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Comparing deliantra/server/common/object.C (file contents):
Revision 1.16 by root, Mon Sep 4 16:46:32 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 1.16 2006/09/04 16:46:32 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 1);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 472/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 478 * will point at garbage.
580 */ 479 */
581 480void
582void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
583{ 482{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 485
587 op2->clone (op); 486 *(object_copy *)dst = *this;
588 487
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
591 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
592 if (op2->speed < 0) 494 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 496
595 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 498 if (key_values)
597 { 499 {
598 key_value *tail = NULL; 500 key_value *tail = 0;
599 key_value *i; 501 key_value *i;
600 502
601 op->key_values = NULL; 503 dst->key_values = 0;
602 504
603 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
604 { 506 {
605 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
606 508
607 new_link->next = NULL; 509 new_link->next = 0;
608 new_link->key = i->key; 510 new_link->key = i->key;
609 new_link->value = i->value; 511 new_link->value = i->value;
610 512
611 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 514 if (!dst->key_values)
613 { 515 {
614 op->key_values = new_link; 516 dst->key_values = new_link;
615 tail = new_link; 517 tail = new_link;
616 } 518 }
617 else 519 else
618 { 520 {
619 tail->next = new_link; 521 tail->next = new_link;
620 tail = new_link; 522 tail = new_link;
621 } 523 }
622 } 524 }
623 } 525 }
624 526
625 update_ob_speed (op); 527 update_ob_speed (dst);
626} 528}
627 529
628/* 530object *
629 * get_object() grabs an object from the list of unused objects, makes 531object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 532{
636 object *op = new object; 533 object *neu = create ();
637 534 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 535 return neu;
658} 536}
659 537
660/* 538/*
661 * 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
662 * 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
663 * 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.
664 */ 542 */
665 543
544void
666void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
668 return; 548 return;
669 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
671} 551}
672 552
673/* 553/*
674 * 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
675 * 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.
676 * 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.
677 */ 557 */
678 558void
679void update_ob_speed(object *op) { 559update_ob_speed (object *op)
560{
680 extern int arch_init; 561 extern int arch_init;
681 562
682 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
683 * since they never really need to be updated. 564 * since they never really need to be updated.
684 */ 565 */
685
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 {
687 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);
688#ifdef MANY_CORES
689 abort();
690#else
691 op->speed = 0; 569 op->speed = 0;
692#endif
693 } 570 }
571
694 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)
695 return; 579 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 580
702 /* process_events() expects us to insert the object at the beginning 581 /* process_events() expects us to insert the object at the beginning
703 * of the list. */ 582 * of the list. */
704 op->active_next = active_objects; 583 op->active_next = active_objects;
584
705 if (op->active_next!=NULL) 585 if (op->active_next != NULL)
706 op->active_next->active_prev = op; 586 op->active_next->active_prev = op;
587
707 active_objects = op; 588 active_objects = op;
589 }
590 else
708 } 591 {
709 else {
710 /* If not on the active list, nothing needs to be done */ 592 /* If not on the active list, nothing needs to be done */
711 if (!op->active_next && !op->active_prev && op!=active_objects) 593 if (!op->active_next && !op->active_prev && op != active_objects)
712 return; 594 return;
713 595
714 if (op->active_prev==NULL) { 596 if (op->active_prev == NULL)
597 {
715 active_objects = op->active_next; 598 active_objects = op->active_next;
599
716 if (op->active_next!=NULL) 600 if (op->active_next != NULL)
717 op->active_next->active_prev = NULL; 601 op->active_next->active_prev = NULL;
718 } 602 }
719 else { 603 else
604 {
720 op->active_prev->active_next = op->active_next; 605 op->active_prev->active_next = op->active_next;
606
721 if (op->active_next) 607 if (op->active_next)
722 op->active_next->active_prev = op->active_prev; 608 op->active_next->active_prev = op->active_prev;
723 } 609 }
610
724 op->active_next = NULL; 611 op->active_next = NULL;
725 op->active_prev = NULL; 612 op->active_prev = NULL;
726 } 613 }
727} 614}
728 615
729/* This function removes object 'op' from the list of active 616/* This function removes object 'op' from the list of active
730 * objects. 617 * objects.
732 * 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
733 * in play chewing up cpu time getting processed. 620 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which 621 * The reverse of this is to call update_ob_speed, which
735 * 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.
736 */ 623 */
624void
737void remove_from_active_list(object *op) 625remove_from_active_list (object *op)
738{ 626{
739 /* If not on the active list, nothing needs to be done */ 627 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects) 628 if (!op->active_next && !op->active_prev && op != active_objects)
741 return; 629 return;
742 630
743 if (op->active_prev==NULL) { 631 if (op->active_prev == NULL)
632 {
744 active_objects = op->active_next; 633 active_objects = op->active_next;
745 if (op->active_next!=NULL) 634 if (op->active_next != NULL)
746 op->active_next->active_prev = NULL; 635 op->active_next->active_prev = NULL;
636 }
637 else
747 } 638 {
748 else {
749 op->active_prev->active_next = op->active_next; 639 op->active_prev->active_next = op->active_next;
750 if (op->active_next) 640 if (op->active_next)
751 op->active_next->active_prev = op->active_prev; 641 op->active_next->active_prev = op->active_prev;
752 } 642 }
753 op->active_next = NULL; 643 op->active_next = NULL;
754 op->active_prev = NULL; 644 op->active_prev = NULL;
755} 645}
756 646
757/* 647/*
758 * update_object() updates the array which represents the map. 648 * update_object() updates the the map.
759 * It takes into account invisible objects (and represent squares covered 649 * It takes into account invisible objects (and represent squares covered
760 * 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
761 * invisible object, etc...) 651 * invisible object, etc...)
762 * 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
763 * 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
764 * updating that window, though, since update_object() is called _often_) 654 * updating that window, though, since update_object() is called _often_)
765 * 655 *
766 * 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.
767 * For example, if the only thing that has changed is the face (due to
768 * an animation), we don't need to call update_position until that actually
769 * comes into view of a player. OTOH, many other things, like addition/removal
770 * of walls or living creatures may need us to update the flags now.
771 * current action are: 657 * current action are:
772 * UP_OBJ_INSERT: op was inserted 658 * UP_OBJ_INSERT: op was inserted
773 * UP_OBJ_REMOVE: op was removed 659 * UP_OBJ_REMOVE: op was removed
774 * 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
775 * 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.
776 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
777 */ 663 */
778 664void
779void update_object(object *op, int action) { 665update_object (object *op, int action)
780 int update_now=0, flags; 666{
781 MoveType move_on, move_off, move_block, move_slow; 667 MoveType move_on, move_off, move_block, move_slow;
782 668
783 if (op == NULL) { 669 if (op == NULL)
670 {
784 /* this should never happen */ 671 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 672 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 673 return;
787 }
788 674 }
789 if(op->env!=NULL) { 675
676 if (op->env)
677 {
790 /* Animation is currently handled by client, so nothing 678 /* Animation is currently handled by client, so nothing
791 * to do in this case. 679 * to do in this case.
