FLAG(tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 1952 unflag_inv (tmp, flag);
1962 } 1953 }
1963} 1954}
1964 1955
1965/* 1956/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
1970 */ 1961 */
1971 1962void
1972void set_cheat(object *op) { 1963set_cheat (object *op)
1964{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
1975} 1967}
1976 1968
1977/* 1969/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 1970 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain 1971 * a spot at the given map and coordinates which will be able to contain
1993 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
1994 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
1995 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 1988 * customized, changed states, etc.
1997 */ 1989 */
1998 1990int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1992{
2000 int i,index=0, flag; 1993 int index = 0, flag;
2001 static int altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2002 1995
2003 for(i=start;i<stop;i++) { 1996 for (int i = start; i < stop; i++)
1997 {
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2005 if(!flag) 1999 if (!flag)
2006 altern[index++]=i; 2000 altern [index++] = i;
2007 2001
2008 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2009 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2010 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2011 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2012 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2015 */ 2009 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2011 stop = maxfree[i];
2018 } 2012 }
2019 if(!index) return -1; 2013
2014 if (!index)
2015 return -1;
2016
2020 return altern[RANDOM()%index]; 2017 return altern[RANDOM () % index];
2021} 2018}
2022 2019
2023/* 2020/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2027 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2025 */
2029 2026int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2031 int i; 2028{
2032 for(i=0;i<SIZEOFFREE;i++) { 2029 for (int i = 0; i < SIZEOFFREE; i++)
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2031 return i;
2035 } 2032
2036 return -1; 2033 return -1;
2037} 2034}
2038 2035
2039/* 2036/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2042 */ 2040 */
2041static void
2043static void permute(int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2044{ 2043{
2045 int i, j, tmp, len; 2044 arr += begin;
2045 end -= begin;
2046 2046
2047 len = end-begin; 2047 while (--end)
2048 for(i = begin; i < end; i++) 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2049 {
2050 j = begin+RANDOM()%len;
2051
2052 tmp = arr[i];
2053 arr[i] = arr[j];
2054 arr[j] = tmp;
2055 }
2056} 2049}
2057 2050
2058/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2060 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2061 * monsters to the north first. However, the size of the array passed 2054 * monsters to the north first. However, the size of the array passed
2062 * covers all the spaces, so within that size, all the spaces within 2055 * covers all the spaces, so within that size, all the spaces within
2063 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2057 */
2058void
2065void get_search_arr(int *search_arr) 2059get_search_arr (int *search_arr)
2066{ 2060{
2067 int i; 2061 int i;
2068 2062
2069 for(i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2070 {
2071 search_arr[i] = i; 2064 search_arr[i] = i;
2072 }
2073 2065
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2069}
2078 2070
2079/* 2071/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2072 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2073 * given map at the given coordinates for live objects.
2086 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2087 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2081 * there is capable of.
2090 */ 2082 */
2091 2083int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2084find_dir (maptile *m, int x, int y, object *exclude)
2085{
2093 int i,max=SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2087
2094 sint16 nx, ny; 2088 sint16 nx, ny;
2095 object *tmp; 2089 object *tmp;
2096 mapstruct *mp; 2090 maptile *mp;
2091
2097 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2098 2093
2099 if (exclude && exclude->head) { 2094 if (exclude && exclude->head)
2095 {
2100 exclude = exclude->head; 2096 exclude = exclude->head;
2101 move_type = exclude->move_type; 2097 move_type = exclude->move_type;
2102 } else { 2098 }
2099 else
2100 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2101 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2102 move_type = MOVE_ALL;
2103 }
2104
2105 for (i = 1; i < max; i++)
2105 } 2106 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2107 mp = m;
2109 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2111 2110
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2113 if (mflags & P_OUT_OF_MAP) { 2113 if (mflags & P_OUT_OF_MAP)
2114 max = maxfree[i];
2115 else
2116 {
2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2120
2121 if ((move_type & blocked) == move_type)
2114 max = maxfree[i]; 2122 max = maxfree[i];
2115 } else {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2117
2118 if ((move_type & blocked) == move_type) {
2119 max=maxfree[i];
2120 } else if (mflags & P_IS_ALIVE) { 2123 else if (mflags & P_IS_ALIVE)
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2124 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2124 break; 2128 break;
2125 } 2129
2126 }
2127 if(tmp) { 2130 if (tmp)
2128 return freedir[i]; 2131 return freedir[i];
2129 }
2130 } 2132 }
2131 } 2133 }
2132 } 2134 }
2135
2133 return 0; 2136 return 0;
2134} 2137}
2135 2138
2136/* 2139/*
2137 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2141 * distance between the two given objects.
