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Comparing deliantra/server/common/object.C (file contents):
Revision 1.21 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.21 2006/09/09 21:48:28 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
59 133
60/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
62 key_value * wants_field; 138 key_value *wants_field;
63 139
64 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
65 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
66 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
67 */ 143 */
68 144
69 /* For each field in wants, */ 145 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
71 key_value * has_field; 148 key_value *has_field;
72 149
73 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
74 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
75 154 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 155 /* No field with that name. */
78 return FALSE; 156 return FALSE;
79 } 157 }
80 158
81 /* Found the matching field. */ 159 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
83 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
84 return FALSE; 163 return FALSE;
85 } 164 }
86 165
87 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 167 }
168
90 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 170 return TRUE;
92} 171}
93 172
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
96 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
97 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
98 */ 179 */
99 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
100} 181}
101 182
102/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
103 * they can be merged together. 184 * they can be merged together.
104 * 185 *
105 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
108 * 189 *
109 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
110 * 191 *
111 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
112 * check weight 193 * check weight
113 */ 194 */
114 195
115bool
116object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
117{ 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 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)
120 return 0; 204 return 0;
121 205
122 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof). 209 * used to store nrof).
128 */ 210 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 222
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 225
144 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
182 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
183 { 257 {
184 /* 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 */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* 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
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
195 } 269 }
203 277
204 /* 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
205 * 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
206 * check? 280 * check?
207 */ 281 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 283 return 0;
211 284
212 switch (ob1->type) 285 switch (ob1->type)
213 { 286 {
214 case SCROLL: 287 case SCROLL:
215 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
216 return 0; 289 return 0;
217 break; 290 break;
218 } 291 }
219 292
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 294 {
222 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
225 return 0; 298 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 300 return 0;
228 } 301 }
229 302
230 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
232 { 305 {
233 ob1->optimise (); 306 ob1->optimise ();
234 ob2->optimise (); 307 ob2->optimise ();
235 308
236 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
237 return 0; 310 return 0;
238 } 311 }
239 312
240 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
241 return 1; 314 return 1;
242} 315}
316
243/* 317/*
244 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
245 * 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
246 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
247 */ 321 */
248signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
249 signed long sum; 325 long sum;
250 object *inv; 326 object *inv;
327
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
252 if (inv->inv) 330 if (inv->inv)
253 sum_weight(inv); 331 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 333 }
334
256 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
258 if(op->carrying != sum) 338 if (op->carrying != sum)
259 op->carrying = sum; 339 op->carrying = sum;
340
260 return sum; 341 return sum;
261} 342}
262 343
263/** 344/**
264 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
265 */ 346 */
266 347
348object *
267object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
268 while (op->env != NULL) 351 while (op->env != NULL)
269 op = op->env; 352 op = op->env;
270 return op; 353 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 354}
285 355
286/* 356/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 358 * Some error messages.
289 * 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.
290 */ 360 */
291 361
292void dump_object2(object *op) { 362char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 363dump_object (object *op)
339 if(op==NULL) { 364{
340 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
341 return; 366 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 367
347void dump_all_objects(void) { 368 object_freezer freezer;
348 object *op; 369 save_object (freezer, op, 1);
349 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 371}
354 372
355/* 373/*
356 * 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
357 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
359 */ 377 */
360 378
379object *
361object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
362 object *tmp,*closest; 382 object *tmp, *closest;
363 int last_dist,i; 383 int last_dist, i;
384
364 if(op->more==NULL) 385 if (op->more == NULL)
365 return op; 386 return op;
366 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)
367 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
369 return closest; 390 return closest;
370} 391}
371 392
372/* 393/*
373 * 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.
374 */ 395 */
375 396
397object *
376object *find_object(tag_t i) { 398find_object (tag_t i)
377 object *op; 399{
378 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 401 if (op->count == i)
380 break; 402 return op;
403
381 return op; 404 return 0;
382} 405}
383 406
384/* 407/*
385 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
388 */ 411 */
389 412
413object *
390object *find_object_name(const char *str) { 414find_object_name (const char *str)
391 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
392 object *op; 417 object *op;
418
393 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 420 if (op->name == str_)
395 break; 421 break;
396 422
397 return op; 423 return op;
398} 424}
399 425
426void
400void free_all_object_data () 427free_all_object_data ()
401{ 428{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 430}
439 431
440/* 432/*
441 * 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
442 * skill and experience objects. 434 * skill and experience objects.
443 */ 435 */
444void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
445{ 438{
446 if(owner==NULL||op==NULL) 439 if (!owner)
447 return; 440 return;
448 441
449 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
450 /* 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
451 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
452 * 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
453 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
455 */ 448 */
456 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
458 451
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 452 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 453}
494 454
495/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 456 * refcounts and freeing the links.
497 */ 457 */
458static void
498static void free_key_values(object * op) 459free_key_values (object *op)
499{ 460{
500 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
501 { 462 {
502 key_value *next = i->next; 463 key_value *next = i->next;
503 delete i; 464 delete i;
465
504 i = next; 466 i = next;
505 } 467 }
506 468
507 op->key_values = 0; 469 op->key_values = 0;
508} 470}
509 471
510void object::clear ()
511{
512 attachable_base::clear ();
513
514 free_key_values (this);
515
516 name = 0;
517 name_pl = 0;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/* 472/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
576 * 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,
577 * 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
578 * will point at garbage. 478 * will point at garbage.
579 */ 479 */
580 480void
581void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
582{ 482{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 485
586 op2->clone (op); 486 *(object_copy *)dst = *this;
587 487
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
590 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
591 if (op2->speed < 0) 494 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 496
594 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 498 if (key_values)
596 { 499 {
597 key_value *tail = NULL; 500 key_value *tail = 0;
598 key_value *i; 501 key_value *i;
599 502
600 op->key_values = NULL; 503 dst->key_values = 0;
601 504
602 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
603 { 506 {
604 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
605 508
606 new_link->next = NULL; 509 new_link->next = 0;
607 new_link->key = i->key; 510 new_link->key = i->key;
608 new_link->value = i->value; 511 new_link->value = i->value;
609 512
610 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 514 if (!dst->key_values)
612 { 515 {
613 op->key_values = new_link; 516 dst->key_values = new_link;
614 tail = new_link; 517 tail = new_link;
615 } 518 }
616 else 519 else
617 { 520 {
618 tail->next = new_link; 521 tail->next = new_link;
619 tail = new_link; 522 tail = new_link;
620 } 523 }
621 } 524 }
622 } 525 }
623 526
624 update_ob_speed (op); 527 update_ob_speed (dst);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
625} 536}
626 537
627/* 538/*
628 * 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
629 * 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
630 * 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.
631 */ 542 */
632 543
544void
633void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 548 return;
636 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
638} 551}
639 552
640/* 553/*
641 * 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
642 * 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.
643 * 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.
644 */ 557 */
645 558void
646void update_ob_speed(object *op) { 559update_ob_speed (object *op)
560{
647 extern int arch_init; 561 extern int arch_init;
648 562
649 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 564 * since they never really need to be updated.
651 */ 565 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 569 op->speed = 0;
659#endif
660 } 570 }
571
661 if (arch_init) { 572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 {
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
662 return; 579 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 580
669 /* process_events() expects us to insert the object at the beginning 581 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 582 * of the list. */
671 op->active_next = active_objects; 583 op->active_next = active_objects;
584
672 if (op->active_next!=NULL) 585 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 586 op->active_next->active_prev = op;
587
674 active_objects = op; 588 active_objects = op;
589 }
590 else
675 } 591 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 592 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 593 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 594 return;
680 595
681 if (op->active_prev==NULL) { 596 if (op->active_prev == NULL)
597 {
682 active_objects = op->active_next; 598 active_objects = op->active_next;
599
683 if (op->active_next!=NULL) 600 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 601 op->active_next->active_prev = NULL;
685 } 602 }
686 else { 603 else
604 {
687 op->active_prev->active_next = op->active_next; 605 op->active_prev->active_next = op->active_next;
606
688 if (op->active_next) 607 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 608 op->active_next->active_prev = op->active_prev;
690 } 609 }
610
691 op->active_next = NULL; 611 op->active_next = NULL;
692 op->active_prev = NULL; 612 op->active_prev = NULL;
693 } 613 }
694} 614}
695 615
696/* This function removes object 'op' from the list of active 616/* This function removes object 'op' from the list of active
697 * objects. 617 * objects.
699 * reference maps where you don't want an object that isn't 619 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 620 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 621 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 622 * will do the right thing based on the speed of the object.
703 */ 623 */
624void
704void remove_from_active_list(object *op) 625remove_from_active_list (object *op)
705{ 626{
706 /* If not on the active list, nothing needs to be done */ 627 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 628 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 629 return;
709 630
710 if (op->active_prev==NULL) { 631 if (op->active_prev == NULL)
632 {
711 active_objects = op->active_next; 633 active_objects = op->active_next;
712 if (op->active_next!=NULL) 634 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 635 op->active_next->active_prev = NULL;
636 }
637 else
714 } 638 {
715 else {
716 op->active_prev->active_next = op->active_next; 639 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 640 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 641 op->active_next->active_prev = op->active_prev;
719 } 642 }
720 op->active_next = NULL; 643 op->active_next = NULL;
721 op->active_prev = NULL; 644 op->active_prev = NULL;
722} 645}
723 646
724/* 647/*
725 * update_object() updates the array which represents the map. 648 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 649 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 650 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 651 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 652 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 653 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 654 * updating that window, though, since update_object() is called _often_)
732 * 655 *
733 * action is a hint of what the caller believes need to be done. 656 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 657 * current action are:
739 * UP_OBJ_INSERT: op was inserted 658 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 659 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 660 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 661 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
744 */ 663 */
745 664void
746void update_object(object *op, int action) { 665update_object (object *op, int action)
747 int update_now=0, flags; 666{
748 MoveType move_on, move_off, move_block, move_slow; 667 MoveType move_on, move_off, move_block, move_slow;
749 668
750 if (op == NULL) { 669 if (op == NULL)
670 {
751 /* this should never happen */ 671 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 672 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 673 return;
754 }
755 674 }
756 if(op->env!=NULL) { 675
676 if (op->env)
677 {
757 /* Animation is currently handled by client, so nothing 678 /* Animation is currently handled by client, so nothing
758 * to do in this case. 679 * to do in this case.
759 */ 680 */
760 return; 681 return;
761 } 682 }
762 683
763 /* If the map is saving, don't do anything as everything is 684 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 685 * going to get freed anyways.
765 */ 686 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 687 if (!op->map || op->map->in_memory == MAP_SAVING)
767 688 return;
689
768 /* make sure the object is within map boundaries */ 690 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 691 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 692 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 693 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 694#ifdef MANY_CORES
773 abort(); 695 abort ();
774#endif 696#endif
775 return; 697 return;
776 }
777 698 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 699
700 mapspace &m = op->ms ();
701
702 if (m.flags_ & P_NEED_UPDATE)
703 /* nop */;
785 if (action == UP_OBJ_INSERT) { 704 else if (action == UP_OBJ_INSERT)
705 {
706 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 708 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 709 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 710 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
711 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 712 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 713 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 714 || (m.move_off | op->move_off ) != m.move_off
804 715 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 716 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 717 * to have move_allow right now.