792 */ 680 */
793 return; 681 return;
794 } 682 }
795 683
796 /* 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
797 * going to get freed anyways. 685 * going to get freed anyways.
798 */ 686 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 687 if (!op->map || op->map->in_memory == MAP_SAVING)
800 688 return;
689
801 /* make sure the object is within map boundaries */ 690 /* make sure the object is within map boundaries */
802 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)
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 692 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 693 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 694#ifdef MANY_CORES
806 abort(); 695 abort ();
807#endif 696#endif
808 return; 697 return;
809 }
810 698 }
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
817 699
700 mapspace &m = op->ms ();
701
702 if (m.flags_ & P_NEED_UPDATE)
703 /* nop */;
818 if (action == UP_OBJ_INSERT) { 704 else if (action == UP_OBJ_INSERT)
705 {
706 // this is likely overkill, TODO: revisit (schmorp)
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
820 update_now=1;
821
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 708 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
823 update_now=1; 709 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
824 710 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
711 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 712 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
826 update_now=1; 713 || (m.move_on | op->move_on ) != m.move_on
827
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1;
830
831 if ((move_on | op->move_on) != move_on) update_now=1;
832 if ((move_off | op->move_off) != move_off) update_now=1; 714 || (m.move_off | op->move_off ) != m.move_off
715 || (m.move_slow | op->move_slow) != m.move_slow
833 /* 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
834 * to have move_allow right now. 717 * to have move_allow right now.
835 */ 718 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
837 update_now=1; 720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 721 m.flags_ = P_NEED_UPDATE;
839 } 722 }
840 /* if the object is being removed, we can't make intelligent 723 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 724 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 725 * that is being removed.
843 */ 726 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 728 m.flags_ = P_NEED_UPDATE;
846 } else if (action == UP_OBJ_FACE) { 729 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 730 /* Nothing to do for that case */ ;
848 }
849 else { 731 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 732 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 733
853 if (update_now) {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y);
856 }
857
858 if(op->more!=NULL) 734 if (op->more)
859 update_object(op->more, action); 735 update_object (op->more, action);
860} 736}
861 737
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object ()
742{
743 SET_FLAG (this, FLAG_REMOVED);
744
745 expmul = 1.0;
746 face = blank_face;
747}
748
749object::~object ()
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;
779}
780
781object *object::create ()
782{
783 object *op = new object;
784 op->link ();
785 return op;
786}
862 787
863/* 788/*
864 * free_object() frees everything allocated by an object, removes 789 * free_object() frees everything allocated by an object, removes
865 * 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
866 * free objects. The IS_FREED() flag is set in the object. 791 * free objects. The IS_FREED() flag is set in the object.
867 * The object must have been removed by remove_ob() first for 792 * The object must have been removed by remove_ob() first for
868 * this function to succeed. 793 * this function to succeed.
869 * 794 *
870 * 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
871 * inventory to the ground. 796 * inventory to the ground.
872 */ 797 */
873
874void 798void
875free_object (object * ob) 799object::do_destroy ()
876{ 800{
877 free_object2 (ob, 0); 801 attachable::do_destroy ();
878}
879 802
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
813 return;
814
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)
822 {
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
837 more = 0;
838 head = 0;
839 inv = 0;
840
841 // clear those pointers that likely might have circular references to us
842 owner = 0;
843 enemy = 0;
844 attacked_by = 0;
845
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854}
855
856/*
857 * Remove and free all objects in the inventory of the given object.
858 * object.c ?
859 */
880void 860void
881free_object2 (object * ob, int free_inventory) 861object::destroy_inv (bool drop_to_ground)
882{ 862{
883 object *tmp, *op; 863 if (!inv)
884
885 if (!QUERY_FLAG (ob, FLAG_REMOVED))
886 {
887 LOG (llevDebug, "Free object called with non removed object\n");
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
895 {
896 LOG (llevMonster, "Warning: tried to free friendly object.\n");
897 remove_friendly_object (ob);
898 }
899
900 if (QUERY_FLAG (ob, FLAG_FREED))
901 {
902 dump_object (ob);
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
904 return; 864 return;
905 }
906 865
907 if (ob->more != NULL)
908 {
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912
913 if (ob->inv)
914 {
915 /* Only if the space blocks everything do we not process - 866 /* Only if the space blocks everything do we not process -
916 * if some form of movemnt is allowed, let objects 867 * if some form of movement is allowed, let objects
917 * drop on that space. 868 * drop on that space.
918 */ 869 */
919 if (free_inventory || ob->map == NULL 870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
920 || ob->map->in_memory != MAP_IN_MEMORY
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
922 {
923 op = ob->inv;
924
925 while (op != NULL)
926 { 871 {
927 tmp = op->below; 872 while (inv)
928 remove_ob (op); 873 {
929 free_object2 (op, free_inventory); 874 inv->destroy_inv (drop_to_ground);
930 op = tmp; 875 inv->destroy ();
931 } 876 }
932 }
933 else
934 { /* Put objects in inventory onto this space */
935 op = ob->inv;
936
937 while (op != NULL)
938 {
939 tmp = op->below;
940 remove_ob (op);
941
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
945 free_object (op);
946 else
947 {
948 op->x = ob->x;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
951 }
952
953 op = tmp;
954 }
955 }
956 }
957
958 /* Remove object from the active list */
959 ob->speed = 0;
960 update_ob_speed (ob);
961
962 SET_FLAG (ob, FLAG_FREED);
963 ob->count = 0;
964
965 /* Remove this object from the list of used objects */
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 } 877 }
973 else 878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
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 }
974 { 898 }
975 ob->prev->next = ob->next; 899}
976 900
977 if (ob->next != NULL) 901void
978 ob->next->prev = ob->prev; 902object::destroy (bool destroy_inventory)
903{
904 if (destroyed ())
905 return;
906
907 if (more)
979 } 908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
980 913
981 free_key_values (ob); 914 if (destroy_inventory)
915 destroy_inv (true);
982 916
983 /* Now link it with the free_objects list: */ 917 attachable::destroy ();
984 ob->prev = 0;
985 ob->next = 0;
986
987 delete ob;
988} 918}
989 919
990/* 920/*
991 * sub_weight() recursively (outwards) subtracts a number from the 921 * sub_weight() recursively (outwards) subtracts a number from the
992 * 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)).
993 */ 923 */
994 924void
995void sub_weight (object *op, signed long weight) { 925sub_weight (object *op, signed long weight)
926{
996 while (op != NULL) { 927 while (op != NULL)
928 {
997 if (op->type == CONTAINER) { 929 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 930 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 931
1000 op->carrying-=weight; 932 op->carrying -= weight;
1001 op = op->env; 933 op = op->env;
1002 } 934 }
1003} 935}
1004 936
1005/* remove_ob(op): 937/* op->remove ():
1006 * 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
1007 * 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
1008 * object will have no environment. If the object previously had an 940 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 941 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 942 * the previous environment.
1011 * Beware: This function is called from the editor as well! 943 * Beware: This function is called from the editor as well!
1012 */ 944 */
1013 945void
1014void remove_ob(object *op) { 946object::remove ()
947{
1015 object *tmp,*last=NULL; 948 object *tmp, *last = 0;
1016 object *otmp; 949 object *otmp;
1017 tag_t tag;
1018 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 950
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 951 if (QUERY_FLAG (this, FLAG_REMOVED))
1024 dump_object(op); 952 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 953
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 954 SET_FLAG (this, FLAG_REMOVED);
955 INVOKE_OBJECT (REMOVE, this);
1043 956
957 if (more)
958 more->remove ();
959
1044 /* 960 /*
1045 * In this case, the object to be removed is in someones 961 * In this case, the object to be removed is in someones
1046 * inventory. 962 * inventory.
1047 */ 963 */
1048 if(op->env!=NULL) { 964 if (env)
965 {
1049 if(op->nrof) 966 if (nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 967 sub_weight (env, weight * nrof);
1051 else 968 else
1052 sub_weight(op->env, op->weight+op->carrying); 969 sub_weight (env, weight + carrying);
1053 970
1054 /* 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
1055 * made to players inventory. If set, avoiding the call 972 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 973 * to save cpu time.
1057 */ 974 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 976 otmp->update_stats ();
1060 fix_player(otmp);
1061 977
1062 if(op->above!=NULL) 978 if (above != NULL)
1063 op->above->below=op->below; 979 above->below = below;
1064 else 980 else
1065 op->env->inv=op->below; 981 env->inv = below;
1066 982
1067 if(op->below!=NULL) 983 if (below != NULL)
1068 op->below->above=op->above; 984 below->above = above;
1069 985
1070 /* we set up values so that it could be inserted into 986 /* we set up values so that it could be inserted into
1071 * 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
1072 * 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
1073 */ 1015 */
1074 op->x=op->env->x,op->y=op->env->y; 1016 if (GET_MAP_OB (map, x, y) != this)
1075 op->map=op->env->map; 1017 {
1076 op->above=NULL,op->below=NULL; 1018 char *dump = dump_object (this);
1077 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)
1078 return; 1034 return;
1079 }
1080 1035
1081 /* If we get here, we are removing it from a map */ 1036 int check_walk_off = !flag [FLAG_NO_APPLY];
1082 if (op->map == NULL) return;
1083 1037
1084 x = op->x; 1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1085 y = op->y; 1039 {
1086 m = get_map_from_coord(op->map, &x, &y); 1040 /* No point updating the players look faces if he is the object
1087 1041 * being removed.
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */ 1042 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101 1043
1102 /* Re did the following section of code - it looks like it had 1044 if (tmp->type == PLAYER && tmp != this)
1103 * lots of logic for things we no longer care about 1045 {
1104 */ 1046 /* If a container that the player is currently using somehow gets
1105 1047 * removed (most likely destroyed), update the player view
1106 /* link the object above us */ 1048 * appropriately.
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */ 1049 */
1120 if(GET_MAP_OB(m,x,y)!=op) { 1050 if (tmp->container == this)
1121 dump_object(op); 1051 {
1122 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;
1123 dump_object(GET_MAP_OB(m,x,y)); 1053 tmp->container = 0;
1124 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;
1125 } 1077 }
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130 1078
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1137 /* No point updating the players look faces if he is the object
1138 * being removed.
1139 */
1140
1141 if(tmp->type==PLAYER && tmp!=op) {
1142 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view
1144 * appropriately.
1145 */
1146 if (tmp->container==op) {
1147 CLEAR_FLAG(op, FLAG_APPLIED);
1148 tmp->container=NULL;
1149 }
1150 tmp->contr->socket.update_look=1;
1151 }
1152 /* See if player moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1155
1156 move_apply(tmp, op, NULL);
1157 if (was_destroyed (op, tag)) {
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 }
1161 }
1162
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164
1165 if(tmp->above == tmp)
1166 tmp->above = NULL;
1167 last=tmp;
1168 }
1169 /* last == NULL of there are no objects on this space */ 1079 /* last == NULL of there are no objects on this space */
1170 if (last==NULL) { 1080 if (!last)
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1081 map->at (x, y).flags_ = P_NEED_UPDATE;
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1173 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways.
1175 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y);
1178 }
1179 else 1082 else
1180 update_object(last, UP_OBJ_REMOVE); 1083 update_object (last, UP_OBJ_REMOVE);
1181 1084
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1183 update_all_los(op->map, op->x, op->y); 1086 update_all_los (map, x, y);
1184 1087 }
1185} 1088}
1186 1089
1187/* 1090/*
1188 * merge_ob(op,top): 1091 * merge_ob(op,top):
1189 * 1092 *
1190 * This function goes through all objects below and including top, and 1093 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1094 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1095 * If top is NULL, it is calculated.
1193 * 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
1194 */ 1097 */
1195 1098object *
1196object *merge_ob(object *op, object *top) { 1099merge_ob (object *op, object *top)
1100{
1197 if(!op->nrof) 1101 if (!op->nrof)
1198 return 0; 1102 return 0;
1199 if(top==NULL) 1103
1104 if (top)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1105 for (top = op; top && top->above; top = top->above)
1106 ;
1107
1201 for(;top!=NULL;top=top->below) { 1108 for (; top; top = top->below)
1109 {
1202 if(top==op) 1110 if (top == op)
1203 continue; 1111 continue;
1204 if (CAN_MERGE(op,top)) 1112
1205 { 1113 if (object::can_merge (op, top))
1114 {
1206 top->nrof+=op->nrof; 1115 top->nrof += op->nrof;
1116
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1117/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1118 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1119 op->destroy ();
1210 free_object(op);
1211 return top; 1120 return top;
1212 } 1121 }
1213 } 1122 }
1123
1214 return NULL; 1124 return 0;
1215} 1125}
1216 1126
1217/* 1127/*
1218 * 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
1219 * job preparing multi-part monsters 1129 * job preparing multi-part monsters
1220 */ 1130 */
1131object *
1221object *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{
1222 object* tmp; 1134 object *tmp;
1135
1223 if (op->head) 1136 if (op->head)
1224 op=op->head; 1137 op = op->head;
1138
1225 for (tmp=op;tmp;tmp=tmp->more){ 1139 for (tmp = op; tmp; tmp = tmp->more)
1140 {
1226 tmp->x=x+tmp->arch->clone.x; 1141 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1142 tmp->y = y + tmp->arch->clone.y;
1228 } 1143 }
1144
1229 return insert_ob_in_map (op, m, originator, flag); 1145 return insert_ob_in_map (op, m, originator, flag);
1230} 1146}
1231 1147
1232/* 1148/*
1233 * insert_ob_in_map (op, map, originator, flag): 1149 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1150 * This function inserts the object in the two-way linked list
1247 * Return value: 1163 * Return value:
1248 * new object if 'op' was merged with other object 1164 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1165 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1166 * just 'op' otherwise
1251 */ 1167 */
1252 1168object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1170{
1255 object *tmp, *top, *floor=NULL; 1171 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1172 sint16 x, y;
1257 1173
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1174 if (QUERY_FLAG (op, FLAG_FREED))
1175 {
1259 LOG (llevError, "Trying to insert freed object!\n"); 1176 LOG (llevError, "Trying to insert freed object!\n");
1260 return NULL; 1177 return NULL;
1178 }
1179
1180 if (m == NULL)
1261 } 1181 {
1262 if(m==NULL) {
1263 dump_object(op); 1182 char *dump = dump_object (op);
1264 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);
1265 return op; 1185 return op;
1266 } 1186 }
1187
1267 if(out_of_map(m,op->x,op->y)) { 1188 if (out_of_map (m, op->x, op->y))
1189 {
1268 dump_object(op); 1190 char *dump = dump_object (op);
1269 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);
1270#ifdef MANY_CORES 1192#ifdef MANY_CORES
1271 /* 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
1272 * 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
1273 * improperly inserted. 1195 * improperly inserted.
1274 */ 1196 */
1275 abort(); 1197 abort ();
1276#endif 1198#endif
1199 free (dump);
1277 return op; 1200 return op;
1278 } 1201 }
1202
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1204 {
1280 dump_object(op); 1205 char *dump = dump_object (op);
1281 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);
1282 return op; 1208 return op;
1209 }
1210
1211 if (op->more)
1283 } 1212 {
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */ 1213 /* The part may be on a different map. */
1286 1214
1287 object *more = op->more; 1215 object *more = op->more;
1288 1216
1289 /* We really need the caller to normalize coordinates - if 1217 /* We really need the caller to normalize coordinates - if
1290 * 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
1291 * 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
1292 * is clear wrong do we normalize it. 1220 * is clear wrong do we normalize it.
1293 */ 1221 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1295 more->map = get_map_from_coord(m, &more->x, &more->y); 1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1296 } else if (!more->map) { 1224 else if (!more->map)
1225 {
1297 /* For backwards compatibility - when not dealing with tiled maps, 1226 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent. 1227 * more->map should always point to the parent.
1299 */ 1228 */
1300 more->map = m; 1229 more->map = m;
1301 } 1230 }
1302 1231
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1233 {
1304 if ( ! op->head) 1234 if (!op->head)
1305 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
1306 return NULL; 1237 return 0;
1307 } 1238 }
1308 } 1239 }
1240
1309 CLEAR_FLAG(op,FLAG_REMOVED); 1241 CLEAR_FLAG (op, FLAG_REMOVED);
1310 1242
1311 /* Ideally, the caller figures this out. However, it complicates a lot 1243 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * 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
1313 * need extra work 1245 * need extra work
1314 */ 1246 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y); 1247 op->map = get_map_from_coord (m, &op->x, &op->y);
1316 x = op->x; 1248 x = op->x;
1317 y = op->y; 1249 y = op->y;
1318 1250
1319 /* this has to be done after we translate the coordinates. 1251 /* this has to be done after we translate the coordinates.
1320 */ 1252 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) { 1253 if (op->nrof && !(flag & INS_NO_MERGE))
1322 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)
1323 if (CAN_MERGE(op,tmp)) { 1255 if (object::can_merge (op, tmp))
1256 {
1324 op->nrof+=tmp->nrof; 1257 op->nrof += tmp->nrof;
1325 remove_ob(tmp); 1258 tmp->destroy ();
1326 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;
1327 } 1320 }
1328 }
1329 1321
1330 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 */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1323 top = last;
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334 1324
1335 if (flag & INS_BELOW_ORIGINATOR) { 1325 /* We let update_position deal with figuring out what the space
1336 if (originator->map != op->map || originator->x != op->x || 1326 * looks like instead of lots of conditions here.
1337 originator->y != op->y) { 1327 * makes things faster, and effectively the same result.
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1328 */
1339 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;
1340 } 1371 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else { 1372 else
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */ 1373 { /* get inserted into the stack above top */
1419 op->above = top->above; 1374 op->above = top->above;
1375
1376 if (op->above)
1420 if (op->above) op->above->below = op; 1377 op->above->below = op;
1378
1421 op->below = top; 1379 op->below = top;
1422 top->above = op; 1380 top->above = op;
1423 } 1381 }
1382
1424 if (op->above==NULL) 1383 if (op->above == NULL)
1425 SET_MAP_TOP(op->map,op->x, op->y, op); 1384 op->ms ().top = op;
1426 } /* else not INS_BELOW_ORIGINATOR */ 1385 } /* else not INS_BELOW_ORIGINATOR */
1427 1386
1428 if(op->type==PLAYER) 1387 if (op->type == PLAYER)
1429 op->contr->do_los=1; 1388 op->contr->do_los = 1;
1430 1389
1431 /* 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
1432 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1433 */ 1392 */
1434 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1435 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 ())
1436 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1437 tmp->contr->socket.update_look=1; 1396 pl->contr->ns->floorbox_update ();
1438 }
1439 1397
1440 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1441 * 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
1442 * 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
1443 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1444 * 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 -
1445 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1446 * 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
1447 * of effect may be sufficient. 1405 * of effect may be sufficient.
1448 */ 1406 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1451 1409
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1455 1412
1413 INVOKE_OBJECT (INSERT, op);
1456 1414
1457 /* 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,
1458 * we want to have update_look set above before calling this. 1416 * we want to have floorbox_update called before calling this.
1459 * 1417 *
1460 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object(). 1421 * update_object().
1464 */ 1422 */
1465 1423
1466 /* 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 */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1426 {
1469 if (check_move_on(op, originator)) 1427 if (check_move_on (op, originator))
1470 return NULL; 1428 return 0;
1471 1429
1472 /* 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
1473 * walk on's. 1431 * walk on's.
1474 */ 1432 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1477 return NULL; 1435 return 0;
1478 } 1436 }
1437
1479 return op; 1438 return op;
1480} 1439}
1481 1440
1482/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1483 * 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.
1484 * 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.
1485 */ 1444 */
1445void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1487 object *tmp; 1447{
1488 object *tmp1; 1448 object *tmp, *tmp1;
1489 1449
1490 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1491 1451
1492 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)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1494 remove_ob(tmp); 1454 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1455
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1457
1501 1458 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1459 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1461}
1505 1462
1506/* 1463/*
1507 * 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
1508 * is returned contains nr objects, and the remaining parts contains 1465 * is returned contains nr objects, and the remaining parts contains
1509 * 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).
1510 * On failure, NULL is returned, and the reason put into the 1467 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1468 * global static errmsg array.
1512 */ 1469 */
1513 1470
1471object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1472get_split_ob (object *orig_ob, uint32 nr)
1473{
1515 object *newob; 1474 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1476
1518 if(orig_ob->nrof<nr) { 1477 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1478 {
1520 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);
1521 return NULL; 1480 return NULL;
1522 } 1481 }
1482
1523 newob = object_create_clone(orig_ob); 1483 newob = object_create_clone (orig_ob);
1484
1524 if((orig_ob->nrof-=nr)<1) { 1485 if ((orig_ob->nrof -= nr) < 1)
1525 if ( ! is_removed) 1486 orig_ob->destroy (1);
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) { 1487 else if (!is_removed)
1488 {
1530 if(orig_ob->env!=NULL) 1489 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1490 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 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 {
1533 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.");
1534 LOG(llevDebug,
1535 "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");
1536 return NULL; 1495 return NULL;
1537 } 1496 }
1538 } 1497 }
1498
1539 newob->nrof=nr; 1499 newob->nrof = nr;
1540 1500
1541 return newob; 1501 return newob;
1542} 1502}
1543 1503
1544/* 1504/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1505 * decrease_ob_nr(object, number) decreases a specified number from
1546 * 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
1547 * is subsequently removed and freed. 1507 * is subsequently removed and freed.
1548 * 1508 *
1549 * 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
1550 */ 1510 */
1551 1511
1512object *
1552object *decrease_ob_nr (object *op, uint32 i) 1513decrease_ob_nr (object *op, uint32 i)
1553{ 1514{
1554 object *tmp; 1515 object *tmp;
1555 player *pl;
1556 1516
1557 if (i == 0) /* objects with op->nrof require this check */ 1517 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1518 return op;
1559 1519
1560 if (i > op->nrof) 1520 if (i > op->nrof)
1561 i = op->nrof; 1521 i = op->nrof;
1562 1522
1563 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 }
1564 { 1559 }
1560 else
1561 {
1562 object *above = op->above;
1563
1564 if (i < op->nrof)
1565 op->nrof -= i; 1565 op->nrof -= i;
1566 } 1566 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */ 1567 {
1572 tmp = is_player_inv (op->env); 1568 op->remove ();
1573 /* nope. Is this a container the player has opened? 1569 op->nrof = 0;
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1570 }
1585 1571
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op);
1594 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1572 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1573 for (tmp = above; tmp; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1574 if (tmp->type == PLAYER)
1575 {
1613 if (op->nrof) 1576 if (op->nrof)
1614 esrv_send_item(tmp, op); 1577 esrv_send_item (tmp, op);
1615 else 1578 else
1616 esrv_del_item(tmp->contr, op->count); 1579 esrv_del_item (tmp->contr, op->count);
1617 } 1580 }
1618 } 1581 }
1619 1582
1620 if (op->nrof) { 1583 if (op->nrof)
1621 return op; 1584 return op;
1622 } else { 1585 else
1623 free_object (op); 1586 {
1587 op->destroy ();
1624 return NULL; 1588 return 0;
1625 } 1589 }
1626} 1590}
1627 1591
1628/* 1592/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1593 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1594 * and also updates how much the environment(s) is/are carrying.
1631 */ 1595 */
1632 1596
1597void
1633void add_weight (object *op, signed long weight) { 1598add_weight (object *op, signed long weight)
1599{
1634 while (op!=NULL) { 1600 while (op != NULL)
1601 {
1635 if (op->type == CONTAINER) { 1602 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1603 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1604
1638 op->carrying+=weight; 1605 op->carrying += weight;
1639 op=op->env; 1606 op = op->env;
1640 } 1607 }
1641} 1608}
1642 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
1643/* 1630/*
1644 * insert_ob_in_ob(op,environment): 1631 * env->insert (op)
1645 * This function inserts the object op in the linked list 1632 * This function inserts the object op in the linked list
1646 * inside the object environment. 1633 * inside the object environment.
1647 * 1634 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * 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
1654 * be != op, if items are merged. -Tero 1636 * be != op, if items are merged. -Tero
1655 */ 1637 */
1656 1638
1657object *insert_ob_in_ob(object *op,object *where) { 1639object *
1640object::insert (object *op)
1641{
1658 object *tmp, *otmp; 1642 object *tmp, *otmp;
1659 1643
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1644 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 dump_object(op); 1645 op->remove ();
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1646
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1647 if (op->more)
1648 {
1676 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);
1677 &op->name, op->count);
1678 return op; 1650 return op;
1679 } 1651 }
1652
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1655 if (op->nrof)
1656 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1657 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1658 if (object::can_merge (tmp, op))
1659 {
1685 /* return the original object and remove inserted object 1660 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1661 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1662 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1663 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1664 * tmp->nrof, we need to increase the weight.
1690 */ 1665 */
1691 add_weight (where, op->weight*op->nrof); 1666 add_weight (this, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1667 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1668 op->destroy (); /* free the inserted object */
1694 op = tmp; 1669 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1670 op->remove (); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1672 break;
1698 } 1673 }
1699 1674
1700 /* I assume combined objects have no inventory 1675 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1676 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1677 * (if it was possible to merge). calling remove_ob will subtract
1703 * 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
1704 * the linking below 1679 * the linking below
1705 */ 1680 */
1706 add_weight (where, op->weight*op->nrof); 1681 add_weight (this, op->weight * op->nrof);
1682 }
1707 } else 1683 else
1708 add_weight (where, (op->weight+op->carrying)); 1684 add_weight (this, (op->weight + op->carrying));
1709 1685
1710 otmp=is_player_inv(where); 1686 otmp = this->in_player ();
1711 if (otmp&&otmp->contr!=NULL) { 1687 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1689 otmp->update_stats ();
1714 }
1715 1690
1716 op->map=NULL; 1691 op->map = 0;
1717 op->env=where; 1692 op->env = this;
1718 op->above=NULL; 1693 op->above = 0;
1719 op->below=NULL; 1694 op->below = 0;
1720 op->x=0,op->y=0; 1695 op->x = 0, op->y = 0;
1721 1696
1722 /* 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 */
1723 if((op->glow_radius!=0)&&where->map) 1698 if ((op->glow_radius != 0) && map)
1724 { 1699 {
1725#ifdef DEBUG_LIGHTS 1700#ifdef DEBUG_LIGHTS
1726 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);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1702#endif /* DEBUG_LIGHTS */
1729 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);
1730 } 1705 }
1731 1706
1732 /* 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.
1733 * It sure simplifies this function... 1708 * It sure simplifies this function...
1734 */ 1709 */
1735 if (where->inv==NULL) 1710 if (!inv)
1736 where->inv=op; 1711 inv = op;
1737 else { 1712 else
1713 {
1738 op->below = where->inv; 1714 op->below = inv;
1739 op->below->above = op; 1715 op->below->above = op;
1740 where->inv = op; 1716 inv = op;
1741 } 1717 }
1718
1719 INVOKE_OBJECT (INSERT, this);
1720
1742 return op; 1721 return op;
1743} 1722}
1744 1723
1745/* 1724/*
1746 * Checks if any objects has a move_type that matches objects 1725 * Checks if any objects has a move_type that matches objects
1761 * 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
1762 * 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
1763 * on top. 1742 * on top.
1764 */ 1743 */
1765 1744
1745int
1766int check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1767{ 1747{
1768 object *tmp; 1748 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1749 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1750 int x = op->x, y = op->y;
1751
1772 MoveType move_on, move_slow, move_block; 1752 MoveType move_on, move_slow, move_block;
1773 1753
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1754 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1755 return 0;
1776 1756
1777 tag = op->count;
1778
1779 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);
1780 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);
1781 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);
1782 1760
1783 /* 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,
1784 * 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
1785 * 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
1786 * as walking. 1764 * as walking.
1787 */ 1765 */
1788 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))
1789 return 0; 1767 return 0;
1790 1768
1791 /* This is basically inverse logic of that below - basically, 1769 /* This is basically inverse logic of that below - basically,
1792 * 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,
1793 * 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
1794 * blocked. Logic on this seems confusing, but does seem correct. 1772 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1773 */
1796 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)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1775 return 0;
1798 1776
1799 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1801 */ 1779 */
1802 1780
1803 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)
1804 tmp->above!=NULL; tmp=tmp->above) { 1782 {
1805 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1806 * 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,
1807 * we don't need to check all of them. 1785 * we don't need to check all of them.
1808 */ 1786 */
1809 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)
1810 } 1792 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1793 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1813 1795
1814 /* 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.
1815 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1798 * (~slow_move) is not blocked on this space - just because the
1817 * 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
1818 * 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.
1819 */ 1801 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1803 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (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 {
1824 1807
1825 float diff; 1808 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1809 diff = tmp->move_slow_penalty * FABS (op->speed);
1810
1828 if (op->type == PLAYER) { 1811 if (op->type == PLAYER)
1829 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)) ||
1830 (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)))
1831 diff /= 4.0; 1814 diff /= 4.0;
1832 } 1815
1833 }
1834 op->speed_left -= diff; 1816 op->speed_left -= diff;
1835 } 1817 }
1836 } 1818 }
1837 1819
1838 /* Basically same logic as above, except now for actual apply. */ 1820 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (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))
1842 1823 {
1843 move_apply(tmp, op, originator); 1824 move_apply (tmp, op, originator);
1825
1844 if (was_destroyed (op, tag)) 1826 if (op->destroyed ())
1845 return 1; 1827 return 1;
1846 1828
1847 /* what the person/creature stepped onto has moved the object 1829 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1830 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1831 * have a feeling strange problems would result.
1850 */ 1832 */
1851 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;
1852 } 1835 }
1853 } 1836 }
1837
1854 return 0; 1838 return 0;
1855} 1839}
1856 1840
1857/* 1841/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1861 */ 1845 */
1862 1846object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1847present_arch (const archetype *at, maptile *m, int x, int y)
1864 object *tmp; 1848{
1865 if(m==NULL || out_of_map(m,x,y)) { 1849 if (m == NULL || out_of_map (m, x, y))
1850 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1852 return NULL;
1868 } 1853 }
1854
1869 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)
1870 if(tmp->arch == at) 1856 if (tmp->arch == at)
1871 return tmp; 1857 return tmp;
1858
1872 return NULL; 1859 return NULL;
1873} 1860}
1874 1861
1875/* 1862/*
1876 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1879 */ 1866 */
1880 1867object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1868present (unsigned char type, maptile *m, int x, int y)
1882 object *tmp; 1869{
1883 if(out_of_map(m,x,y)) { 1870 if (out_of_map (m, x, y))
1871 {
1884 LOG(llevError,"Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1873 return NULL;
1886 } 1874 }
1875
1887 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)
1888 if(tmp->type==type) 1877 if (tmp->type == type)
1889 return tmp; 1878 return tmp;
1879
1890 return NULL; 1880 return NULL;
1891} 1881}
1892 1882
1893/* 1883/*
1894 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1897 */ 1887 */
1898 1888object *
1899object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
1900 object *tmp; 1890{
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 1892 if (tmp->type == type)
1903 return tmp; 1893 return tmp;
1894
1904 return NULL; 1895 return NULL;
1905} 1896}
1906 1897
1907/* 1898/*
1908 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
1916 * 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
1917 * 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
1918 * 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
1919 * to be unique. 1910 * to be unique.
1920 */ 1911 */
1921 1912object *
1922object *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)
1923 object *tmp; 1914{
1924
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 1917 return tmp;
1928 } 1918
1929 return NULL; 1919 return 0;
1930} 1920}
1931 1921
1932/* 1922/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
1936 */ 1926 */
1937 1927object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 1928present_arch_in_ob (const archetype *at, const object *op)
1939 object *tmp; 1929{
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 1931 if (tmp->arch == at)
1942 return tmp; 1932 return tmp;
1933
1943 return NULL; 1934 return NULL;
1944} 1935}
1945 1936
1946/* 1937/*
1947 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
1948 */ 1939 */
1940void
1949void flag_inv(object*op, int flag){ 1941flag_inv (object *op, int flag)
1950 object *tmp; 1942{
1951 if(op->inv) 1943 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1945 {
1953 SET_FLAG(tmp, flag); 1946 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 1947 flag_inv (tmp, flag);
1955 } 1948 }
1949}
1950
1956}/* 1951/*
1957 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
1958 */ 1953 */
1954void
1959void unflag_inv(object*op, int flag){ 1955unflag_inv (object *op, int flag)
1960 object *tmp; 1956{
1961 if(op->inv) 1957 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
1963 CLEAR_FLAG(tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 1961 unflag_inv (tmp, flag);
1965 } 1962 }
1966} 1963}
1967 1964
1968/* 1965/*
1969 * 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
1970 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
1971 * 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
1972 * 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.
1973 */ 1970 */
1974 1971void
1975void set_cheat(object *op) { 1972set_cheat (object *op)
1973{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
1978} 1976}
1979 1977
1980/* 1978/*
1981 * 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
1982 * 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
1996 * 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
1997 * 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
1998 * 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
1999 * customized, changed states, etc. 1997 * customized, changed states, etc.
2000 */ 1998 */
2001 1999int
2002int 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{
2003 int i,index=0, flag; 2002 int index = 0, flag;
2004 static int altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2005 2004
2006 for(i=start;i<stop;i++) { 2005 for (int i = start; i < stop; i++)
2006 {
2007 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]);
2008 if(!flag) 2008 if (!flag)
2009 altern[index++]=i; 2009 altern [index++] = i;
2010 2010
2011 /* 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.
2012 * 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.
2013 * 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 -
2014 * 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
2015 * 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
2016 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2018 */ 2018 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2020 stop = maxfree[i];
2021 } 2021 }
2022 if(!index) return -1; 2022
2023 if (!index)
2024 return -1;
2025
2023 return altern[RANDOM()%index]; 2026 return altern[RANDOM () % index];
2024} 2027}
2025 2028
2026/* 2029/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2029 * 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.
2030 * 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.
2031 */ 2034 */
2032 2035int
2033int 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)
2034 int i; 2037{
2035 for(i=0;i<SIZEOFFREE;i++) { 2038 for (int i = 0; i < SIZEOFFREE; i++)
2036 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]))
2037 return i; 2040 return i;
2038 } 2041
2039 return -1; 2042 return -1;
2040} 2043}
2041 2044
2042/* 2045/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2045 */ 2049 */
2050static void
2046static void permute(int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2047{ 2052{
2048 int i, j, tmp, len; 2053 arr += begin;
2054 end -= begin;
2049 2055
2050 len = end-begin; 2056 while (--end)
2051 for(i = begin; i < end; i++) 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2052 {
2053 j = begin+RANDOM()%len;
2054
2055 tmp = arr[i];
2056 arr[i] = arr[j];
2057 arr[j] = tmp;
2058 }
2059} 2058}
2060 2059
2061/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2063 * 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
2064 * 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
2065 * 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
2066 * 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.
2067 */ 2066 */
2067void
2068void get_search_arr(int *search_arr) 2068get_search_arr (int *search_arr)
2069{ 2069{
2070 int i; 2070 int i;
2071 2071
2072 for(i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2073 {
2074 search_arr[i] = i; 2073 search_arr[i] = i;
2075 }
2076 2074
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2078}
2081 2079
2082/* 2080/*
2083 * 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
2084 * given map at the given coordinates for live objects. 2082 * given map at the given coordinates for live objects.
2089 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2090 * 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
2091 * 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
2092 * there is capable of. 2090 * there is capable of.
2093 */ 2091 */
2094 2092int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2093find_dir (maptile *m, int x, int y, object *exclude)
2094{
2096 int i,max=SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2096
2097 sint16 nx, ny; 2097 sint16 nx, ny;
2098 object *tmp; 2098 object *tmp;
2099 mapstruct *mp; 2099 maptile *mp;
2100
2100 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2101 2102
2102 if (exclude && exclude->head) { 2103 if (exclude && exclude->head)
2104 {
2103 exclude = exclude->head; 2105 exclude = exclude->head;
2104 move_type = exclude->move_type; 2106 move_type = exclude->move_type;
2105 } else { 2107 }
2108 else
2109 {
2106 /* 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. */
2107 move_type=MOVE_ALL; 2111 move_type = MOVE_ALL;
2112 }
2113
2114 for (i = 1; i < max; i++)
2108 } 2115 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2116 mp = m;
2112 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2114 2119
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2116 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)
2117 max = maxfree[i]; 2131 max = maxfree[i];
2118 } else {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2120
2121 if ((move_type & blocked) == move_type) {
2122 max=maxfree[i];
2123 } else if (mflags & P_IS_ALIVE) { 2132 else if (mflags & P_IS_ALIVE)
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2133 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2127 break; 2137 break;
2128 } 2138
2129 }
2130 if(tmp) { 2139 if (tmp)
2131 return freedir[i]; 2140 return freedir[i];
2132 }
2133 } 2141 }
2134 } 2142 }
2135 } 2143 }
2144
2136 return 0; 2145 return 0;
2137} 2146}
2138 2147
2139/* 2148/*
2140 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2150 * distance between the two given objects.
2142 */ 2151 */
2143 2152int
2144int distance(const object *ob1, const object *ob2) { 2153distance (const object *ob1, const object *ob2)
2145 int i; 2154{
2146 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);
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2148 return i;
2149} 2156}
2150 2157
2151/* 2158/*
2152 * 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
2153 * 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
2154 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2155 */ 2162 */
2156 2163int
2157int find_dir_2(int x, int y) { 2164find_dir_2 (int x, int y)
2165{
2158 int q; 2166 int q;
2159 2167
2160 if(y) 2168 if (y)
2161 q=x*100/y; 2169 q = x * 100 / y;
2162 else if (x) 2170 else if (x)
2163 q= -300*x; 2171 q = -300 * x;
2164 else 2172 else
2165 return 0; 2173 return 0;
2166 2174
2167 if(y>0) { 2175 if (y > 0)
2176 {
2168 if(q < -242) 2177 if (q < -242)
2169 return 3 ; 2178 return 3;
2170 if (q < -41) 2179 if (q < -41)
2171 return 2 ; 2180 return 2;
2172 if (q < 41) 2181 if (q < 41)
2173 return 1 ; 2182 return 1;
2174 if (q < 242) 2183 if (q < 242)
2175 return 8 ; 2184 return 8;
2176 return 7 ; 2185 return 7;
2177 } 2186 }
2178 2187
2179 if (q < -242) 2188 if (q < -242)
2180 return 7 ; 2189 return 7;
2181 if (q < -41) 2190 if (q < -41)
2182 return 6 ; 2191 return 6;
2183 if (q < 41) 2192 if (q < 41)
2184 return 5 ; 2193 return 5;
2185 if (q < 242) 2194 if (q < 242)
2186 return 4 ; 2195 return 4;
2187 2196
2188 return 3 ; 2197 return 3;
2189} 2198}
2190 2199
2191/* 2200/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2201 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2202 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2203 * "overflow" in previous calculations of a direction).
2195 */ 2204 */
2196 2205
2206int
2197int absdir(int d) { 2207absdir (int d)
2198 while(d<1) d+=8; 2208{
2199 while(d>8) d-=8; 2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2200 return d; 2215 return d;
2201} 2216}
2202 2217
2203/* 2218/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2221 */
2207 2222
2223int
2208int dirdiff(int dir1, int dir2) { 2224dirdiff (int dir1, int dir2)
2225{
2209 int d; 2226 int d;
2227
2210 d = abs(dir1 - dir2); 2228 d = abs (dir1 - dir2);
2211 if(d>4) 2229 if (d > 4)
2212 d = 8 - d; 2230 d = 8 - d;
2231
2213 return d; 2232 return d;
2214} 2233}
2215 2234
2216/* peterm: 2235/* peterm:
2217 * 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.
2220 * 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
2221 * 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.
2222 * 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
2223 * functions. 2242 * functions.
2224 */ 2243 */
2225
2226int reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2250 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2251 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2252 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2253 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2254 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2255 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2256 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2257 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2258 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2259 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2260 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2261 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2262 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2263 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2264 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2265 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2266 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2267 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2268 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2269 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2270 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2271 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2272 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2273 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2274 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2275 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2276 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2277 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2278 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2279 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2280 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2281 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2282 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2283 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2284 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2285 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2286 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2287 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2288 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2289 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2290 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2291 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2292 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2293 {24, 9, -1}
2294}; /* 48 */
2276 2295
2277/* Recursive routine to step back and see if we can 2296/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2299 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2282 */ 2301 */
2283 2302int
2284
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2304{
2286 sint16 dx, dy; 2305 sint16 dx, dy;
2287 int mflags; 2306 int mflags;
2288 2307
2308 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2290 2310
2291 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2312 dy = y + freearr_y[dir];
2293 2313
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2314 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2315
2296 /* This functional arguably was incorrect before - it was 2316 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2317 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2318 * we could move to the monster - this is being more
2299 * 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
2300 * 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
2301 * at least its move type. 2321 * at least its move type.
2302 */ 2322 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2323 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2324 return 0;
2304 2325
2305 /* yes, can see. */ 2326 /* yes, can see. */
2306 if(dir < 9) return 1; 2327 if (dir < 9)
2328 return 1;
2329
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2310} 2333}
2311 2334
2312
2313
2314/* 2335/*
2315 * 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
2316 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2318 * 2339 *
2320 * core dumps if they do. 2341 * core dumps if they do.
2321 * 2342 *
2322 * 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)
2323 */ 2344 */
2324 2345
2346int
2325int can_pick(const object *who, const object *item) { 2347can_pick (const object *who, const object *item)
2348{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2352}
2331
2332 2353
2333/* 2354/*
2334 * create clone from object to another 2355 * create clone from object to another
2335 */ 2356 */
2357object *
2336object *object_create_clone (object *asrc) { 2358object_create_clone (object *asrc)
2359{
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2338 2361
2339 if(!asrc) return NULL; 2362 if (!asrc)
2363 return 0;
2364
2340 src = asrc; 2365 src = asrc;
2341 if(src->head) 2366 if (src->head)
2342 src = src->head; 2367 src = src->head;
2343 2368
2344 prev = NULL; 2369 prev = 0;
2345 for(part = src; part; part = part->more) { 2370 for (part = src; part; part = part->more)
2346 tmp = get_object(); 2371 {
2347 copy_object(part,tmp); 2372 tmp = part->clone ();
2348 tmp->x -= src->x; 2373 tmp->x -= src->x;
2349 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2350 if(!part->head) { 2376 if (!part->head)
2377 {
2351 dst = tmp; 2378 dst = tmp;
2352 tmp->head = NULL;
2353 } else {
2354 tmp->head = dst; 2379 tmp->head = 0;
2355 } 2380 }
2381 else
2382 tmp->head = dst;
2383
2356 tmp->more = NULL; 2384 tmp->more = 0;
2385
2357 if(prev) 2386 if (prev)
2358 prev->more = tmp; 2387 prev->more = tmp;
2388
2359 prev = tmp; 2389 prev = tmp;
2360 } 2390 }
2361 /*** copy inventory ***/ 2391
2362 for(item = src->inv; item; item = item->below) { 2392 for (item = src->inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2364 }
2365 2394
2366 return dst; 2395 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2396}
2376 2397
2377/* GROS - Creates an object using a string representing its content. */ 2398/* GROS - Creates an object using a string representing its content. */
2378/* 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 */
2379/* 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, */
2380/* 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. */
2381/* 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. */
2382/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2383 2404object *
2384object* load_object_str(const char *obstr) 2405load_object_str (const char *obstr)
2385{ 2406{
2386 object *op; 2407 object *op;
2387 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2409
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2411
2390 FILE *tempfile=fopen(filename,"w"); 2412 FILE *tempfile = fopen (filename, "w");
2413
2391 if (tempfile == NULL) 2414 if (tempfile == NULL)
2392 { 2415 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2417 return NULL;
2395 }; 2418 }
2419
2396 fprintf(tempfile,obstr); 2420 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2421 fclose (tempfile);
2398 2422
2399 op=get_object(); 2423 op = object::create ();
2400 2424
2401 object_thawer thawer (filename); 2425 object_thawer thawer (filename);
2402 2426
2403 if (thawer) 2427 if (thawer)
2404 load_object(thawer,op,0); 2428 load_object (thawer, op, 0);
2405 2429
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2431 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2432
2409 return op; 2433 return op;
2410} 2434}
2411 2435
2412/* This returns the first object in who's inventory that 2436/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2437 * has the same type and subtype match.
2414 * returns NULL if no match. 2438 * returns NULL if no match.
2415 */ 2439 */
2440object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2442{
2418 object *tmp;
2419
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2444 if (tmp->type == type && tmp->subtype == subtype)
2445 return tmp;
2422 2446
2423 return NULL; 2447 return 0;
2424} 2448}
2425 2449
2426/* 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,
2427 * otherwise return NULL. 2451 * otherwise return NULL.
2428 * 2452 *
2429 * 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
2430 * do the desired thing. 2454 * do the desired thing.
2431 */ 2455 */
2456key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2457get_ob_key_link (const object *ob, const char *key)
2433 key_value * link; 2458{
2434
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2459 for (key_value *link = ob->key_values; link; link = link->next)
2436 if (link->key == key) { 2460 if (link->key == key)
2437 return link; 2461 return link;
2438 } 2462
2439 } 2463 return 0;
2440 2464}
2441 return NULL;
2442}
2443 2465
2444/* 2466/*
2445 * 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.
2446 * 2468 *
2447 * The argument doesn't need to be a shared string. 2469 * The argument doesn't need to be a shared string.
2448 * 2470 *
2449 * The returned string is shared. 2471 * The returned string is shared.
2450 */ 2472 */
2473const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2474get_ob_key_value (const object *op, const char *const key)
2475{
2452 key_value * link; 2476 key_value *link;
2453 const char * canonical_key; 2477 shstr_cmp canonical_key (key);
2478
2479 if (!canonical_key)
2454 2480 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2481 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2482 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2483 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2484 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2485 */
2463 return NULL; 2486 return 0;
2464 } 2487 }
2465 2488
2466 /* This is copied from get_ob_key_link() above - 2489 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2490 * only 4 lines, and saves the function call overhead.
2468 */ 2491 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2492 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2493 if (link->key == canonical_key)
2471 return link->value; 2494 return link->value;
2472 } 2495
2473 } 2496 return 0;
2474 return NULL;
2475} 2497}
2476 2498
2477 2499
2478/* 2500/*
2479 * Updates the canonical_key in op to value. 2501 * Updates the canonical_key in op to value.
2483 * 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
2484 * keys. 2506 * keys.
2485 * 2507 *
2486 * Returns TRUE on success. 2508 * Returns TRUE on success.
2487 */ 2509 */
2510int
2488int 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{
2489 key_value * field = NULL, *last=NULL; 2513 key_value *field = NULL, *last = NULL;
2490 2514
2491 for (field=op->key_values; field != NULL; field=field->next) { 2515 for (field = op->key_values; field != NULL; field = field->next)
2516 {
2492 if (field->key != canonical_key) { 2517 if (field->key != canonical_key)
2518 {
2493 last = field; 2519 last = field;
2494 continue; 2520 continue;
2495 } 2521 }
2496 2522
2497 if (value) 2523 if (value)
2498 field->value = value; 2524 field->value = value;
2499 else { 2525 else
2526 {
2500 /* Basically, if the archetype has this key set, 2527 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2528 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2529 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2530 * we get this value back again.
2504 */ 2531 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2532 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2533 field->value = 0;
2534 else
2535 {
2536 if (last)
2537 last->next = field->next;
2507 else 2538 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2539 op->key_values = field->next;
2511 2540
2512 delete field; 2541 delete field;
2513 } 2542 }
2514 } 2543 }
2515 return TRUE; 2544 return TRUE;
2516 } 2545 }
2517 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2518 2547
2519 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2520 2549
2521 if (!add_key) { 2550 if (!add_key)
2522 return FALSE; 2551 return FALSE;
2523 } 2552
2524 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2528 * should pass in "" 2557 * should pass in ""
2529 */ 2558 */
2530 if (value == NULL) return TRUE; 2559 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 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;
2541} 2571}
2542 2572
2543/* 2573/*
2544 * Updates the key in op to value. 2574 * Updates the key in op to value.
2545 * 2575 *
2547 * and not add new ones. 2577 * and not add new ones.
2548 * 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
2549 * 2579 *
2550 * Returns TRUE on success. 2580 * Returns TRUE on success.
2551 */ 2581 */
2582int
2552int 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)
2553{ 2584{
2554 shstr key_ (key); 2585 shstr key_ (key);
2586
2555 return set_ob_key_value_s (op, key_, value, add_key); 2587 return set_ob_key_value_s (op, key_, value, add_key);
2556} 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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