2139 */ 2142 */
2140 2143int
2141int distance(const object *ob1, const object *ob2) { 2144distance (const object *ob1, const object *ob2)
2142 int i; 2145{
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2145 return i;
2146} 2147}
2147 2148
2148/* 2149/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2150 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2152 */ 2153 */
2153 2154int
2154int find_dir_2(int x, int y) { 2155find_dir_2 (int x, int y)
2156{
2155 int q; 2157 int q;
2156 2158
2157 if(y) 2159 if (y)
2158 q=x*100/y; 2160 q = x * 100 / y;
2159 else if (x) 2161 else if (x)
2160 q= -300*x; 2162 q = -300 * x;
2161 else 2163 else
2162 return 0; 2164 return 0;
2163 2165
2164 if(y>0) { 2166 if (y > 0)
2167 {
2165 if(q < -242) 2168 if (q < -242)
2166 return 3 ; 2169 return 3;
2167 if (q < -41) 2170 if (q < -41)
2168 return 2 ; 2171 return 2;
2169 if (q < 41) 2172 if (q < 41)
2170 return 1 ; 2173 return 1;
2171 if (q < 242) 2174 if (q < 242)
2172 return 8 ; 2175 return 8;
2173 return 7 ; 2176 return 7;
2174 } 2177 }
2175 2178
2176 if (q < -242) 2179 if (q < -242)
2177 return 7 ; 2180 return 7;
2178 if (q < -41) 2181 if (q < -41)
2179 return 6 ; 2182 return 6;
2180 if (q < 41) 2183 if (q < 41)
2181 return 5 ; 2184 return 5;
2182 if (q < 242) 2185 if (q < 242)
2183 return 4 ; 2186 return 4;
2184 2187
2185 return 3 ; 2188 return 3;
2186} 2189}
2187 2190
2188/* 2191/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2192 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2193 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2194 * "overflow" in previous calculations of a direction).
2192 */ 2195 */
2193 2196
2197int
2194int absdir(int d) { 2198absdir (int d)
2195 while(d<1) d+=8; 2199{
2196 while(d>8) d-=8; 2200 while (d < 1)
2201 d += 8;
2202
2203 while (d > 8)
2204 d -= 8;
2205
2197 return d; 2206 return d;
2198} 2207}
2199 2208
2200/* 2209/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2211 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2212 */
2204 2213
2214int
2205int dirdiff(int dir1, int dir2) { 2215dirdiff (int dir1, int dir2)
2216{
2206 int d; 2217 int d;
2218
2207 d = abs(dir1 - dir2); 2219 d = abs (dir1 - dir2);
2208 if(d>4) 2220 if (d > 4)
2209 d = 8 - d; 2221 d = 8 - d;
2222
2210 return d; 2223 return d;
2211} 2224}
2212 2225
2213/* peterm: 2226/* peterm:
2214 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2217 * This basically means that if direction is 15, then it could either go 2230 * This basically means that if direction is 15, then it could either go
2218 * direction 4, 14, or 16 to get back to where we are. 2231 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2232 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2233 * functions.
2221 */ 2234 */
2222
2223int reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2241 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2242 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2243 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2244 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2245 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2246 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2247 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2248 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2249 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2250 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2251 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2252 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2253 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2254 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2255 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2256 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2257 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2258 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2259 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2260 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2261 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2262 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2263 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2264 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2265 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2266 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2267 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2268 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2269 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2270 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2271 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2272 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2273 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2274 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2275 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2276 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2277 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2278 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2279 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2280 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2281 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2282 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2283 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2284 {24, 9, -1}
2285}; /* 48 */
2273 2286
2274/* Recursive routine to step back and see if we can 2287/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2290 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2279 */ 2292 */
2280 2293int
2281
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2295{
2283 sint16 dx, dy; 2296 sint16 dx, dy;
2284 int mflags; 2297 int mflags;
2285 2298
2299 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2287 2301
2288 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2303 dy = y + freearr_y[dir];
2290 2304
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2305 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2306
2293 /* This functional arguably was incorrect before - it was 2307 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2308 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2309 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2310 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or 2311 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2312 * at least its move type.
2299 */ 2313 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2314 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2315 return 0;
2301 2316
2302 /* yes, can see. */ 2317 /* yes, can see. */
2303 if(dir < 9) return 1; 2318 if (dir < 9)
2319 return 1;
2320
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2321 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2307} 2324}
2308 2325
2309
2310
2311/* 2326/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2327 * can_pick(picker, item): finds out if an object is possible to be
2313 * picked up by the picker. Returnes 1 if it can be 2328 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2315 * 2330 *
2317 * core dumps if they do. 2332 * core dumps if they do.