807 */ 718 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 721 m.flags_ = P_NEED_UPDATE;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 722 }
814 /* if the object is being removed, we can't make intelligent 723 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 724 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 725 * that is being removed.
817 */ 726 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 728 m.flags_ = P_NEED_UPDATE;
820 } else if (action == UP_OBJ_FACE) { 729 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 730 /* Nothing to do for that case */ ;
822 }
823 else { 731 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 732 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 733
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 734 if (op->more)
833 update_object(op->more, action); 735 update_object (op->more, action);
834} 736}
835 737
836static std::vector<object *> mortals; 738object::vector object::objects; // not yet used
837 739object *object::first;
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844}
845 740
846object::object () 741object::object ()
847{ 742{
848 count = ++ob_count;
849
850 prev = 0;
851 next = objects;
852
853 if (objects)
854 objects->prev = this;
855
856 objects = this;
857
858 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
859 744
860 expmul = 1.0; 745 expmul = 1.0;
861 face = blank_face; 746 face = blank_face;
862 attacked_by_count = -1;
863} 747}
864 748
865object::~object () 749object::~object ()
866{ 750{
751 free_key_values (this);
752}
753
754void object::link ()
755{
756 count = ++ob_count;
757 uuid = gen_uuid ();
758
759 prev = 0;
760 next = object::first;
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766}
767
768void object::unlink ()
769{
770 if (this == object::first)
771 object::first = next;
772
773 /* Remove this object from the list of used objects */
774 if (prev) prev->next = next;
775 if (next) next->prev = prev;
776
777 prev = 0;
778 next = 0;
867} 779}
868 780
869object *object::create () 781object *object::create ()
870{ 782{
871 return new object; 783 object *op = new object;
784 op->link ();
785 return op;
872} 786}
873 787
874/* 788/*
875 * free_object() frees everything allocated by an object, removes 789 * free_object() frees everything allocated by an object, removes
876 * it from the list of used objects, and puts it on the list of 790 * it from the list of used objects, and puts it on the list of
877 * free objects. The IS_FREED() flag is set in the object. 791 * free objects. The IS_FREED() flag is set in the object.
878 * The object must have been removed by remove_ob() first for 792 * The object must have been removed by remove_ob() first for
879 * this function to succeed. 793 * this function to succeed.
880 * 794 *
881 * If free_inventory is set, free inventory as well. Else drop items in 795 * If destroy_inventory is set, free inventory as well. Else drop items in
882 * inventory to the ground. 796 * inventory to the ground.
883 */ 797 */
884void 798void
885object::free (bool free_inventory) 799object::do_destroy ()
886{ 800{
887 if (!QUERY_FLAG (this, FLAG_REMOVED)) 801 attachable::do_destroy ();
888 {
889 LOG (llevDebug, "Free object called with non removed object\n");
890 dump_object (this);
891#ifdef MANY_CORES
892 abort ();
893#endif
894 }
895 802
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 803 if (flag [FLAG_IS_LINKED])
897 { 804 remove_button_link (this);
898 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 805
806 if (flag [FLAG_FRIENDLY])
899 remove_friendly_object (this); 807 remove_friendly_object (this);
900 }
901 808
902 if (QUERY_FLAG (this, FLAG_FREED)) 809 if (!flag [FLAG_REMOVED])
903 { 810 remove ();
904 dump_object (this); 811
905 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 812 if (flag [FLAG_FREED])
906 return; 813 return;
907 }
908 814
909 if (more) 815 flag [FLAG_FREED] = 1;
816
817 // hack to ensure that freed objects still have a valid map
818 {
819 static maptile *freed_map; // freed objects are moved here to avoid crashes
820
821 if (!freed_map)
910 { 822 {
911 more->free (free_inventory); 823 freed_map = new maptile;
824
825 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3;
827 freed_map->height = 3;
828
829 freed_map->allocate ();
830 }
831
832 map = freed_map;
833 x = 1;
834 y = 1;
835 }
836
912 more = 0; 837 more = 0;
913 } 838 head = 0;
839 inv = 0;
914 840
915 if (inv) 841 // clear those pointers that likely might have circular references to us
916 { 842 owner = 0;
917 /* Only if the space blocks everything do we not process - 843 enemy = 0;
918 * if some form of movement is allowed, let objects 844 attacked_by = 0;
919 * drop on that space.
920 */
921 if (free_inventory || !map
922 || map->in_memory != MAP_IN_MEMORY
923 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
924 {
925 object *op = inv;
926 845
927 while (op) 846 // only relevant for players(?), but make sure of it anyways
928 { 847 contr = 0;
929 object *tmp = op->below;
930 remove_ob (op);
931 op->free (free_inventory);
932 op = tmp;
933 }
934 }
935 else
936 { /* Put objects in inventory onto this space */
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 remove_ob (op);
943
944 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
945 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
946 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
947 free_object (op);
948 else
949 {
950 op->x = x;
951 op->y = y;
952 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
953 }
954
955 op = tmp;
956 }
957 }
958 }
959 848
960 /* Remove object from the active list */ 849 /* Remove object from the active list */
961 speed = 0; 850 speed = 0;
962 update_ob_speed (this); 851 update_ob_speed (this);
963 852
964 SET_FLAG (this, FLAG_FREED); 853 unlink ();
965
966 mortalise ();
967} 854}
968 855
856/*
857 * Remove and free all objects in the inventory of the given object.
858 * object.c ?
859 */
969void 860void
970object::mortalise () 861object::destroy_inv (bool drop_to_ground)
971{ 862{
972 count = 0; 863 if (!inv)
864 return;
973 865
974 /* Remove this object from the list of used objects */ 866 /* Only if the space blocks everything do we not process -
975 if (prev) prev->next = next; 867 * if some form of movement is allowed, let objects
976 if (next) next->prev = prev; 868 * drop on that space.
977 if (this == objects) objects = next; 869 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
978 883
979 free_key_values (this); 884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE])
889 op->destroy ();
890 else
891 {
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 }
898 }
899}
980 900
981 mortals.push_back (this); 901void
902object::destroy (bool destroy_inventory)
903{
904 if (destroyed ())
905 return;
906
907 if (more)
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
913
914 if (destroy_inventory)
915 destroy_inv (true);
916
917 attachable::destroy ();
982} 918}
983 919
984/* 920/*
985 * sub_weight() recursively (outwards) subtracts a number from the 921 * sub_weight() recursively (outwards) subtracts a number from the
986 * weight of an object (and what is carried by it's environment(s)). 922 * weight of an object (and what is carried by it's environment(s)).
987 */ 923 */
988 924void
989void sub_weight (object *op, signed long weight) { 925sub_weight (object *op, signed long weight)
926{
990 while (op != NULL) { 927 while (op != NULL)
928 {
991 if (op->type == CONTAINER) { 929 if (op->type == CONTAINER)
992 weight=(signed long)(weight*(100-op->stats.Str)/100); 930 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
993 } 931
994 op->carrying-=weight; 932 op->carrying -= weight;
995 op = op->env; 933 op = op->env;
996 } 934 }
997} 935}
998 936
999/* remove_ob(op): 937/* op->remove ():
1000 * This function removes the object op from the linked list of objects 938 * This function removes the object op from the linked list of objects
1001 * which it is currently tied to. When this function is done, the 939 * which it is currently tied to. When this function is done, the
1002 * object will have no environment. If the object previously had an 940 * object will have no environment. If the object previously had an
1003 * environment, the x and y coordinates will be updated to 941 * environment, the x and y coordinates will be updated to
1004 * the previous environment. 942 * the previous environment.
1005 * Beware: This function is called from the editor as well! 943 * Beware: This function is called from the editor as well!
1006 */ 944 */
1007 945void
1008void remove_ob(object *op) { 946object::remove ()
947{
1009 object *tmp,*last=NULL; 948 object *tmp, *last = 0;
1010 object *otmp; 949 object *otmp;
1011 tag_t tag;
1012 int check_walk_off;
1013 mapstruct *m;
1014 sint16 x,y;
1015
1016 950
1017 if(QUERY_FLAG(op,FLAG_REMOVED)) { 951 if (QUERY_FLAG (this, FLAG_REMOVED))
1018 dump_object(op); 952 return;
1019 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1020 953
1021 /* Changed it to always dump core in this case. As has been learned
1022 * in the past, trying to recover from errors almost always
1023 * make things worse, and this is a real error here - something
1024 * that should not happen.
1025 * Yes, if this was a mission critical app, trying to do something
1026 * to recover may make sense, but that is because failure of the app
1027 * may have other disastrous problems. Cf runs out of a script
1028 * so is easily enough restarted without any real problems.
1029 * MSW 2001-07-01
1030 */
1031 abort();
1032 }
1033 if(op->more!=NULL)
1034 remove_ob(op->more);
1035
1036 SET_FLAG(op, FLAG_REMOVED); 954 SET_FLAG (this, FLAG_REMOVED);
955 INVOKE_OBJECT (REMOVE, this);
1037 956
957 if (more)
958 more->remove ();
959
1038 /* 960 /*
1039 * In this case, the object to be removed is in someones 961 * In this case, the object to be removed is in someones
1040 * inventory. 962 * inventory.
1041 */ 963 */
1042 if(op->env!=NULL) { 964 if (env)
965 {
1043 if(op->nrof) 966 if (nrof)
1044 sub_weight(op->env, op->weight*op->nrof); 967 sub_weight (env, weight * nrof);
1045 else 968 else
1046 sub_weight(op->env, op->weight+op->carrying); 969 sub_weight (env, weight + carrying);
1047 970
1048 /* NO_FIX_PLAYER is set when a great many changes are being 971 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 972 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 973 * to save cpu time.
1051 */ 974 */
1052 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 976 otmp->update_stats ();
1054 fix_player(otmp);
1055 977
1056 if(op->above!=NULL) 978 if (above != NULL)
1057 op->above->below=op->below; 979 above->below = below;
1058 else 980 else
1059 op->env->inv=op->below; 981 env->inv = below;
1060 982
1061 if(op->below!=NULL) 983 if (below != NULL)
1062 op->below->above=op->above; 984 below->above = above;
1063 985
1064 /* we set up values so that it could be inserted into 986 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 987 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 988 * to the caller to decide what we want to do.