2318 * 2333 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2334 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2335 */
2321 2336
2337int
2322int can_pick(const object *who, const object *item) { 2338can_pick (const object *who, const object *item)
2339{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2343}
2328
2329 2344
2330/* 2345/*
2331 * create clone from object to another 2346 * create clone from object to another
2332 */ 2347 */
2348object *
2333object *object_create_clone (object *asrc) { 2349object_create_clone (object *asrc)
2350{
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2351 object *dst = 0, *tmp, *src, *part, *prev, *item;
2335 2352
2336 if(!asrc) return NULL; 2353 if (!asrc)
2354 return 0;
2355
2337 src = asrc; 2356 src = asrc;
2338 if(src->head) 2357 if (src->head)
2339 src = src->head; 2358 src = src->head;
2340 2359
2341 prev = NULL; 2360 prev = 0;
2342 for(part = src; part; part = part->more) { 2361 for (part = src; part; part = part->more)
2343 tmp = get_object(); 2362 {
2344 copy_object(part,tmp); 2363 tmp = part->clone ();
2345 tmp->x -= src->x; 2364 tmp->x -= src->x;
2346 tmp->y -= src->y; 2365 tmp->y -= src->y;
2366
2347 if(!part->head) { 2367 if (!part->head)
2368 {
2348 dst = tmp; 2369 dst = tmp;
2349 tmp->head = NULL;
2350 } else {
2351 tmp->head = dst; 2370 tmp->head = 0;
2352 } 2371 }
2372 else
2373 tmp->head = dst;
2374
2353 tmp->more = NULL; 2375 tmp->more = 0;
2376
2354 if(prev) 2377 if (prev)
2355 prev->more = tmp; 2378 prev->more = tmp;
2379
2356 prev = tmp; 2380 prev = tmp;
2357 } 2381 }
2358 /*** copy inventory ***/ 2382
2359 for(item = src->inv; item; item = item->below) { 2383 for (item = src->inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2384 insert_ob_in_ob (object_create_clone (item), dst);
2361 }
2362 2385
2363 return dst; 2386 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372} 2387}
2373 2388
2374/* GROS - Creates an object using a string representing its content. */ 2389/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */ 2390/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */ 2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */ 2392/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */ 2393/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2380 2395object *
2381object* load_object_str(const char *obstr) 2396load_object_str (const char *obstr)
2382{ 2397{
2383 object *op; 2398 object *op;
2384 char filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2400
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2402
2387 FILE *tempfile=fopen(filename,"w"); 2403 FILE *tempfile = fopen (filename, "w");
2404
2388 if (tempfile == NULL) 2405 if (tempfile == NULL)
2389 { 2406 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2408 return NULL;
2392 }; 2409 }
2410
2393 fprintf(tempfile,obstr); 2411 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2412 fclose (tempfile);
2395 2413
2396 op=get_object(); 2414 op = object::create ();
2397 2415
2398 object_thawer thawer (filename); 2416 object_thawer thawer (filename);
2399 2417
2400 if (thawer) 2418 if (thawer)
2401 load_object(thawer,op,0); 2419 load_object (thawer, op, 0);
2402 2420
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2421 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2422 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2423
2406 return op; 2424 return op;
2407} 2425}
2408 2426
2409/* This returns the first object in who's inventory that 2427/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2428 * has the same type and subtype match.
2411 * returns NULL if no match. 2429 * returns NULL if no match.
2412 */ 2430 */
2431object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2433{
2415 object *tmp;
2416
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2435 if (tmp->type == type && tmp->subtype == subtype)
2436 return tmp;
2419 2437
2420 return NULL; 2438 return 0;
2421} 2439}
2422 2440
2423/* If ob has a field named key, return the link from the list, 2441/* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL. 2442 * otherwise return NULL.
2425 * 2443 *
2426 * key must be a passed in shared string - otherwise, this won't 2444 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing. 2445 * do the desired thing.
2428 */ 2446 */
2447key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2448get_ob_key_link (const object *ob, const char *key)
2430 key_value * link; 2449{
2431
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2450 for (key_value *link = ob->key_values; link; link = link->next)
2433 if (link->key == key) { 2451 if (link->key == key)
2434 return link; 2452 return link;
2435 } 2453
2436 } 2454 return 0;
2437 2455}
2438 return NULL;
2439}
2440 2456
2441/* 2457/*
2442 * Returns the value of op has an extra_field for key, or NULL. 2458 * Returns the value of op has an extra_field for key, or NULL.