989 */
990 x = env->x, y = env->y;
991 map = env->map;
992 above = 0, below = 0;
993 env = 0;
994 }
995 else if (map)
996 {
997 /* Re did the following section of code - it looks like it had
998 * lots of logic for things we no longer care about
999 */
1000
1001 /* link the object above us */
1002 if (above)
1003 above->below = below;
1004 else
1005 map->at (x, y).top = below; /* we were top, set new top */
1006
1007 /* Relink the object below us, if there is one */
1008 if (below)
1009 below->above = above;
1010 else
1011 {
1012 /* Nothing below, which means we need to relink map object for this space
1013 * use translated coordinates in case some oddness with map tiling is
1014 * evident
1067 */ 1015 */
1068 op->x=op->env->x,op->y=op->env->y; 1016 if (GET_MAP_OB (map, x, y) != this)
1069 op->map=op->env->map; 1017 {
1070 op->above=NULL,op->below=NULL; 1018 char *dump = dump_object (this);
1071 op->env=NULL; 1019 LOG (llevError,
1020 "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);
1021 free (dump);
1022 dump = dump_object (GET_MAP_OB (map, x, y));
1023 LOG (llevError, "%s\n", dump);
1024 free (dump);
1025 }
1026
1027 map->at (x, y).bot = above; /* goes on above it. */
1028 }
1029
1030 above = 0;
1031 below = 0;
1032
1033 if (map->in_memory == MAP_SAVING)
1072 return; 1034 return;
1073 }
1074 1035
1075 /* If we get here, we are removing it from a map */ 1036 int check_walk_off = !flag [FLAG_NO_APPLY];
1076 if (op->map == NULL) return;
1077 1037
1078 x = op->x; 1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1079 y = op->y; 1039 {
1080 m = get_map_from_coord(op->map, &x, &y); 1040 /* No point updating the players look faces if he is the object
1081 1041 * being removed.
1082 if (!m) {
1083 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1084 op->map->path, op->x, op->y);
1085 /* in old days, we used to set x and y to 0 and continue.
1086 * it seems if we get into this case, something is probablye
1087 * screwed up and should be fixed.
1088 */ 1042 */
1089 abort();
1090 }
1091 if (op->map != m) {
1092 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1093 op->map->path, m->path, op->x, op->y, x, y);
1094 }
1095 1043
1096 /* Re did the following section of code - it looks like it had 1044 if (tmp->type == PLAYER && tmp != this)
1097 * lots of logic for things we no longer care about 1045 {
1098 */ 1046 /* If a container that the player is currently using somehow gets
1099 1047 * removed (most likely destroyed), update the player view
1100 /* link the object above us */ 1048 * appropriately.
1101 if (op->above)
1102 op->above->below=op->below;
1103 else
1104 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1105
1106 /* Relink the object below us, if there is one */
1107 if(op->below) {
1108 op->below->above=op->above;
1109 } else {
1110 /* Nothing below, which means we need to relink map object for this space
1111 * use translated coordinates in case some oddness with map tiling is
1112 * evident
1113 */ 1049 */
1114 if(GET_MAP_OB(m,x,y)!=op) { 1050 if (tmp->container == this)
1115 dump_object(op); 1051 {
1116 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); 1052 flag [FLAG_APPLIED] = 0;
1117 dump_object(GET_MAP_OB(m,x,y)); 1053 tmp->container = 0;
1118 LOG(llevError,"%s\n",errmsg); 1054 }
1055
1056 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update ();
1058 }
1059
1060 /* See if player moving off should effect something */
1061 if (check_walk_off
1062 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 {
1065 move_apply (tmp, this, 0);
1066
1067 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 }
1070
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072
1073 if (tmp->above == tmp)
1074 tmp->above = 0;
1075
1076 last = tmp;
1119 } 1077 }
1120 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1121 }
1122 op->above=NULL;
1123 op->below=NULL;
1124 1078
1125 if (op->map->in_memory == MAP_SAVING)
1126 return;
1127
1128 tag = op->count;
1129 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1130 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1131 /* No point updating the players look faces if he is the object
1132 * being removed.
1133 */
1134
1135 if(tmp->type==PLAYER && tmp!=op) {
1136 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view
1138 * appropriately.
1139 */
1140 if (tmp->container==op) {
1141 CLEAR_FLAG(op, FLAG_APPLIED);
1142 tmp->container=NULL;
1143 }
1144 tmp->contr->socket.update_look=1;
1145 }
1146 /* See if player moving off should effect something */
1147 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1148 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1149
1150 move_apply(tmp, op, NULL);
1151 if (was_destroyed (op, tag)) {
1152 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1153 "leaving object\n", &tmp->name, &tmp->arch->name);
1154 }
1155 }
1156
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158
1159 if(tmp->above == tmp)
1160 tmp->above = NULL;
1161 last=tmp;
1162 }
1163 /* last == NULL of there are no objects on this space */ 1079 /* last == NULL of there are no objects on this space */
1164 if (last==NULL) { 1080 if (!last)
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1081 map->at (x, y).flags_ = P_NEED_UPDATE;
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1171 update_position(op->map, op->x, op->y);
1172 }
1173 else 1082 else
1174 update_object(last, UP_OBJ_REMOVE); 1083 update_object (last, UP_OBJ_REMOVE);
1175 1084
1176 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los(op->map, op->x, op->y); 1086 update_all_los (map, x, y);
1178 1087 }
1179} 1088}
1180 1089
1181/* 1090/*
1182 * merge_ob(op,top): 1091 * merge_ob(op,top):
1183 * 1092 *
1184 * This function goes through all objects below and including top, and 1093 * This function goes through all objects below and including top, and
1185 * merges op to the first matching object. 1094 * merges op to the first matching object.
1186 * If top is NULL, it is calculated. 1095 * If top is NULL, it is calculated.
1187 * Returns pointer to object if it succeded in the merge, otherwise NULL 1096 * Returns pointer to object if it succeded in the merge, otherwise NULL
1188 */ 1097 */
1189 1098object *
1190object *merge_ob(object *op, object *top) { 1099merge_ob (object *op, object *top)
1100{
1191 if(!op->nrof) 1101 if (!op->nrof)
1192 return 0; 1102 return 0;
1193 if(top==NULL) 1103
1104 if (top)
1194 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1105 for (top = op; top && top->above; top = top->above)
1106 ;
1107
1195 for(;top!=NULL;top=top->below) { 1108 for (; top; top = top->below)
1109 {
1196 if(top==op) 1110 if (top == op)
1197 continue; 1111 continue;
1198 if (CAN_MERGE(op,top)) 1112
1199 { 1113 if (object::can_merge (op, top))
1114 {
1200 top->nrof+=op->nrof; 1115 top->nrof += op->nrof;
1116
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1117/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1118 op->weight = 0; /* Don't want any adjustements now */
1203 remove_ob(op); 1119 op->destroy ();
1204 free_object(op);
1205 return top; 1120 return top;
1206 } 1121 }
1207 } 1122 }
1123
1208 return NULL; 1124 return 0;
1209} 1125}
1210 1126
1211/* 1127/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1213 * job preparing multi-part monsters 1129 * job preparing multi-part monsters
1214 */ 1130 */
1131object *
1215object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{
1216 object* tmp; 1134 object *tmp;
1135
1217 if (op->head) 1136 if (op->head)
1218 op=op->head; 1137 op = op->head;
1138
1219 for (tmp=op;tmp;tmp=tmp->more){ 1139 for (tmp = op; tmp; tmp = tmp->more)
1140 {
1220 tmp->x=x+tmp->arch->clone.x; 1141 tmp->x = x + tmp->arch->clone.x;
1221 tmp->y=y+tmp->arch->clone.y; 1142 tmp->y = y + tmp->arch->clone.y;
1222 } 1143 }
1144
1223 return insert_ob_in_map (op, m, originator, flag); 1145 return insert_ob_in_map (op, m, originator, flag);
1224} 1146}
1225 1147
1226/* 1148/*
1227 * insert_ob_in_map (op, map, originator, flag): 1149 * insert_ob_in_map (op, map, originator, flag):
1228 * This function inserts the object in the two-way linked list 1150 * This function inserts the object in the two-way linked list
1241 * Return value: 1163 * Return value:
1242 * new object if 'op' was merged with other object 1164 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1165 * NULL if 'op' was destroyed
1244 * just 'op' otherwise 1166 * just 'op' otherwise
1245 */ 1167 */
1246 1168object *
1247object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1170{
1249 object *tmp, *top, *floor=NULL; 1171 object *tmp, *top, *floor = NULL;
1250 sint16 x,y; 1172 sint16 x, y;
1251 1173
1252 if (QUERY_FLAG (op, FLAG_FREED)) { 1174 if (QUERY_FLAG (op, FLAG_FREED))
1175 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1176 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL; 1177 return NULL;
1178 }
1179
1180 if (m == NULL)
1255 } 1181 {
1256 if(m==NULL) {
1257 dump_object(op); 1182 char *dump = dump_object (op);
1258 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump);
1259 return op; 1185 return op;
1260 } 1186 }
1187
1261 if(out_of_map(m,op->x,op->y)) { 1188 if (out_of_map (m, op->x, op->y))
1189 {
1262 dump_object(op); 1190 char *dump = dump_object (op);
1263 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1264#ifdef MANY_CORES 1192#ifdef MANY_CORES
1265 /* Better to catch this here, as otherwise the next use of this object 1193 /* Better to catch this here, as otherwise the next use of this object
1266 * is likely to cause a crash. Better to find out where it is getting 1194 * is likely to cause a crash. Better to find out where it is getting
1267 * improperly inserted. 1195 * improperly inserted.
1268 */ 1196 */
1269 abort(); 1197 abort ();
1270#endif 1198#endif
1199 free (dump);
1271 return op; 1200 return op;
1272 } 1201 }
1202
1273 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1204 {
1274 dump_object(op); 1205 char *dump = dump_object (op);
1275 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1207 free (dump);
1276 return op; 1208 return op;
1209 }
1210
1211 if (op->more)
1277 } 1212 {
1278 if(op->more!=NULL) {
1279 /* The part may be on a different map. */ 1213 /* The part may be on a different map. */
1280 1214
1281 object *more = op->more; 1215 object *more = op->more;
1282 1216
1283 /* We really need the caller to normalize coordinates - if 1217 /* We really need the caller to normalize coordinates - if
1284 * we set the map, that doesn't work if the location is within 1218 * we set the map, that doesn't work if the location is within
1285 * a map and this is straddling an edge. So only if coordinate 1219 * a map and this is straddling an edge. So only if coordinate
1286 * is clear wrong do we normalize it. 1220 * is clear wrong do we normalize it.
1287 */ 1221 */
1288 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1289 more->map = get_map_from_coord(m, &more->x, &more->y); 1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1290 } else if (!more->map) { 1224 else if (!more->map)
1225 {
1291 /* For backwards compatibility - when not dealing with tiled maps, 1226 /* For backwards compatibility - when not dealing with tiled maps,
1292 * more->map should always point to the parent. 1227 * more->map should always point to the parent.
1293 */ 1228 */
1294 more->map = m; 1229 more->map = m;
1295 } 1230 }
1296 1231
1297 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1233 {
1298 if ( ! op->head) 1234 if (!op->head)
1299 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236
1300 return NULL; 1237 return 0;
1301 } 1238 }
1302 } 1239 }
1240
1303 CLEAR_FLAG(op,FLAG_REMOVED); 1241 CLEAR_FLAG (op, FLAG_REMOVED);
1304 1242
1305 /* Ideally, the caller figures this out. However, it complicates a lot 1243 /* Ideally, the caller figures this out. However, it complicates a lot
1306 * of areas of callers (eg, anything that uses find_free_spot would now 1244 * of areas of callers (eg, anything that uses find_free_spot would now
1307 * need extra work 1245 * need extra work
1308 */ 1246 */
1309 op->map=get_map_from_coord(m, &op->x, &op->y); 1247 op->map = get_map_from_coord (m, &op->x, &op->y);
1310 x = op->x; 1248 x = op->x;
1311 y = op->y; 1249 y = op->y;
1312 1250
1313 /* this has to be done after we translate the coordinates. 1251 /* this has to be done after we translate the coordinates.
1314 */ 1252 */
1315 if(op->nrof && !(flag & INS_NO_MERGE)) { 1253 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1317 if (CAN_MERGE(op,tmp)) { 1255 if (object::can_merge (op, tmp))
1256 {
1318 op->nrof+=tmp->nrof; 1257 op->nrof += tmp->nrof;
1319 remove_ob(tmp); 1258 tmp->destroy ();
1320 free_object(tmp); 1259 }
1260
1261 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1262 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1263
1264 if (!QUERY_FLAG (op, FLAG_ALIVE))
1265 CLEAR_FLAG (op, FLAG_NO_STEAL);
1266
1267 if (flag & INS_BELOW_ORIGINATOR)
1268 {
1269 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1270 {
1271 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1272 abort ();
1273 }
1274
1275 op->above = originator;
1276 op->below = originator->below;
1277
1278 if (op->below)
1279 op->below->above = op;
1280 else
1281 op->ms ().bot = op;
1282
1283 /* since *below* originator, no need to update top */
1284 originator->below = op;
1285 }
1286 else
1287 {
1288 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1290 {
1291 object *last = NULL;
1292
1293 /*
1294 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if
1297 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1298 * floor, we want to insert above that and no further.
1299 * Also, if there are spell objects on this space, we stop processing
1300 * once we get to them. This reduces the need to traverse over all of
1301 * them when adding another one - this saves quite a bit of cpu time
1302 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects.
1304 */
1305
1306 while (top != NULL)
1307 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1309 floor = top;
1310
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1312 {
1313 /* We insert above top, so we want this object below this */
1314 top = top->below;
1315 break;
1316 }
1317
1318 last = top;
1319 top = top->above;
1321 } 1320 }
1322 }
1323 1321
1324 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1322 /* Don't want top to be NULL, so set it to the last valid object */
1325 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1323 top = last;
1326 if (!QUERY_FLAG(op, FLAG_ALIVE))
1327 CLEAR_FLAG(op, FLAG_NO_STEAL);
1328 1324
1329 if (flag & INS_BELOW_ORIGINATOR) { 1325 /* We let update_position deal with figuring out what the space
1330 if (originator->map != op->map || originator->x != op->x || 1326 * looks like instead of lots of conditions here.
1331 originator->y != op->y) { 1327 * makes things faster, and effectively the same result.
1332 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1328 */
1333 abort(); 1329
1330 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66
1332 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd.
1335 */
1336 if (!(flag & INS_ON_TOP) &&
1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1338 {
1339 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break;
1342 /* Check to see if we found the object that blocks view,
1343 * and make sure we have a below pointer for it so that
1344 * we can get inserted below this one, which requires we
1345 * set top to the object below us.
1346 */
1347 if (last && last->below && last != floor)
1348 top = last->below;
1349 }
1350 } /* If objects on this space */
1351
1352 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y);
1354
1355 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor;
1357
1358 /* Top is the object that our object (op) is going to get inserted above.
1359 */
1360
1361 /* First object on this space */
1362 if (!top)
1363 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y);
1365
1366 if (op->above)
1367 op->above->below = op;
1368
1369 op->below = NULL;
1370 op->ms ().bot = op;
1334 } 1371 }
1335 op->above = originator;
1336 op->below = originator->below;
1337 if (op->below) op->below->above = op;
1338 else SET_MAP_OB(op->map, op->x, op->y, op);
1339 /* since *below* originator, no need to update top */
1340 originator->below = op;
1341 } else { 1372 else
1342 /* If there are other objects, then */
1343 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1344 object *last=NULL;
1345 /*
1346 * If there are multiple objects on this space, we do some trickier handling.
1347 * We've already dealt with merging if appropriate.
1348 * Generally, we want to put the new object on top. But if
1349 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1350 * floor, we want to insert above that and no further.
1351 * Also, if there are spell objects on this space, we stop processing
1352 * once we get to them. This reduces the need to traverse over all of
1353 * them when adding another one - this saves quite a bit of cpu time
1354 * when lots of spells are cast in one area. Currently, it is presumed
1355 * that flying non pickable objects are spell objects.
1356 */
1357
1358 while (top != NULL) {
1359 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1360 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1361 if (QUERY_FLAG(top, FLAG_NO_PICK)
1362 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1363 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1364 {
1365 /* We insert above top, so we want this object below this */
1366 top=top->below;
1367 break;
1368 }
1369 last = top;
1370 top = top->above;
1371 }
1372 /* Don't want top to be NULL, so set it to the last valid object */
1373 top = last;
1374
1375 /* We let update_position deal with figuring out what the space
1376 * looks like instead of lots of conditions here.
1377 * makes things faster, and effectively the same result.
1378 */
1379
1380 /* Have object 'fall below' other objects that block view.
1381 * Unless those objects are exits, type 66
1382 * If INS_ON_TOP is used, don't do this processing
1383 * Need to find the object that in fact blocks view, otherwise
1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP) &&
1387 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1388 (op->face && !op->face->visibility)) {
1389 for (last=top; last != floor; last=last->below)
1390 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1391 /* Check to see if we found the object that blocks view,
1392 * and make sure we have a below pointer for it so that
1393 * we can get inserted below this one, which requires we
1394 * set top to the object below us.
1395 */
1396 if (last && last->below && last != floor) top=last->below;
1397 }
1398 } /* If objects on this space */
1399 if (flag & INS_MAP_LOAD)
1400 top = GET_MAP_TOP(op->map,op->x,op->y);
1401 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1402
1403 /* Top is the object that our object (op) is going to get inserted above.
1404 */
1405
1406 /* First object on this space */
1407 if (!top) {
1408 op->above = GET_MAP_OB(op->map, op->x, op->y);
1409 if (op->above) op->above->below = op;
1410 op->below = NULL;
1411 SET_MAP_OB(op->map, op->x, op->y, op);
1412 } else { /* get inserted into the stack above top */ 1373 { /* get inserted into the stack above top */
1413 op->above = top->above; 1374 op->above = top->above;
1375
1376 if (op->above)
1414 if (op->above) op->above->below = op; 1377 op->above->below = op;
1378
1415 op->below = top; 1379 op->below = top;
1416 top->above = op; 1380 top->above = op;
1417 } 1381 }
1382
1418 if (op->above==NULL) 1383 if (op->above == NULL)
1419 SET_MAP_TOP(op->map,op->x, op->y, op); 1384 op->ms ().top = op;
1420 } /* else not INS_BELOW_ORIGINATOR */ 1385 } /* else not INS_BELOW_ORIGINATOR */
1421 1386
1422 if(op->type==PLAYER) 1387 if (op->type == PLAYER)
1423 op->contr->do_los=1; 1388 op->contr->do_los = 1;
1424 1389
1425 /* If we have a floor, we know the player, if any, will be above 1390 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1427 */ 1392 */
1428 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1429 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1394 if (object *pl = op->ms ().player ())
1430 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1431 tmp->contr->socket.update_look=1; 1396 pl->contr->ns->floorbox_update ();
1432 }
1433 1397
1434 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1399 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players 1400 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1438 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1439 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1440 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1441 * of effect may be sufficient. 1405 * of effect may be sufficient.
1442 */ 1406 */
1443 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1444 update_all_los(op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1445 1409
1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object(op,UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1449 1412
1413 INVOKE_OBJECT (INSERT, op);
1450 1414
1451 /* Don't know if moving this to the end will break anything. However, 1415 /* Don't know if moving this to the end will break anything. However,
1452 * we want to have update_look set above before calling this. 1416 * we want to have floorbox_update called before calling this.
1453 * 1417 *
1454 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1455 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1456 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1457 * update_object(). 1421 * update_object().
1458 */ 1422 */
1459 1423
1460 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* if this is not the head or flag has been passed, don't check walk on status */
1461
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1426 {
1463 if (check_move_on(op, originator)) 1427 if (check_move_on (op, originator))
1464 return NULL; 1428 return 0;
1465 1429
1466 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1467 * walk on's. 1431 * walk on's.
1468 */ 1432 */
1469 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1470 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1471 return NULL; 1435 return 0;
1472 } 1436 }
1437
1473 return op; 1438 return op;
1474} 1439}
1475 1440
1476/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1477 * finds an object of its own type, it'll remove that one first. 1442 * finds an object of its own type, it'll remove that one first.
1478 * op is the object to insert it under: supplies x and the map. 1443 * op is the object to insert it under: supplies x and the map.
1479 */ 1444 */
1445void
1480void replace_insert_ob_in_map(const char *arch_string, object *op) { 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1481 object *tmp; 1447{
1482 object *tmp1; 1448 object *tmp, *tmp1;
1483 1449
1484 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1485 1451
1486 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1488 remove_ob(tmp); 1454 tmp->destroy ();
1489 free_object(tmp);
1490 }
1491 }
1492 1455
1493 tmp1=arch_to_object(find_archetype(arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1457
1495 1458 tmp1->x = op->x;
1496 tmp1->x = op->x; tmp1->y = op->y; 1459 tmp1->y = op->y;
1497 insert_ob_in_map(tmp1,op->map,op,0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1498} 1461}
1499 1462
1500/* 1463/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1465 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1466 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1467 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1468 * global static errmsg array.
1506 */ 1469 */
1507 1470
1471object *
1508object *get_split_ob(object *orig_ob, uint32 nr) { 1472get_split_ob (object *orig_ob, uint32 nr)
1473{
1509 object *newob; 1474 object *newob;
1510 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 1476
1512 if(orig_ob->nrof<nr) { 1477 if (orig_ob->nrof < nr)
1513 sprintf(errmsg,"There are only %d %ss.", 1478 {
1514 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1479 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1515 return NULL; 1480 return NULL;
1516 } 1481 }
1482
1517 newob = object_create_clone(orig_ob); 1483 newob = object_create_clone (orig_ob);
1484
1518 if((orig_ob->nrof-=nr)<1) { 1485 if ((orig_ob->nrof -= nr) < 1)
1519 if ( ! is_removed) 1486 orig_ob->destroy (1);
1520 remove_ob(orig_ob);
1521 free_object2(orig_ob, 1);
1522 }
1523 else if ( ! is_removed) { 1487 else if (!is_removed)
1488 {
1524 if(orig_ob->env!=NULL) 1489 if (orig_ob->env != NULL)
1525 sub_weight (orig_ob->env,orig_ob->weight*nr); 1490 sub_weight (orig_ob->env, orig_ob->weight * nr);
1526 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1491 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1492 {
1527 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1493 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1528 LOG(llevDebug,
1529 "Error, Tried to split object whose map is not in memory.\n"); 1494 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1530 return NULL; 1495 return NULL;
1531 } 1496 }
1532 } 1497 }
1498
1533 newob->nrof=nr; 1499 newob->nrof = nr;
1534 1500
1535 return newob; 1501 return newob;
1536} 1502}
1537 1503
1538/* 1504/*
1539 * decrease_ob_nr(object, number) decreases a specified number from 1505 * decrease_ob_nr(object, number) decreases a specified number from
1540 * the amount of an object. If the amount reaches 0, the object 1506 * the amount of an object. If the amount reaches 0, the object
1541 * is subsequently removed and freed. 1507 * is subsequently removed and freed.
1542 * 1508 *
1543 * Return value: 'op' if something is left, NULL if the amount reached 0 1509 * Return value: 'op' if something is left, NULL if the amount reached 0
1544 */ 1510 */
1545 1511
1512object *
1546object *decrease_ob_nr (object *op, uint32 i) 1513decrease_ob_nr (object *op, uint32 i)
1547{ 1514{
1548 object *tmp; 1515 object *tmp;
1549 player *pl;
1550 1516
1551 if (i == 0) /* objects with op->nrof require this check */ 1517 if (i == 0) /* objects with op->nrof require this check */
1552 return op; 1518 return op;
1553 1519
1554 if (i > op->nrof) 1520 if (i > op->nrof)
1555 i = op->nrof; 1521 i = op->nrof;
1556 1522
1557 if (QUERY_FLAG (op, FLAG_REMOVED)) 1523 if (QUERY_FLAG (op, FLAG_REMOVED))
1524 op->nrof -= i;
1525 else if (op->env)
1526 {
1527 /* is this object in the players inventory, or sub container
1528 * therein?
1529 */
1530 tmp = op->in_player ();
1531 /* nope. Is this a container the player has opened?
1532 * If so, set tmp to that player.
1533 * IMO, searching through all the players will mostly
1534 * likely be quicker than following op->env to the map,
1535 * and then searching the map for a player.
1536 */
1537 if (!tmp)
1538 for_all_players (pl)
1539 if (pl->ob->container == op->env)
1540 {
1541 tmp = pl->ob;
1542 break;
1543 }
1544
1545 if (i < op->nrof)
1546 {
1547 sub_weight (op->env, op->weight * i);
1548 op->nrof -= i;
1549 if (tmp)
1550 esrv_send_item (tmp, op);
1551 }
1552 else
1553 {
1554 op->remove ();
1555 op->nrof = 0;
1556 if (tmp)
1557 esrv_del_item (tmp->contr, op->count);
1558 }
1558 { 1559 }
1560 else
1561 {
1562 object *above = op->above;
1563
1564 if (i < op->nrof)
1559 op->nrof -= i; 1565 op->nrof -= i;
1560 } 1566 else
1561 else if (op->env != NULL)
1562 {
1563 /* is this object in the players inventory, or sub container
1564 * therein?
1565 */ 1567 {
1566 tmp = is_player_inv (op->env); 1568 op->remove ();
1567 /* nope. Is this a container the player has opened? 1569 op->nrof = 0;
1568 * If so, set tmp to that player.
1569 * IMO, searching through all the players will mostly
1570 * likely be quicker than following op->env to the map,
1571 * and then searching the map for a player.
1572 */
1573 if (!tmp) {
1574 for (pl=first_player; pl; pl=pl->next)
1575 if (pl->ob->container == op->env) break;
1576 if (pl) tmp=pl->ob;
1577 else tmp=NULL;
1578 } 1570 }
1579 1571
1580 if (i < op->nrof) {
1581 sub_weight (op->env, op->weight * i);
1582 op->nrof -= i;
1583 if (tmp) {
1584 esrv_send_item(tmp, op);
1585 }
1586 } else {
1587 remove_ob (op);
1588 op->nrof = 0;
1589 if (tmp) {
1590 esrv_del_item(tmp->contr, op->count);
1591 }
1592 }
1593 }
1594 else
1595 {
1596 object *above = op->above;
1597
1598 if (i < op->nrof) {
1599 op->nrof -= i;
1600 } else {
1601 remove_ob (op);
1602 op->nrof = 0;
1603 }
1604 /* Since we just removed op, op->above is null */ 1572 /* Since we just removed op, op->above is null */
1605 for (tmp = above; tmp != NULL; tmp = tmp->above) 1573 for (tmp = above; tmp; tmp = tmp->above)
1606 if (tmp->type == PLAYER) { 1574 if (tmp->type == PLAYER)
1575 {
1607 if (op->nrof) 1576 if (op->nrof)
1608 esrv_send_item(tmp, op); 1577 esrv_send_item (tmp, op);
1609 else 1578 else
1610 esrv_del_item(tmp->contr, op->count); 1579 esrv_del_item (tmp->contr, op->count);
1611 } 1580 }
1612 } 1581 }
1613 1582
1614 if (op->nrof) { 1583 if (op->nrof)
1615 return op; 1584 return op;
1616 } else { 1585 else
1617 free_object (op); 1586 {
1587 op->destroy ();
1618 return NULL; 1588 return 0;
1619 } 1589 }
1620} 1590}
1621 1591
1622/* 1592/*
1623 * add_weight(object, weight) adds the specified weight to an object, 1593 * add_weight(object, weight) adds the specified weight to an object,
1624 * and also updates how much the environment(s) is/are carrying. 1594 * and also updates how much the environment(s) is/are carrying.
1625 */ 1595 */
1626 1596
1597void
1627void add_weight (object *op, signed long weight) { 1598add_weight (object *op, signed long weight)
1599{
1628 while (op!=NULL) { 1600 while (op != NULL)
1601 {
1629 if (op->type == CONTAINER) { 1602 if (op->type == CONTAINER)
1630 weight=(signed long)(weight*(100-op->stats.Str)/100); 1603 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1631 } 1604
1632 op->carrying+=weight; 1605 op->carrying += weight;
1633 op=op->env; 1606 op = op->env;
1634 } 1607 }
1635} 1608}
1636 1609
1610object *
1611insert_ob_in_ob (object *op, object *where)
1612{
1613 if (!where)
1614 {
1615 char *dump = dump_object (op);
1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1617 free (dump);
1618 return op;
1619 }
1620
1621 if (where->head)
1622 {
1623 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 where = where->head;
1625 }
1626
1627 return where->insert (op);
1628}
1629
1637/* 1630/*
1638 * insert_ob_in_ob(op,environment): 1631 * env->insert (op)
1639 * This function inserts the object op in the linked list 1632 * This function inserts the object op in the linked list
1640 * inside the object environment. 1633 * inside the object environment.
1641 * 1634 *
1642 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1643 * the inventory at the last position or next to other objects of the same
1644 * type.
1645 * Frank: Now sorted by type, archetype and magic!
1646 *
1647 * The function returns now pointer to inserted item, and return value can 1635 * The function returns now pointer to inserted item, and return value can
1648 * be != op, if items are merged. -Tero 1636 * be != op, if items are merged. -Tero
1649 */ 1637 */
1650 1638
1651object *insert_ob_in_ob(object *op,object *where) { 1639object *
1640object::insert (object *op)
1641{
1652 object *tmp, *otmp; 1642 object *tmp, *otmp;
1653 1643
1654 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1644 if (!QUERY_FLAG (op, FLAG_REMOVED))
1655 dump_object(op); 1645 op->remove ();
1656 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1646
1657 return op;
1658 }
1659 if(where==NULL) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if (where->head) {
1665 LOG(llevDebug,
1666 "Warning: Tried to insert object wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669 if (op->more) { 1647 if (op->more)
1648 {
1670 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1649 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 &op->name, op->count);
1672 return op; 1650 return op;
1673 } 1651 }
1652
1674 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1675 CLEAR_FLAG(op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1676 if(op->nrof) { 1655 if (op->nrof)
1656 {
1677 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1657 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1678 if ( CAN_MERGE(tmp,op) ) { 1658 if (object::can_merge (tmp, op))
1659 {
1679 /* return the original object and remove inserted object 1660 /* return the original object and remove inserted object
1680 (client needs the original object) */ 1661 (client needs the original object) */
1681 tmp->nrof += op->nrof; 1662 tmp->nrof += op->nrof;
1682 /* Weight handling gets pretty funky. Since we are adding to 1663 /* Weight handling gets pretty funky. Since we are adding to
1683 * tmp->nrof, we need to increase the weight. 1664 * tmp->nrof, we need to increase the weight.
1684 */ 1665 */
1685 add_weight (where, op->weight*op->nrof); 1666 add_weight (this, op->weight * op->nrof);
1686 SET_FLAG(op, FLAG_REMOVED); 1667 SET_FLAG (op, FLAG_REMOVED);
1687 free_object(op); /* free the inserted object */ 1668 op->destroy (); /* free the inserted object */
1688 op = tmp; 1669 op = tmp;
1689 remove_ob (op); /* and fix old object's links */ 1670 op->remove (); /* and fix old object's links */
1690 CLEAR_FLAG(op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1691 break; 1672 break;
1692 } 1673 }
1693 1674
1694 /* I assume combined objects have no inventory 1675 /* I assume combined objects have no inventory
1695 * We add the weight - this object could have just been removed 1676 * We add the weight - this object could have just been removed
1696 * (if it was possible to merge). calling remove_ob will subtract 1677 * (if it was possible to merge). calling remove_ob will subtract
1697 * the weight, so we need to add it in again, since we actually do 1678 * the weight, so we need to add it in again, since we actually do
1698 * the linking below 1679 * the linking below
1699 */ 1680 */
1700 add_weight (where, op->weight*op->nrof); 1681 add_weight (this, op->weight * op->nrof);
1682 }
1701 } else 1683 else
1702 add_weight (where, (op->weight+op->carrying)); 1684 add_weight (this, (op->weight + op->carrying));
1703 1685
1704 otmp=is_player_inv(where); 1686 otmp = this->in_player ();
1705 if (otmp&&otmp->contr!=NULL) { 1687 if (otmp && otmp->contr)
1706 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1707 fix_player(otmp); 1689 otmp->update_stats ();
1708 }
1709 1690
1710 op->map=NULL; 1691 op->map = 0;
1711 op->env=where; 1692 op->env = this;
1712 op->above=NULL; 1693 op->above = 0;
1713 op->below=NULL; 1694 op->below = 0;
1714 op->x=0,op->y=0; 1695 op->x = 0, op->y = 0;
1715 1696
1716 /* reset the light list and los of the players on the map */ 1697 /* reset the light list and los of the players on the map */
1717 if((op->glow_radius!=0)&&where->map) 1698 if ((op->glow_radius != 0) && map)
1718 { 1699 {
1719#ifdef DEBUG_LIGHTS 1700#ifdef DEBUG_LIGHTS
1720 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1701 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1721 op->name);
1722#endif /* DEBUG_LIGHTS */ 1702#endif /* DEBUG_LIGHTS */
1723 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1703 if (map->darkness)
1704 update_all_los (map, x, y);
1724 } 1705 }
1725 1706
1726 /* Client has no idea of ordering so lets not bother ordering it here. 1707 /* Client has no idea of ordering so lets not bother ordering it here.
1727 * It sure simplifies this function... 1708 * It sure simplifies this function...
1728 */ 1709 */
1729 if (where->inv==NULL) 1710 if (!inv)
1730 where->inv=op; 1711 inv = op;
1731 else { 1712 else
1713 {
1732 op->below = where->inv; 1714 op->below = inv;
1733 op->below->above = op; 1715 op->below->above = op;
1734 where->inv = op; 1716 inv = op;
1735 } 1717 }
1718
1719 INVOKE_OBJECT (INSERT, this);
1720
1736 return op; 1721 return op;
1737} 1722}
1738 1723
1739/* 1724/*
1740 * Checks if any objects has a move_type that matches objects 1725 * Checks if any objects has a move_type that matches objects
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1740 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1741 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1742 * on top.
1758 */ 1743 */
1759 1744
1745int
1760int check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1761{ 1747{
1762 object *tmp; 1748 object *tmp;
1763 tag_t tag;
1764 mapstruct *m=op->map; 1749 maptile *m = op->map;
1765 int x=op->x, y=op->y; 1750 int x = op->x, y = op->y;
1751
1766 MoveType move_on, move_slow, move_block; 1752 MoveType move_on, move_slow, move_block;
1767 1753
1768 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1769 return 0; 1755 return 0;
1770 1756
1771 tag = op->count;
1772
1773 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1757 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1758 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1759 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776 1760
1777 /* if nothing on this space will slow op down or be applied, 1761 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1762 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1763 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1764 * as walking.
1781 */ 1765 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0; 1767 return 0;
1784 1768
1785 /* This is basically inverse logic of that below - basically, 1769 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so, 1770 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is 1771 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct. 1772 * blocked. Logic on this seems confusing, but does seem correct.
1789 */ 1773 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && 1774 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1775 return 0;
1792 1776
1793 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1795 */ 1779 */
1796 1780
1797 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1798 tmp->above!=NULL; tmp=tmp->above) { 1782 {
1799 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them. 1785 * we don't need to check all of them.
1802 */ 1786 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1788 break;
1789 }
1790
1791 for (; tmp; tmp = tmp->below)
1804 } 1792 {
1805 for(;tmp!=NULL; tmp=tmp->below) { 1793 if (tmp == op)
1806 if (tmp == op) continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1807 1795
1808 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the 1798 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually 1799 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty. 1800 * swim on that space, can't use it to avoid the penalty.
1813 */ 1801 */
1814 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 {
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) &&
1817 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 {
1818 1807
1819 float diff; 1808 float
1820
1821 diff = tmp->move_slow_penalty*FABS(op->speed); 1809 diff = tmp->move_slow_penalty * FABS (op->speed);
1810
1822 if (op->type == PLAYER) { 1811 if (op->type == PLAYER)
1823 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1814 diff /= 4.0;
1826 } 1815
1827 }
1828 op->speed_left -= diff; 1816 op->speed_left -= diff;
1829 } 1817 }
1830 } 1818 }
1831 1819
1832 /* Basically same logic as above, except now for actual apply. */ 1820 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) &&
1835 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1822 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1836 1823 {
1837 move_apply(tmp, op, originator); 1824 move_apply (tmp, op, originator);
1825
1838 if (was_destroyed (op, tag)) 1826 if (op->destroyed ())
1839 return 1; 1827 return 1;
1840 1828
1841 /* what the person/creature stepped onto has moved the object 1829 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did, 1830 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result. 1831 * have a feeling strange problems would result.
1844 */ 1832 */
1845 if (op->map != m || op->x != x || op->y != y) return 0; 1833 if (op->map != m || op->x != x || op->y != y)
1834 return 0;
1846 } 1835 }
1847 } 1836 }
1837
1848 return 0; 1838 return 0;
1849} 1839}
1850 1840
1851/* 1841/*
1852 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1853 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1854 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1855 */ 1845 */
1856 1846object *
1857object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1847present_arch (const archetype *at, maptile *m, int x, int y)
1858 object *tmp; 1848{
1859 if(m==NULL || out_of_map(m,x,y)) { 1849 if (m == NULL || out_of_map (m, x, y))
1850 {
1860 LOG(llevError,"Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1852 return NULL;
1862 } 1853 }
1854
1863 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1864 if(tmp->arch == at) 1856 if (tmp->arch == at)
1865 return tmp; 1857 return tmp;
1858
1866 return NULL; 1859 return NULL;
1867} 1860}
1868 1861
1869/* 1862/*
1870 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1873 */ 1866 */
1874 1867object *
1875object *present(unsigned char type,mapstruct *m, int x,int y) { 1868present (unsigned char type, maptile *m, int x, int y)
1876 object *tmp; 1869{
1877 if(out_of_map(m,x,y)) { 1870 if (out_of_map (m, x, y))
1871 {
1878 LOG(llevError,"Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
1879 return NULL; 1873 return NULL;
1880 } 1874 }
1875
1881 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1882 if(tmp->type==type) 1877 if (tmp->type == type)
1883 return tmp; 1878 return tmp;
1879
1884 return NULL; 1880 return NULL;
1885} 1881}
1886 1882
1887/* 1883/*
1888 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1889 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1890 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1891 */ 1887 */
1892 1888object *
1893object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
1894 object *tmp; 1890{
1895 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if(tmp->type==type) 1892 if (tmp->type == type)
1897 return tmp; 1893 return tmp;
1894
1898 return NULL; 1895 return NULL;
1899} 1896}
1900 1897
1901/* 1898/*
1902 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1910 * to be unique.
1914 */ 1911 */
1915 1912object *
1916object *present_in_ob_by_name(int type, const char *str, const object *op) { 1913present_in_ob_by_name (int type, const char *str, const object *op)
1917 object *tmp; 1914{
1918
1919 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1917 return tmp;
1922 } 1918
1923 return NULL; 1919 return 0;
1924} 1920}
1925 1921
1926/* 1922/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
1930 */ 1926 */
1931 1927object *
1932object *present_arch_in_ob(const archetype *at, const object *op) { 1928present_arch_in_ob (const archetype *at, const object *op)
1933 object *tmp; 1929{
1934 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 if( tmp->arch == at) 1931 if (tmp->arch == at)
1936 return tmp; 1932 return tmp;
1933
1937 return NULL; 1934 return NULL;
1938} 1935}
1939 1936
1940/* 1937/*
1941 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
1942 */ 1939 */
1940void
1943void flag_inv(object*op, int flag){ 1941flag_inv (object *op, int flag)
1944 object *tmp; 1942{
1945 if(op->inv) 1943 if (op->inv)
1946 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1945 {
1947 SET_FLAG(tmp, flag); 1946 SET_FLAG (tmp, flag);
1948 flag_inv(tmp,flag); 1947 flag_inv (tmp, flag);
1949 } 1948 }
1949}
1950
1950}/* 1951/*
1951 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
1952 */ 1953 */
1954void
1953void unflag_inv(object*op, int flag){ 1955unflag_inv (object *op, int flag)
1954 object *tmp; 1956{
1955 if(op->inv) 1957 if (op->inv)
1956 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
1957 CLEAR_FLAG(tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
1958 unflag_inv(tmp,flag); 1961 unflag_inv (tmp, flag);
1959 } 1962 }
1960} 1963}
1961 1964
1962/* 1965/*
1963 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1964 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
1965 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
1966 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
1967 */ 1970 */
1968 1971void
1969void set_cheat(object *op) { 1972set_cheat (object *op)
1973{
1970 SET_FLAG(op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
1971 flag_inv(op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
1972} 1976}
1973 1977
1974/* 1978/*
1975 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
1976 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
1990 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
1991 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
1992 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
1993 * customized, changed states, etc. 1997 * customized, changed states, etc.
1994 */ 1998 */
1995 1999int
1996int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{
1997 int i,index=0, flag; 2002 int index = 0, flag;
1998 static int altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
1999 2004
2000 for(i=start;i<stop;i++) { 2005 for (int i = start; i < stop; i++)
2006 {
2001 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2002 if(!flag) 2008 if (!flag)
2003 altern[index++]=i; 2009 altern [index++] = i;
2004 2010
2005 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2006 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2007 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2008 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2009 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2010 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2011 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2012 */ 2018 */
2013 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2014 stop=maxfree[i]; 2020 stop = maxfree[i];
2015 } 2021 }
2016 if(!index) return -1; 2022
2023 if (!index)
2024 return -1;
2025
2017 return altern[RANDOM()%index]; 2026 return altern[RANDOM () % index];
2018} 2027}
2019 2028
2020/* 2029/*
2021 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2023 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2024 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025 */ 2034 */
2026 2035int
2027int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028 int i; 2037{
2029 for(i=0;i<SIZEOFFREE;i++) { 2038 for (int i = 0; i < SIZEOFFREE; i++)
2030 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2040 return i;
2032 } 2041
2033 return -1; 2042 return -1;
2034} 2043}
2035 2044
2036/* 2045/*
2037 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2038 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2039 */ 2049 */
2050static void
2040static void permute(int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2041{ 2052{
2042 int i, j, tmp, len; 2053 arr += begin;
2054 end -= begin;
2043 2055
2044 len = end-begin; 2056 while (--end)
2045 for(i = begin; i < end; i++) 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2046 {
2047 j = begin+RANDOM()%len;
2048
2049 tmp = arr[i];
2050 arr[i] = arr[j];
2051 arr[j] = tmp;
2052 }
2053} 2058}
2054 2059
2055/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2056 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2057 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2058 * monsters to the north first. However, the size of the array passed 2063 * monsters to the north first. However, the size of the array passed
2059 * covers all the spaces, so within that size, all the spaces within 2064 * covers all the spaces, so within that size, all the spaces within
2060 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2061 */ 2066 */
2067void
2062void get_search_arr(int *search_arr) 2068get_search_arr (int *search_arr)
2063{ 2069{
2064 int i; 2070 int i;
2065 2071
2066 for(i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2067 {
2068 search_arr[i] = i; 2073 search_arr[i] = i;
2069 }
2070 2074
2071 permute(search_arr, 1, SIZEOFFREE1+1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2072 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2073 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2074} 2078}
2075 2079
2076/* 2080/*
2077 * find_dir(map, x, y, exclude) will search some close squares in the 2081 * find_dir(map, x, y, exclude) will search some close squares in the
2078 * given map at the given coordinates for live objects. 2082 * given map at the given coordinates for live objects.
2083 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2084 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2085 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2086 * there is capable of. 2090 * there is capable of.
2087 */ 2091 */
2088 2092int
2089int find_dir(mapstruct *m, int x, int y, object *exclude) { 2093find_dir (maptile *m, int x, int y, object *exclude)
2094{
2090 int i,max=SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2096
2091 sint16 nx, ny; 2097 sint16 nx, ny;
2092 object *tmp; 2098 object *tmp;
2093 mapstruct *mp; 2099 maptile *mp;
2100
2094 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2095 2102
2096 if (exclude && exclude->head) { 2103 if (exclude && exclude->head)
2104 {
2097 exclude = exclude->head; 2105 exclude = exclude->head;
2098 move_type = exclude->move_type; 2106 move_type = exclude->move_type;
2099 } else { 2107 }
2108 else
2109 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2110 /* If we don't have anything, presume it can use all movement types. */
2101 move_type=MOVE_ALL; 2111 move_type = MOVE_ALL;
2112 }
2113
2114 for (i = 1; i < max; i++)
2102 } 2115 {
2103
2104 for(i=1;i<max;i++) {
2105 mp = m; 2116 mp = m;
2106 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2107 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2108 2119
2109 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2110 if (mflags & P_OUT_OF_MAP) { 2122 if (mflags & P_OUT_OF_MAP)
2123 max = maxfree[i];
2124 else
2125 {
2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2129
2130 if ((move_type & blocked) == move_type)
2111 max = maxfree[i]; 2131 max = maxfree[i];
2112 } else {
2113 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2114
2115 if ((move_type & blocked) == move_type) {
2116 max=maxfree[i];
2117 } else if (mflags & P_IS_ALIVE) { 2132 else if (mflags & P_IS_ALIVE)
2118 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2133 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2119 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2120 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2121 break; 2137 break;
2122 } 2138
2123 }
2124 if(tmp) { 2139 if (tmp)
2125 return freedir[i]; 2140 return freedir[i];
2126 }
2127 } 2141 }
2128 } 2142 }
2129 } 2143 }
2144
2130 return 0; 2145 return 0;
2131} 2146}
2132 2147
2133/* 2148/*
2134 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2135 * distance between the two given objects. 2150 * distance between the two given objects.
2136 */ 2151 */
2137 2152int
2138int distance(const object *ob1, const object *ob2) { 2153distance (const object *ob1, const object *ob2)
2139 int i; 2154{
2140 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2141 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2142 return i;
2143} 2156}
2144 2157
2145/* 2158/*
2146 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2147 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2148 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2149 */ 2162 */
2150 2163int
2151int find_dir_2(int x, int y) { 2164find_dir_2 (int x, int y)
2165{
2152 int q; 2166 int q;
2153 2167
2154 if(y) 2168 if (y)
2155 q=x*100/y; 2169 q = x * 100 / y;
2156 else if (x) 2170 else if (x)
2157 q= -300*x; 2171 q = -300 * x;
2158 else 2172 else
2159 return 0; 2173 return 0;
2160 2174
2161 if(y>0) { 2175 if (y > 0)
2176 {
2162 if(q < -242) 2177 if (q < -242)
2163 return 3 ; 2178 return 3;
2164 if (q < -41) 2179 if (q < -41)
2165 return 2 ; 2180 return 2;
2166 if (q < 41) 2181 if (q < 41)
2167 return 1 ; 2182 return 1;
2168 if (q < 242) 2183 if (q < 242)
2169 return 8 ; 2184 return 8;
2170 return 7 ; 2185 return 7;
2171 } 2186 }
2172 2187
2173 if (q < -242) 2188 if (q < -242)
2174 return 7 ; 2189 return 7;
2175 if (q < -41) 2190 if (q < -41)
2176 return 6 ; 2191 return 6;
2177 if (q < 41) 2192 if (q < 41)
2178 return 5 ; 2193 return 5;
2179 if (q < 242) 2194 if (q < 242)
2180 return 4 ; 2195 return 4;
2181 2196
2182 return 3 ; 2197 return 3;
2183} 2198}
2184 2199
2185/* 2200/*
2186 * absdir(int): Returns a number between 1 and 8, which represent 2201 * absdir(int): Returns a number between 1 and 8, which represent
2187 * the "absolute" direction of a number (it actually takes care of 2202 * the "absolute" direction of a number (it actually takes care of
2188 * "overflow" in previous calculations of a direction). 2203 * "overflow" in previous calculations of a direction).
2189 */ 2204 */
2190 2205
2206int
2191int absdir(int d) { 2207absdir (int d)
2192 while(d<1) d+=8; 2208{
2193 while(d>8) d-=8; 2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2194 return d; 2215 return d;
2195} 2216}
2196 2217
2197/* 2218/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2221 */
2201 2222
2223int
2202int dirdiff(int dir1, int dir2) { 2224dirdiff (int dir1, int dir2)
2225{
2203 int d; 2226 int d;
2227
2204 d = abs(dir1 - dir2); 2228 d = abs (dir1 - dir2);
2205 if(d>4) 2229 if (d > 4)
2206 d = 8 - d; 2230 d = 8 - d;
2231
2207 return d; 2232 return d;
2208} 2233}
2209 2234
2210/* peterm: 2235/* peterm:
2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2214 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2215 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2216 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2217 * functions. 2242 * functions.
2218 */ 2243 */
2219
2220int reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2221 {0,0,0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2222 {0,0,0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2223 {0,0,0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2224 {0,0,0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2225 {0,0,0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2226 {0,0,0}, /* 5 */ 2250 {0, 0, 0}, /* 5 */
2227 {0,0,0}, /* 6 */ 2251 {0, 0, 0}, /* 6 */
2228 {0,0,0}, /* 7 */ 2252 {0, 0, 0}, /* 7 */
2229 {0,0,0}, /* 8 */ 2253 {0, 0, 0}, /* 8 */
2230 {8,1,2}, /* 9 */ 2254 {8, 1, 2}, /* 9 */
2231 {1,2,-1}, /* 10 */ 2255 {1, 2, -1}, /* 10 */
2232 {2,10,12}, /* 11 */ 2256 {2, 10, 12}, /* 11 */
2233 {2,3,-1}, /* 12 */ 2257 {2, 3, -1}, /* 12 */
2234 {2,3,4}, /* 13 */ 2258 {2, 3, 4}, /* 13 */
2235 {3,4,-1}, /* 14 */ 2259 {3, 4, -1}, /* 14 */
2236 {4,14,16}, /* 15 */ 2260 {4, 14, 16}, /* 15 */
2237 {5,4,-1}, /* 16 */ 2261 {5, 4, -1}, /* 16 */
2238 {4,5,6}, /* 17 */ 2262 {4, 5, 6}, /* 17 */
2239 {6,5,-1}, /* 18 */ 2263 {6, 5, -1}, /* 18 */
2240 {6,20,18}, /* 19 */ 2264 {6, 20, 18}, /* 19 */
2241 {7,6,-1}, /* 20 */ 2265 {7, 6, -1}, /* 20 */
2242 {6,7,8}, /* 21 */ 2266 {6, 7, 8}, /* 21 */
2243 {7,8,-1}, /* 22 */ 2267 {7, 8, -1}, /* 22 */
2244 {8,22,24}, /* 23 */ 2268 {8, 22, 24}, /* 23 */
2245 {8,1,-1}, /* 24 */ 2269 {8, 1, -1}, /* 24 */
2246 {24,9,10}, /* 25 */ 2270 {24, 9, 10}, /* 25 */
2247 {9,10,-1}, /* 26 */ 2271 {9, 10, -1}, /* 26 */
2248 {10,11,-1}, /* 27 */ 2272 {10, 11, -1}, /* 27 */
2249 {27,11,29}, /* 28 */ 2273 {27, 11, 29}, /* 28 */
2250 {11,12,-1}, /* 29 */ 2274 {11, 12, -1}, /* 29 */
2251 {12,13,-1}, /* 30 */ 2275 {12, 13, -1}, /* 30 */
2252 {12,13,14}, /* 31 */ 2276 {12, 13, 14}, /* 31 */
2253 {13,14,-1}, /* 32 */ 2277 {13, 14, -1}, /* 32 */
2254 {14,15,-1}, /* 33 */ 2278 {14, 15, -1}, /* 33 */
2255 {33,15,35}, /* 34 */ 2279 {33, 15, 35}, /* 34 */
2256 {16,15,-1}, /* 35 */ 2280 {16, 15, -1}, /* 35 */
2257 {17,16,-1}, /* 36 */ 2281 {17, 16, -1}, /* 36 */
2258 {18,17,16}, /* 37 */ 2282 {18, 17, 16}, /* 37 */
2259 {18,17,-1}, /* 38 */ 2283 {18, 17, -1}, /* 38 */
2260 {18,19,-1}, /* 39 */ 2284 {18, 19, -1}, /* 39 */
2261 {41,19,39}, /* 40 */ 2285 {41, 19, 39}, /* 40 */
2262 {19,20,-1}, /* 41 */ 2286 {19, 20, -1}, /* 41 */
2263 {20,21,-1}, /* 42 */ 2287 {20, 21, -1}, /* 42 */
2264 {20,21,22}, /* 43 */ 2288 {20, 21, 22}, /* 43 */
2265 {21,22,-1}, /* 44 */ 2289 {21, 22, -1}, /* 44 */
2266 {23,22,-1}, /* 45 */ 2290 {23, 22, -1}, /* 45 */
2267 {45,47,23}, /* 46 */ 2291 {45, 47, 23}, /* 46 */
2268 {23,24,-1}, /* 47 */ 2292 {23, 24, -1}, /* 47 */
2269 {24,9,-1}}; /* 48 */ 2293 {24, 9, -1}
2294}; /* 48 */
2270 2295
2271/* Recursive routine to step back and see if we can 2296/* Recursive routine to step back and see if we can
2272 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2273 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2274 * can see a direct way to get it 2299 * can see a direct way to get it
2275 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2276 */ 2301 */
2277 2302int
2278
2279int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2304{
2280 sint16 dx, dy; 2305 sint16 dx, dy;
2281 int mflags; 2306 int mflags;
2282 2307
2308 if (dir < 0)
2283 if(dir<0) return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2284 2310
2285 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2286 dy = y + freearr_y[dir]; 2312 dy = y + freearr_y[dir];
2287 2313
2288 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2314 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2289 2315
2290 /* This functional arguably was incorrect before - it was 2316 /* This functional arguably was incorrect before - it was
2291 * checking for P_WALL - that was basically seeing if 2317 * checking for P_WALL - that was basically seeing if
2292 * we could move to the monster - this is being more 2318 * we could move to the monster - this is being more
2293 * literal on if we can see it. To know if we can actually 2319 * literal on if we can see it. To know if we can actually
2294 * move to the monster, we'd need the monster passed in or 2320 * move to the monster, we'd need the monster passed in or
2295 * at least its move type. 2321 * at least its move type.
2296 */ 2322 */
2297 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2323 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2324 return 0;
2298 2325
2299 /* yes, can see. */ 2326 /* yes, can see. */
2300 if(dir < 9) return 1; 2327 if (dir < 9)
2328 return 1;
2329
2301 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2302 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2303 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2304} 2333}
2305 2334
2306
2307
2308/* 2335/*
2309 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2310 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2311 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2312 * 2339 *
2314 * core dumps if they do. 2341 * core dumps if they do.
2315 * 2342 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2343 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2344 */
2318 2345
2346int
2319int can_pick(const object *who, const object *item) { 2347can_pick (const object *who, const object *item)
2348{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2321 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2323 (who->type==PLAYER||item->weight<who->weight/3));
2324} 2352}
2325
2326 2353
2327/* 2354/*
2328 * create clone from object to another 2355 * create clone from object to another
2329 */ 2356 */
2357object *
2330object *object_create_clone (object *asrc) { 2358object_create_clone (object *asrc)
2359{
2331 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2332 2361
2333 if(!asrc) return NULL; 2362 if (!asrc)
2363 return 0;
2364
2334 src = asrc; 2365 src = asrc;
2335 if(src->head) 2366 if (src->head)
2336 src = src->head; 2367 src = src->head;
2337 2368
2338 prev = NULL; 2369 prev = 0;
2339 for(part = src; part; part = part->more) { 2370 for (part = src; part; part = part->more)
2340 tmp = get_object(); 2371 {
2341 copy_object(part,tmp); 2372 tmp = part->clone ();
2342 tmp->x -= src->x; 2373 tmp->x -= src->x;
2343 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2344 if(!part->head) { 2376 if (!part->head)
2377 {
2345 dst = tmp; 2378 dst = tmp;
2346 tmp->head = NULL;
2347 } else {
2348 tmp->head = dst; 2379 tmp->head = 0;
2349 } 2380 }
2381 else
2382 tmp->head = dst;
2383
2350 tmp->more = NULL; 2384 tmp->more = 0;
2385
2351 if(prev) 2386 if (prev)
2352 prev->more = tmp; 2387 prev->more = tmp;
2388
2353 prev = tmp; 2389 prev = tmp;
2354 } 2390 }
2355 /*** copy inventory ***/ 2391
2356 for(item = src->inv; item; item = item->below) { 2392 for (item = src->inv; item; item = item->below)
2357 (void) insert_ob_in_ob(object_create_clone(item),dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2358 }
2359 2394
2360 return dst; 2395 return dst;
2361}
2362
2363/* return true if the object was destroyed, 0 otherwise */
2364int was_destroyed (const object *op, tag_t old_tag)
2365{
2366 /* checking for FLAG_FREED isn't necessary, but makes this function more
2367 * robust */
2368 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2369} 2396}
2370 2397
2371/* GROS - Creates an object using a string representing its content. */ 2398/* GROS - Creates an object using a string representing its content. */
2372/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2373/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2374/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2375/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2376/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2377 2404object *
2378object* load_object_str(const char *obstr) 2405load_object_str (const char *obstr)
2379{ 2406{
2380 object *op; 2407 object *op;
2381 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2409
2382 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2383 2411
2384 FILE *tempfile=fopen(filename,"w"); 2412 FILE *tempfile = fopen (filename, "w");
2413
2385 if (tempfile == NULL) 2414 if (tempfile == NULL)
2386 { 2415 {
2387 LOG(llevError,"Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2388 return NULL; 2417 return NULL;
2389 }; 2418 }
2419
2390 fprintf(tempfile,obstr); 2420 fprintf (tempfile, obstr);
2391 fclose(tempfile); 2421 fclose (tempfile);
2392 2422
2393 op=get_object(); 2423 op = object::create ();
2394 2424
2395 object_thawer thawer (filename); 2425 object_thawer thawer (filename);
2396 2426
2397 if (thawer) 2427 if (thawer)
2398 load_object(thawer,op,0); 2428 load_object (thawer, op, 0);
2399 2429
2400 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2401 CLEAR_FLAG(op,FLAG_REMOVED); 2431 CLEAR_FLAG (op, FLAG_REMOVED);
2402 2432
2403 return op; 2433 return op;
2404} 2434}
2405 2435
2406/* This returns the first object in who's inventory that 2436/* This returns the first object in who's inventory that
2407 * has the same type and subtype match. 2437 * has the same type and subtype match.
2408 * returns NULL if no match. 2438 * returns NULL if no match.
2409 */ 2439 */
2440object *
2410object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2411{ 2442{
2412 object *tmp;
2413
2414 for (tmp=who->inv; tmp; tmp=tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2415 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2444 if (tmp->type == type && tmp->subtype == subtype)
2445 return tmp;
2416 2446
2417 return NULL; 2447 return 0;
2418} 2448}
2419 2449
2420/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2421 * otherwise return NULL. 2451 * otherwise return NULL.
2422 * 2452 *
2423 * key must be a passed in shared string - otherwise, this won't 2453 * key must be a passed in shared string - otherwise, this won't
2424 * do the desired thing. 2454 * do the desired thing.
2425 */ 2455 */
2456key_value *
2426key_value * get_ob_key_link(const object * ob, const char * key) { 2457get_ob_key_link (const object *ob, const char *key)
2427 key_value * link; 2458{
2428
2429 for (link = ob->key_values; link != NULL; link = link->next) { 2459 for (key_value *link = ob->key_values; link; link = link->next)
2430 if (link->key == key) { 2460 if (link->key == key)
2431 return link; 2461 return link;
2432 } 2462
2433 } 2463 return 0;
2434 2464}
2435 return NULL;
2436}
2437 2465
2438/* 2466/*
2439 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2440 * 2468 *
2441 * The argument doesn't need to be a shared string. 2469 * The argument doesn't need to be a shared string.
2442 * 2470 *
2443 * The returned string is shared. 2471 * The returned string is shared.
2444 */ 2472 */
2473const char *
2445const char * get_ob_key_value(const object * op, const char * const key) { 2474get_ob_key_value (const object *op, const char *const key)
2475{
2446 key_value * link; 2476 key_value *link;
2447 const char * canonical_key; 2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2448 2480 {
2449 canonical_key = shstr::find (key);
2450
2451 if (canonical_key == NULL) {
2452 /* 1. There being a field named key on any object 2481 /* 1. There being a field named key on any object
2453 * implies there'd be a shared string to find. 2482 * implies there'd be a shared string to find.
2454 * 2. Since there isn't, no object has this field. 2483 * 2. Since there isn't, no object has this field.
2455 * 3. Therefore, *this* object doesn't have this field. 2484 * 3. Therefore, *this* object doesn't have this field.
2456 */ 2485 */
2457 return NULL; 2486 return 0;
2458 } 2487 }
2459 2488
2460 /* This is copied from get_ob_key_link() above - 2489 /* This is copied from get_ob_key_link() above -
2461 * only 4 lines, and saves the function call overhead. 2490 * only 4 lines, and saves the function call overhead.
2462 */ 2491 */
2463 for (link = op->key_values; link != NULL; link = link->next) { 2492 for (link = op->key_values; link; link = link->next)
2464 if (link->key == canonical_key) { 2493 if (link->key == canonical_key)
2465 return link->value; 2494 return link->value;
2466 } 2495
2467 } 2496 return 0;
2468 return NULL;
2469} 2497}
2470 2498
2471 2499
2472/* 2500/*
2473 * Updates the canonical_key in op to value. 2501 * Updates the canonical_key in op to value.
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2505 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys. 2506 * keys.
2479 * 2507 *
2480 * Returns TRUE on success. 2508 * Returns TRUE on success.
2481 */ 2509 */
2510int
2482int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2512{
2483 key_value * field = NULL, *last=NULL; 2513 key_value *field = NULL, *last = NULL;
2484 2514
2485 for (field=op->key_values; field != NULL; field=field->next) { 2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2486 if (field->key != canonical_key) { 2517 if (field->key != canonical_key)
2518 {
2487 last = field; 2519 last = field;
2488 continue; 2520 continue;
2489 } 2521 }
2490 2522
2491 if (value) 2523 if (value)
2492 field->value = value; 2524 field->value = value;
2493 else { 2525 else
2526 {
2494 /* Basically, if the archetype has this key set, 2527 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2528 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2529 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2530 * we get this value back again.
2498 */ 2531 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2500 field->value = 0; 2533 field->value = 0;
2534 else
2535 {
2536 if (last)
2537 last->next = field->next;
2501 else 2538 else
2502 {
2503 if (last) last->next = field->next;
2504 else op->key_values = field->next; 2539 op->key_values = field->next;
2505 2540
2506 delete field; 2541 delete field;
2507 } 2542 }
2508 } 2543 }
2509 return TRUE; 2544 return TRUE;
2510 } 2545 }
2511 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2512 2547
2513 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2514 2549
2515 if (!add_key) { 2550 if (!add_key)
2516 return FALSE; 2551 return FALSE;
2517 } 2552
2518 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2522 * should pass in "" 2557 * should pass in ""
2523 */ 2558 */
2524 if (value == NULL) return TRUE; 2559 if (value == NULL)
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE; 2560 return TRUE;
2561
2562 field = new key_value;
2563
2564 field->key = canonical_key;
2565 field->value = value;
2566 /* Usual prepend-addition. */
2567 field->next = op->key_values;
2568 op->key_values = field;
2569
2570 return TRUE;
2535} 2571}
2536 2572
2537/* 2573/*
2538 * Updates the key in op to value. 2574 * Updates the key in op to value.
2539 * 2575 *
2541 * and not add new ones. 2577 * and not add new ones.
2542 * In general, should be little reason FALSE is ever passed in for add_key 2578 * In general, should be little reason FALSE is ever passed in for add_key
2543 * 2579 *
2544 * Returns TRUE on success. 2580 * Returns TRUE on success.
2545 */ 2581 */
2582int
2546int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2583set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2547{ 2584{
2548 shstr key_ (key); 2585 shstr key_ (key);
2586
2549 return set_ob_key_value_s (op, key_, value, add_key); 2587 return set_ob_key_value_s (op, key_, value, add_key);
2550} 2588}
2589
2590object::depth_iterator::depth_iterator (object *container)
2591: iterator_base (container)
2592{
2593 while (item->inv)
2594 item = item->inv;
2595}
2596
2597void
2598object::depth_iterator::next ()
2599{
2600 if (item->below)
2601 {
2602 item = item->below;
2603
2604 while (item->inv)
2605 item = item->inv;
2606 }
2607 else
2608 item = item->env;
2609}
2610
2611// return a suitable string describing an objetc in enough detail to find it
2612const char *
2613object::debug_desc (char *info) const
2614{
2615 char info2[256 * 3];
2616 char *p = info;
2617
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2619 count,
2620 &name,
2621 title ? " " : "",
2622 title ? (const char *)title : "");
2623
2624 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626
2627 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2629
2630 return info;
2631}
2632
2633const char *
2634object::debug_desc () const
2635{
2636 static char info[256 * 3];
2637 return debug_desc (info);
2638}
2639

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