2443 * 2459 *
2444 * The argument doesn't need to be a shared string. 2460 * The argument doesn't need to be a shared string.
2445 * 2461 *
2446 * The returned string is shared. 2462 * The returned string is shared.
2447 */ 2463 */
2464const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2465get_ob_key_value (const object *op, const char *const key)
2466{
2449 key_value * link; 2467 key_value *link;
2450 const char * canonical_key; 2468 shstr_cmp canonical_key (key);
2469
2470 if (!canonical_key)
2451 2471 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2472 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2473 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2474 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2475 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2476 */
2460 return NULL; 2477 return 0;
2461 } 2478 }
2462 2479
2463 /* This is copied from get_ob_key_link() above - 2480 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2481 * only 4 lines, and saves the function call overhead.
2465 */ 2482 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2483 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2484 if (link->key == canonical_key)
2468 return link->value; 2485 return link->value;
2469 } 2486
2470 } 2487 return 0;
2471 return NULL;
2472} 2488}
2473 2489
2474 2490
2475/* 2491/*
2476 * Updates the canonical_key in op to value. 2492 * Updates the canonical_key in op to value.
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2496 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2497 * keys.
2482 * 2498 *
2483 * Returns TRUE on success. 2499 * Returns TRUE on success.
2484 */ 2500 */
2501int
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2503{
2486 key_value * field = NULL, *last=NULL; 2504 key_value *field = NULL, *last = NULL;
2487 2505
2488 for (field=op->key_values; field != NULL; field=field->next) { 2506 for (field = op->key_values; field != NULL; field = field->next)
2507 {
2489 if (field->key != canonical_key) { 2508 if (field->key != canonical_key)
2509 {
2490 last = field; 2510 last = field;
2491 continue; 2511 continue;
2492 } 2512 }
2493 2513
2494 if (value) 2514 if (value)
2495 field->value = value; 2515 field->value = value;
2496 else { 2516 else
2517 {
2497 /* Basically, if the archetype has this key set, 2518 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2519 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2520 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2521 * we get this value back again.
2501 */ 2522 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2523 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2524 field->value = 0;
2525 else
2526 {
2527 if (last)
2528 last->next = field->next;
2504 else 2529 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2530 op->key_values = field->next;
2508 2531
2509 delete field; 2532 delete field;
2510 } 2533 }
2511 } 2534 }
2512 return TRUE; 2535 return TRUE;
2513 } 2536 }
2514 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2515 2538
2516 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2517 2540
2518 if (!add_key) { 2541 if (!add_key)
2519 return FALSE; 2542 return FALSE;
2520 } 2543
2521 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2525 * should pass in "" 2548 * should pass in ""
2526 */ 2549 */
2527 if (value == NULL) return TRUE; 2550 if (value == NULL)
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE; 2551 return TRUE;
2552
2553 field = new key_value;
2554
2555 field->key = canonical_key;
2556 field->value = value;
2557 /* Usual prepend-addition. */
2558 field->next = op->key_values;
2559 op->key_values = field;
2560
2561 return TRUE;
2538} 2562}
2539 2563
2540/* 2564/*
2541 * Updates the key in op to value. 2565 * Updates the key in op to value.
2542 * 2566 *
2544 * and not add new ones. 2568 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key 2569 * In general, should be little reason FALSE is ever passed in for add_key
2546 * 2570 *
2547 * Returns TRUE on success. 2571 * Returns TRUE on success.
2548 */ 2572 */
2573int
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2574set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{ 2575{
2551 shstr key_ (key); 2576 shstr key_ (key);
2577
2552 return set_ob_key_value_s (op, key_, value, add_key); 2578 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2579}
2580
2581object::depth_iterator::depth_iterator (object *container)
2582: iterator_base (container)
2583{
2584 while (item->inv)
2585 item = item->inv;
2586}
2587
2588void
2589object::depth_iterator::next ()
2590{
2591 if (item->below)
2592 {
2593 item = item->below;
2594
2595 while (item->inv)
2596 item = item->inv;
2597 }
2598 else
2599 item = item->env;
2600}
2601
2602// return a suitable string describing an objetc in enough detail to find it
2603const char *
2604object::debug_desc (char *info) const
2605{
2606 char info2[256 * 3];
2607 char *p = info;
2608
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2610 count,
2611 &name,
2612 title ? " " : "",
2613 title ? (const char *)title : "");
2614
2615 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617
2618 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2620
2621 return info;
2622}
2623
2624const char *
2625object::debug_desc () const
2626{
2627 static char info[256 * 3];
2628 return debug_desc (info);
2629}
2630

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines