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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.18 by root, Fri Sep 8 16:51:42 2006 UTC vs.
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.18 2006/09/08 16:51:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->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, 3);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 472/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 478 * will point at garbage.
580 */ 479 */
581 480void
582void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
583{ 482{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 485
587 op2->clone (op); 486 *(object_copy *)dst = *this;
588 487
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
592 if (op2->speed < 0) 497 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 499
595 /* Copy over key_values, if any. */ 500 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 501 if (key_values)
597 { 502 {
598 key_value *tail = NULL; 503 key_value *tail = 0;
599 key_value *i; 504 key_value *i;
600 505
601 op->key_values = NULL; 506 dst->key_values = 0;
602 507
603 for (i = op2->key_values; i != NULL; i = i->next) 508 for (i = key_values; i; i = i->next)
604 { 509 {
605 key_value *new_link = new key_value; 510 key_value *new_link = new key_value;
606 511
607 new_link->next = NULL; 512 new_link->next = 0;
608 new_link->key = i->key; 513 new_link->key = i->key;
609 new_link->value = i->value; 514 new_link->value = i->value;
610 515
611 /* Try and be clever here, too. */ 516 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 517 if (!dst->key_values)
613 { 518 {
614 op->key_values = new_link; 519 dst->key_values = new_link;
615 tail = new_link; 520 tail = new_link;
616 } 521 }
617 else 522 else
618 { 523 {
619 tail->next = new_link; 524 tail->next = new_link;
620 tail = new_link; 525 tail = new_link;
621 } 526 }
622 } 527 }
623 } 528 }
624 529
625 update_ob_speed (op); 530 update_ob_speed (dst);
626} 531}
627 532
628/* 533object *
629 * get_object() grabs an object from the list of unused objects, makes 534object::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{ 535{
636 object *op = new object; 536 object *neu = create ();
637 537 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->next = objects;
641
642 if (objects)
643 objects->prev = op;
644
645 objects = op;
646
647 SET_FLAG (op, FLAG_REMOVED);
648
649 op->expmul = 1.0;
650 op->face = blank_face;
651 op->attacked_by_count = -1;
652
653 return op; 538 return neu;
654} 539}
655 540
656/* 541/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 542 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can 543 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map. 544 * be called to update the face variable, _and_ how it looks on the map.
660 */ 545 */
661 546
547void
662void update_turn_face(object *op) { 548update_turn_face (object *op)
549{
663 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
664 return; 551 return;
665 SET_ANIMATION(op, op->direction); 552 SET_ANIMATION (op, op->direction);
666 update_object(op,UP_OBJ_FACE); 553 update_object (op, UP_OBJ_FACE);
667} 554}
668 555
669/* 556/*
670 * Updates the speed of an object. If the speed changes from 0 to another 557 * Updates the speed of an object. If the speed changes from 0 to another
671 * value, or vice versa, then add/remove the object from the active list. 558 * value, or vice versa, then add/remove the object from the active list.
672 * This function needs to be called whenever the speed of an object changes. 559 * This function needs to be called whenever the speed of an object changes.
673 */ 560 */
674 561void
675void update_ob_speed(object *op) { 562update_ob_speed (object *op)
563{
676 extern int arch_init; 564 extern int arch_init;
677 565
678 /* No reason putting the archetypes objects on the speed list, 566 /* No reason putting the archetypes objects on the speed list,
679 * since they never really need to be updated. 567 * since they never really need to be updated.
680 */ 568 */
681 569
682 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 {
683 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
684#ifdef MANY_CORES 573#ifdef MANY_CORES
685 abort(); 574 abort ();
686#else 575#else
687 op->speed = 0; 576 op->speed = 0;
688#endif 577#endif
689 } 578 }
579
690 if (arch_init) { 580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 {
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
691 return; 587 return;
692 }
693 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
694 /* If already on active list, don't do anything */
695 if (op->active_next || op->active_prev || op==active_objects)
696 return;
697 588
698 /* process_events() expects us to insert the object at the beginning 589 /* process_events() expects us to insert the object at the beginning
699 * of the list. */ 590 * of the list. */
700 op->active_next = active_objects; 591 op->active_next = active_objects;
592
701 if (op->active_next!=NULL) 593 if (op->active_next != NULL)
702 op->active_next->active_prev = op; 594 op->active_next->active_prev = op;
595
703 active_objects = op; 596 active_objects = op;
597 }
598 else
704 } 599 {
705 else {
706 /* If not on the active list, nothing needs to be done */ 600 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 601 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 602 return;
709 603
710 if (op->active_prev==NULL) { 604 if (op->active_prev == NULL)
605 {
711 active_objects = op->active_next; 606 active_objects = op->active_next;
607
712 if (op->active_next!=NULL) 608 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 609 op->active_next->active_prev = NULL;
610 }
611 else
714 } 612 {
715 else {
716 op->active_prev->active_next = op->active_next; 613 op->active_prev->active_next = op->active_next;
614
717 if (op->active_next) 615 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 616 op->active_next->active_prev = op->active_prev;
719 } 617 }
618
720 op->active_next = NULL; 619 op->active_next = NULL;
721 op->active_prev = NULL; 620 op->active_prev = NULL;
722 } 621 }
723} 622}
724 623
725/* This function removes object 'op' from the list of active 624/* This function removes object 'op' from the list of active
726 * objects. 625 * objects.
728 * reference maps where you don't want an object that isn't 627 * reference maps where you don't want an object that isn't
729 * in play chewing up cpu time getting processed. 628 * in play chewing up cpu time getting processed.
730 * The reverse of this is to call update_ob_speed, which 629 * The reverse of this is to call update_ob_speed, which
731 * will do the right thing based on the speed of the object. 630 * will do the right thing based on the speed of the object.
732 */ 631 */
632void
733void remove_from_active_list(object *op) 633remove_from_active_list (object *op)
734{ 634{
735 /* If not on the active list, nothing needs to be done */ 635 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op!=active_objects) 636 if (!op->active_next && !op->active_prev && op != active_objects)
737 return; 637 return;
738 638
739 if (op->active_prev==NULL) { 639 if (op->active_prev == NULL)
640 {
740 active_objects = op->active_next; 641 active_objects = op->active_next;
741 if (op->active_next!=NULL) 642 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL; 643 op->active_next->active_prev = NULL;
644 }
645 else
743 } 646 {
744 else {
745 op->active_prev->active_next = op->active_next; 647 op->active_prev->active_next = op->active_next;
746 if (op->active_next) 648 if (op->active_next)
747 op->active_next->active_prev = op->active_prev; 649 op->active_next->active_prev = op->active_prev;
748 } 650 }
749 op->active_next = NULL; 651 op->active_next = NULL;
750 op->active_prev = NULL; 652 op->active_prev = NULL;
751} 653}
752 654
753/* 655/*
754 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
755 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
756 * by invisible objects by whatever is below them (unless it's another 658 * by invisible objects by whatever is below them (unless it's another
757 * invisible object, etc...) 659 * invisible object, etc...)
758 * If the object being updated is beneath a player, the look-window 660 * If the object being updated is beneath a player, the look-window
759 * of that player is updated (this might be a suboptimal way of 661 * of that player is updated (this might be a suboptimal way of
760 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
761 * 663 *
762 * action is a hint of what the caller believes need to be done. 664 * action is a hint of what the caller believes need to be done.
763 * For example, if the only thing that has changed is the face (due to
764 * an animation), we don't need to call update_position until that actually
765 * comes into view of a player. OTOH, many other things, like addition/removal
766 * of walls or living creatures may need us to update the flags now.
767 * current action are: 665 * current action are:
768 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
769 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 668 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
771 * as that is easier than trying to look at what may have changed. 669 * as that is easier than trying to look at what may have changed.
772 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
773 */ 671 */
774 672void
775void update_object(object *op, int action) { 673update_object (object *op, int action)
776 int update_now=0, flags; 674{
777 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
778 676
779 if (op == NULL) { 677 if (op == NULL)
678 {
780 /* this should never happen */ 679 /* this should never happen */
781 LOG(llevDebug,"update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
782 return; 681 return;
783 }
784 682 }
785 if(op->env!=NULL) { 683
684 if (op->env)
685 {
786 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
787 * to do in this case. 687 * to do in this case.
788 */ 688 */
789 return; 689 return;
790 } 690 }
791 691
792 /* If the map is saving, don't do anything as everything is 692 /* If the map is saving, don't do anything as everything is
793 * going to get freed anyways. 693 * going to get freed anyways.
794 */ 694 */
795 if (!op->map || op->map->in_memory == MAP_SAVING) return; 695 if (!op->map || op->map->in_memory == MAP_SAVING)
796 696 return;
697
797 /* make sure the object is within map boundaries */ 698 /* make sure the object is within map boundaries */
798 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
799 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 700 {
800 LOG(llevError,"update_object() called for object out of map!\n"); 701 LOG (llevError, "update_object() called for object out of map!\n");
801#ifdef MANY_CORES 702#ifdef MANY_CORES
802 abort(); 703 abort ();
803#endif 704#endif
804 return; 705 return;
805 }
806 706 }
807 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
808 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
809 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
810 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
811 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
812 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
813 707
708 mapspace &m = op->ms ();
709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
814 if (action == UP_OBJ_INSERT) { 712 else if (action == UP_OBJ_INSERT)
713 {
714 // this is likely overkill, TODO: revisit (schmorp)
815 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
816 update_now=1;
817
818 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
819 update_now=1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
820 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
821 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
822 update_now=1; 721 || (m.move_on | op->move_on ) != m.move_on
823
824 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
825 update_now=1;
826
827 if ((move_on | op->move_on) != move_on) update_now=1;
828 if ((move_off | op->move_off) != move_off) update_now=1; 722 || (m.move_off | op->move_off ) != m.move_off
723 || (m.move_slow | op->move_slow) != m.move_slow
829 /* This isn't perfect, but I don't expect a lot of objects to 724 /* This isn't perfect, but I don't expect a lot of objects to
830 * to have move_allow right now. 725 * to have move_allow right now.
831 */ 726 */
832 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
833 update_now=1; 728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
834 if ((move_slow | op->move_slow) != move_slow) update_now=1; 729 m.flags_ = P_NEED_UPDATE;
835 } 730 }
836 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
837 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
838 * that is being removed. 733 * that is being removed.
839 */ 734 */
840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 update_now=1; 736 m.flags_ = P_NEED_UPDATE;
842 } else if (action == UP_OBJ_FACE) { 737 else if (action == UP_OBJ_FACE)
843 /* Nothing to do for that case */ 738 /* Nothing to do for that case */ ;
844 }
845 else { 739 else
846 LOG(llevError,"update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
847 }
848 741
849 if (update_now) {
850 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
851 update_position(op->map, op->x, op->y);
852 }
853
854 if(op->more!=NULL) 742 if (op->more)
855 update_object(op->more, action); 743 update_object (op->more, action);
856} 744}
857 745
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object ()
763{
764 SET_FLAG (this, FLAG_REMOVED);
765
766 expmul = 1.0;
767 face = blank_face;
768}
769
770object::~object ()
771{
772 free_key_values (this);
773}
774
775void object::link ()
776{
777 count = ++ob_count;
778 uuid = gen_uuid ();
779
780 prev = 0;
781 next = object::first;
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787}
788
789void object::unlink ()
790{
791 if (this == object::first)
792 object::first = next;
793
794 /* Remove this object from the list of used objects */
795 if (prev) prev->next = next;
796 if (next) next->prev = prev;
797
798 prev = 0;
799 next = 0;
800}
801
802object *object::create ()
803{
804 object *op = new object;
805 op->link ();
806 return op;
807}
858 808
859/* 809/*
860 * free_object() frees everything allocated by an object, removes 810 * free_object() frees everything allocated by an object, removes
861 * it from the list of used objects, and puts it on the list of 811 * it from the list of used objects, and puts it on the list of
862 * free objects. The IS_FREED() flag is set in the object. 812 * free objects. The IS_FREED() flag is set in the object.
863 * The object must have been removed by remove_ob() first for 813 * The object must have been removed by remove_ob() first for
864 * this function to succeed. 814 * this function to succeed.
865 * 815 *
866 * If free_inventory is set, free inventory as well. Else drop items in 816 * If destroy_inventory is set, free inventory as well. Else drop items in
867 * inventory to the ground. 817 * inventory to the ground.
868 */ 818 */
869 819void object::destroy (bool destroy_inventory)
870void
871free_object (object * ob)
872{ 820{
873 free_object2 (ob, 0);
874}
875
876void
877free_object2 (object * ob, int free_inventory)
878{
879 object *tmp, *op;
880
881 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 821 if (QUERY_FLAG (this, FLAG_FREED))
882 { 822 return;
883 LOG (llevDebug, "Free object called with non removed object\n");
884 dump_object (ob);
885#ifdef MANY_CORES
886 abort ();
887#endif
888 }
889 823
890 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 824 if (QUERY_FLAG (this, FLAG_FRIENDLY))
891 {
892 LOG (llevMonster, "Warning: tried to free friendly object.\n");
893 remove_friendly_object (ob); 825 remove_friendly_object (this);
894 }
895 826
896 if (QUERY_FLAG (ob, FLAG_FREED)) 827 if (!QUERY_FLAG (this, FLAG_REMOVED))
897 { 828 remove ();
898 dump_object (ob); 829
899 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 830 SET_FLAG (this, FLAG_FREED);
900 return; 831
832 if (more)
901 } 833 {
902 834 more->destroy (destroy_inventory);
903 if (ob->more != NULL) 835 more = 0;
904 { 836 }
905 free_object2 (ob->more, free_inventory);
906 ob->more = NULL;
907 }
908 837
909 if (ob->inv) 838 if (inv)
910 { 839 {
911 /* Only if the space blocks everything do we not process - 840 /* Only if the space blocks everything do we not process -
912 * if some form of movement is allowed, let objects 841 * if some form of movement is allowed, let objects
913 * drop on that space. 842 * drop on that space.
914 */ 843 */
915 if (free_inventory || ob->map == NULL 844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
916 || ob->map->in_memory != MAP_IN_MEMORY 845 {
917 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 846 object *op = inv;
918 {
919 op = ob->inv;
920 847
921 while (op != NULL) 848 while (op)
922 { 849 {
923 tmp = op->below; 850 object *tmp = op->below;
924 remove_ob (op); 851 op->destroy (destroy_inventory);
925 free_object2 (op, free_inventory);
926 op = tmp; 852 op = tmp;
927 } 853 }
928 } 854 }
929 else 855 else
930 { /* Put objects in inventory onto this space */ 856 { /* Put objects in inventory onto this space */
931 op = ob->inv; 857 object *op = inv;
932 858
933 while (op != NULL) 859 while (op)
934 { 860 {
935 tmp = op->below; 861 object *tmp = op->below;
936 remove_ob (op);
937 862
863 op->remove ();
864
938 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
939 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
940 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 867 op->destroy ();
941 free_object (op); 868 else
942 else 869 {
943 { 870 op->x = x;
944 op->x = ob->x; 871 op->y = y;
945 op->y = ob->y;
946 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
947 } 873 }
948 874
949 op = tmp; 875 op = tmp;
876 }
877 }
950 } 878 }
951 } 879
880 // hack to ensure that freed objects still have a valid map
881 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes
883
884 if (!freed_map)
885 {
886 freed_map = new maptile;
887
888 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3;
890 freed_map->height = 3;
891
892 freed_map->allocate ();
952 } 893 }
894
895 map = freed_map;
896 x = 1;
897 y = 1;
898 }
899
900 // clear those pointers that likely might have circular references to us
901 owner = 0;
902 enemy = 0;
903 attacked_by = 0;
904
905 // only relevant for players(?), but make sure of it anyways
906 contr = 0;
953 907
954 /* Remove object from the active list */ 908 /* Remove object from the active list */
955 ob->speed = 0; 909 speed = 0;
956 update_ob_speed (ob); 910 update_ob_speed (this);
957 911
958 SET_FLAG (ob, FLAG_FREED); 912 unlink ();
959 ob->count = 0;
960 913
961 /* Remove this object from the list of used objects */ 914 mortals.push_back (this);
962 if (ob->prev == NULL)
963 {
964 objects = ob->next;
965
966 if (objects != NULL)
967 objects->prev = NULL;
968 }
969 else
970 {
971 ob->prev->next = ob->next;
972
973 if (ob->next != NULL)
974 ob->next->prev = ob->prev;
975 }
976
977 free_key_values (ob);
978
979 /* Now link it with the free_objects list: */
980 ob->prev = 0;
981 ob->next = 0;
982
983 delete ob;
984} 915}
985 916
986/* 917/*
987 * sub_weight() recursively (outwards) subtracts a number from the 918 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)). 919 * weight of an object (and what is carried by it's environment(s)).
989 */ 920 */
990 921void
991void sub_weight (object *op, signed long weight) { 922sub_weight (object *op, signed long weight)
923{
992 while (op != NULL) { 924 while (op != NULL)
925 {
993 if (op->type == CONTAINER) { 926 if (op->type == CONTAINER)
994 weight=(signed long)(weight*(100-op->stats.Str)/100); 927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
995 } 928
996 op->carrying-=weight; 929 op->carrying -= weight;
997 op = op->env; 930 op = op->env;
998 } 931 }
999} 932}
1000 933
1001/* remove_ob(op): 934/* op->remove ():
1002 * This function removes the object op from the linked list of objects 935 * This function removes the object op from the linked list of objects
1003 * which it is currently tied to. When this function is done, the 936 * which it is currently tied to. When this function is done, the
1004 * object will have no environment. If the object previously had an 937 * object will have no environment. If the object previously had an
1005 * environment, the x and y coordinates will be updated to 938 * environment, the x and y coordinates will be updated to
1006 * the previous environment. 939 * the previous environment.
1007 * Beware: This function is called from the editor as well! 940 * Beware: This function is called from the editor as well!
1008 */ 941 */
1009 942void
1010void remove_ob(object *op) { 943object::remove ()
944{
1011 object *tmp,*last=NULL; 945 object *tmp, *last = 0;
1012 object *otmp; 946 object *otmp;
1013 tag_t tag; 947
1014 int check_walk_off; 948 int check_walk_off;
1015 mapstruct *m;
1016 sint16 x,y;
1017
1018 949
1019 if(QUERY_FLAG(op,FLAG_REMOVED)) { 950 if (QUERY_FLAG (this, FLAG_REMOVED))
1020 dump_object(op); 951 return;
1021 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1022 952
1023 /* Changed it to always dump core in this case. As has been learned
1024 * in the past, trying to recover from errors almost always
1025 * make things worse, and this is a real error here - something
1026 * that should not happen.
1027 * Yes, if this was a mission critical app, trying to do something
1028 * to recover may make sense, but that is because failure of the app
1029 * may have other disastrous problems. Cf runs out of a script
1030 * so is easily enough restarted without any real problems.
1031 * MSW 2001-07-01
1032 */
1033 abort();
1034 }
1035 if(op->more!=NULL)
1036 remove_ob(op->more);
1037
1038 SET_FLAG(op, FLAG_REMOVED); 953 SET_FLAG (this, FLAG_REMOVED);
1039 954
955 if (more)
956 more->remove ();
957
1040 /* 958 /*
1041 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1042 * inventory. 960 * inventory.
1043 */ 961 */
1044 if(op->env!=NULL) { 962 if (env)
963 {
1045 if(op->nrof) 964 if (nrof)
1046 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1047 else 966 else
1048 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1049 968
1050 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 971 * to save cpu time.
1053 */ 972 */
1054 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1056 fix_player(otmp);
1057 975
1058 if(op->above!=NULL) 976 if (above != NULL)
1059 op->above->below=op->below; 977 above->below = below;
1060 else 978 else
1061 op->env->inv=op->below; 979 env->inv = below;
1062 980
1063 if(op->below!=NULL) 981 if (below != NULL)
1064 op->below->above=op->above; 982 below->above = above;
1065 983
1066 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1068 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 }
993 else if (map)
994 {
995 /* Re did the following section of code - it looks like it had
996 * lots of logic for things we no longer care about
997 */
998
999 /* link the object above us */
1000 if (above)
1001 above->below = below;
1002 else
1003 map->at (x, y).top = below; /* we were top, set new top */
1004
1005 /* Relink the object below us, if there is one */
1006 if (below)
1007 below->above = above;
1008 else
1009 {
1010 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is
1012 * evident
1069 */ 1013 */
1070 op->x=op->env->x,op->y=op->env->y; 1014 if (GET_MAP_OB (map, x, y) != this)
1071 op->map=op->env->map; 1015 {
1072 op->above=NULL,op->below=NULL; 1016 char *dump = dump_object (this);
1073 op->env=NULL; 1017 LOG (llevError,
1018 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024
1025 map->at (x, y).bottom = above; /* goes on above it. */
1026 }
1027
1028 above = 0;
1029 below = 0;
1030
1031 if (map->in_memory == MAP_SAVING)
1074 return; 1032 return;
1075 }
1076 1033
1077 /* If we get here, we are removing it from a map */
1078 if (op->map == NULL) return;
1079
1080 x = op->x;
1081 y = op->y;
1082 m = get_map_from_coord(op->map, &x, &y);
1083
1084 if (!m) {
1085 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1086 op->map->path, op->x, op->y);
1087 /* in old days, we used to set x and y to 0 and continue.
1088 * it seems if we get into this case, something is probablye
1089 * screwed up and should be fixed.
1090 */
1091 abort();
1092 }
1093 if (op->map != m) {
1094 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1095 op->map->path, m->path, op->x, op->y, x, y);
1096 }
1097
1098 /* Re did the following section of code - it looks like it had
1099 * lots of logic for things we no longer care about
1100 */
1101
1102 /* link the object above us */
1103 if (op->above)
1104 op->above->below=op->below;
1105 else
1106 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1107
1108 /* Relink the object below us, if there is one */
1109 if(op->below) {
1110 op->below->above=op->above;
1111 } else {
1112 /* Nothing below, which means we need to relink map object for this space
1113 * use translated coordinates in case some oddness with map tiling is
1114 * evident
1115 */
1116 if(GET_MAP_OB(m,x,y)!=op) {
1117 dump_object(op);
1118 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);
1119 dump_object(GET_MAP_OB(m,x,y));
1120 LOG(llevError,"%s\n",errmsg);
1121 }
1122 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1123 }
1124 op->above=NULL;
1125 op->below=NULL;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 tag = op->count;
1131 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1035
1132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1037 {
1133 /* No point updating the players look faces if he is the object 1038 /* No point updating the players look faces if he is the object
1134 * being removed. 1039 * being removed.
1135 */ 1040 */
1136 1041
1137 if(tmp->type==PLAYER && tmp!=op) { 1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1138 /* If a container that the player is currently using somehow gets 1044 /* If a container that the player is currently using somehow gets
1139 * removed (most likely destroyed), update the player view 1045 * removed (most likely destroyed), update the player view
1140 * appropriately. 1046 * appropriately.
1141 */ 1047 */
1142 if (tmp->container==op) { 1048 if (tmp->container == this)
1049 {
1143 CLEAR_FLAG(op, FLAG_APPLIED); 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1144 tmp->container=NULL; 1051 tmp->container = 0;
1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1145 } 1055 }
1146 tmp->contr->socket.update_look=1; 1056
1147 }
1148 /* See if player moving off should effect something */ 1057 /* See if player moving off should effect something */
1149 if (check_walk_off && ((op->move_type & tmp->move_off) && 1058 if (check_walk_off
1059 && ((move_type & tmp->move_off)
1150 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 1061 {
1152 move_apply(tmp, op, NULL); 1062 move_apply (tmp, this, 0);
1063
1153 if (was_destroyed (op, tag)) { 1064 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 "leaving object\n", &tmp->name, &tmp->arch->name);
1156 } 1066 }
1157 }
1158 1067
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1069
1161 if(tmp->above == tmp) 1070 if (tmp->above == tmp)
1162 tmp->above = NULL; 1071 tmp->above = 0;
1072
1163 last=tmp; 1073 last = tmp;
1164 } 1074 }
1075
1165 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1166 if (last==NULL) { 1077 if (!last)
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1078 map->at (x, y).flags_ = P_NEED_UPDATE;
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1173 update_position(op->map, op->x, op->y);
1174 }
1175 else 1079 else
1176 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1177 1081
1178 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1179 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1180 1084 }
1181} 1085}
1182 1086
1183/* 1087/*
1184 * merge_ob(op,top): 1088 * merge_ob(op,top):
1185 * 1089 *
1186 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1187 * merges op to the first matching object. 1091 * merges op to the first matching object.
1188 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1189 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1190 */ 1094 */
1191 1095object *
1192object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1193 if(!op->nrof) 1098 if (!op->nrof)
1194 return 0; 1099 return 0;
1100
1195 if(top==NULL) 1101 if (top == NULL)
1196 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top != NULL && top->above != NULL; top = top->above);
1103
1197 for(;top!=NULL;top=top->below) { 1104 for (; top != NULL; top = top->below)
1105 {
1198 if(top==op) 1106 if (top == op)
1199 continue; 1107 continue;
1200 if (CAN_MERGE(op,top)) 1108
1201 { 1109 if (object::can_merge (op, top))
1110 {
1202 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1203/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1204 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1205 remove_ob(op); 1115 op->destroy ();
1206 free_object(op);
1207 return top; 1116 return top;
1208 } 1117 }
1209 } 1118 }
1119
1210 return NULL; 1120 return 0;
1211} 1121}
1212 1122
1213/* 1123/*
1214 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1215 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1216 */ 1126 */
1127object *
1217object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{
1218 object* tmp; 1130 object *tmp;
1131
1219 if (op->head) 1132 if (op->head)
1220 op=op->head; 1133 op = op->head;
1134
1221 for (tmp=op;tmp;tmp=tmp->more){ 1135 for (tmp = op; tmp; tmp = tmp->more)
1136 {
1222 tmp->x=x+tmp->arch->clone.x; 1137 tmp->x = x + tmp->arch->clone.x;
1223 tmp->y=y+tmp->arch->clone.y; 1138 tmp->y = y + tmp->arch->clone.y;
1224 } 1139 }
1140
1225 return insert_ob_in_map (op, m, originator, flag); 1141 return insert_ob_in_map (op, m, originator, flag);
1226} 1142}
1227 1143
1228/* 1144/*
1229 * insert_ob_in_map (op, map, originator, flag): 1145 * insert_ob_in_map (op, map, originator, flag):
1230 * This function inserts the object in the two-way linked list 1146 * This function inserts the object in the two-way linked list
1244 * new object if 'op' was merged with other object 1160 * new object if 'op' was merged with other object
1245 * NULL if 'op' was destroyed 1161 * NULL if 'op' was destroyed
1246 * just 'op' otherwise 1162 * just 'op' otherwise
1247 */ 1163 */
1248 1164
1165object *
1249object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1250{ 1167{
1251 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1252 sint16 x,y; 1169 sint16 x, y;
1253 1170
1254 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1255 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239
1240 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work
1243 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1245 x = op->x;
1246 y = op->y;
1247
1248 /* this has to be done after we translate the coordinates.
1249 */
1250 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1252 if (object::can_merge (op, tmp))
1253 {
1254 op->nrof += tmp->nrof;
1255 tmp->destroy ();
1256 }
1257
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260
1261 if (!QUERY_FLAG (op, FLAG_ALIVE))
1262 CLEAR_FLAG (op, FLAG_NO_STEAL);
1263
1264 if (flag & INS_BELOW_ORIGINATOR)
1265 {
1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1267 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort ();
1270 }
1271
1272 op->above = originator;
1273 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bottom = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op;
1282 }
1283 else
1284 {
1285 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 {
1288 object *last = NULL;
1289
1290 /*
1291 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1295 * floor, we want to insert above that and no further.
1296 * Also, if there are spell objects on this space, we stop processing
1297 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects.
1301 */
1302
1303 while (top != NULL)
1304 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top;
1307
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1309 {
1310 /* We insert above top, so we want this object below this */
1311 top = top->below;
1312 break;
1313 }
1314
1315 last = top;
1316 top = top->above;
1317 }
1318
1319 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last;
1321
1322 /* We let update_position deal with figuring out what the space
1323 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result.
1325 */
1326
1327 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66
1329 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd.
1332 */
1333 if (!(flag & INS_ON_TOP) &&
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1335 {
1336 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break;
1339 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we
1342 * set top to the object below us.
1343 */
1344 if (last && last->below && last != floor)
1345 top = last->below;
1346 }
1347 } /* If objects on this space */
1348
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor;
1354
1355 /* Top is the object that our object (op) is going to get inserted above.
1356 */
1357
1358 /* First object on this space */
1359 if (!top)
1360 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362
1363 if (op->above)
1364 op->above->below = op;
1365
1366 op->below = NULL;
1367 op->ms ().bottom = op;
1368 }
1369 else
1370 { /* get inserted into the stack above top */
1371 op->above = top->above;
1372
1373 if (op->above)
1374 op->above->below = op;
1375
1376 op->below = top;
1377 top->above = op;
1378 }
1379
1380 if (op->above == NULL)
1381 op->ms ().top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */
1383
1384 if (op->type == PLAYER)
1385 op->contr->do_los = 1;
1386
1387 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there.
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ())
1392 pl->contr->ns->floorbox_update ();
1393
1394 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area
1401 * of effect may be sufficient.
1402 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y);
1405
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT);
1408
1409 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this.
1411 *
1412 * check_move_on() must be after this because code called from
1413 * check_move_on() depends on correct map flags (so functions like
1414 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object().
1416 */
1417
1418 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 {
1421 if (check_move_on (op, originator))
1256 return NULL; 1422 return NULL;
1257 }
1258 if(m==NULL) {
1259 dump_object(op);
1260 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1261 return op;
1262 }
1263 if(out_of_map(m,op->x,op->y)) {
1264 dump_object(op);
1265 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1266#ifdef MANY_CORES
1267 /* Better to catch this here, as otherwise the next use of this object
1268 * is likely to cause a crash. Better to find out where it is getting
1269 * improperly inserted.
1270 */
1271 abort();
1272#endif
1273 return op;
1274 }
1275 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1276 dump_object(op);
1277 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1278 return op;
1279 }
1280 if(op->more!=NULL) {
1281 /* The part may be on a different map. */
1282 1423
1283 object *more = op->more;
1284
1285 /* We really need the caller to normalize coordinates - if
1286 * we set the map, that doesn't work if the location is within
1287 * a map and this is straddling an edge. So only if coordinate
1288 * is clear wrong do we normalize it.
1289 */
1290 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1291 more->map = get_map_from_coord(m, &more->x, &more->y);
1292 } else if (!more->map) {
1293 /* For backwards compatibility - when not dealing with tiled maps,
1294 * more->map should always point to the parent.
1295 */
1296 more->map = m;
1297 }
1298
1299 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1300 if ( ! op->head)
1301 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1302 return NULL;
1303 }
1304 }
1305 CLEAR_FLAG(op,FLAG_REMOVED);
1306
1307 /* Ideally, the caller figures this out. However, it complicates a lot
1308 * of areas of callers (eg, anything that uses find_free_spot would now
1309 * need extra work
1310 */
1311 op->map=get_map_from_coord(m, &op->x, &op->y);
1312 x = op->x;
1313 y = op->y;
1314
1315 /* this has to be done after we translate the coordinates.
1316 */
1317 if(op->nrof && !(flag & INS_NO_MERGE)) {
1318 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1319 if (CAN_MERGE(op,tmp)) {
1320 op->nrof+=tmp->nrof;
1321 remove_ob(tmp);
1322 free_object(tmp);
1323 }
1324 }
1325
1326 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1328 if (!QUERY_FLAG(op, FLAG_ALIVE))
1329 CLEAR_FLAG(op, FLAG_NO_STEAL);
1330
1331 if (flag & INS_BELOW_ORIGINATOR) {
1332 if (originator->map != op->map || originator->x != op->x ||
1333 originator->y != op->y) {
1334 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort();
1336 }
1337 op->above = originator;
1338 op->below = originator->below;
1339 if (op->below) op->below->above = op;
1340 else SET_MAP_OB(op->map, op->x, op->y, op);
1341 /* since *below* originator, no need to update top */
1342 originator->below = op;
1343 } else {
1344 /* If there are other objects, then */
1345 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1346 object *last=NULL;
1347 /*
1348 * If there are multiple objects on this space, we do some trickier handling.
1349 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects.
1358 */
1359
1360 while (top != NULL) {
1361 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1362 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1363 if (QUERY_FLAG(top, FLAG_NO_PICK)
1364 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1365 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1366 {
1367 /* We insert above top, so we want this object below this */
1368 top=top->below;
1369 break;
1370 }
1371 last = top;
1372 top = top->above;
1373 }
1374 /* Don't want top to be NULL, so set it to the last valid object */
1375 top = last;
1376
1377 /* We let update_position deal with figuring out what the space
1378 * looks like instead of lots of conditions here.
1379 * makes things faster, and effectively the same result.
1380 */
1381
1382 /* Have object 'fall below' other objects that block view.
1383 * Unless those objects are exits, type 66
1384 * If INS_ON_TOP is used, don't do this processing
1385 * Need to find the object that in fact blocks view, otherwise
1386 * stacking is a bit odd.
1387 */
1388 if (!(flag & INS_ON_TOP) &&
1389 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1390 (op->face && !op->face->visibility)) {
1391 for (last=top; last != floor; last=last->below)
1392 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1393 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we
1396 * set top to the object below us.
1397 */
1398 if (last && last->below && last != floor) top=last->below;
1399 }
1400 } /* If objects on this space */
1401 if (flag & INS_MAP_LOAD)
1402 top = GET_MAP_TOP(op->map,op->x,op->y);
1403 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1404
1405 /* Top is the object that our object (op) is going to get inserted above.
1406 */
1407
1408 /* First object on this space */
1409 if (!top) {
1410 op->above = GET_MAP_OB(op->map, op->x, op->y);
1411 if (op->above) op->above->below = op;
1412 op->below = NULL;
1413 SET_MAP_OB(op->map, op->x, op->y, op);
1414 } else { /* get inserted into the stack above top */
1415 op->above = top->above;
1416 if (op->above) op->above->below = op;
1417 op->below = top;
1418 top->above = op;
1419 }
1420 if (op->above==NULL)
1421 SET_MAP_TOP(op->map,op->x, op->y, op);
1422 } /* else not INS_BELOW_ORIGINATOR */
1423
1424 if(op->type==PLAYER)
1425 op->contr->do_los=1;
1426
1427 /* If we have a floor, we know the player, if any, will be above
1428 * it, so save a few ticks and start from there.
1429 */
1430 if (!(flag & INS_MAP_LOAD))
1431 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1432 if (tmp->type == PLAYER)
1433 tmp->contr->socket.update_look=1;
1434 }
1435
1436 /* If this object glows, it may affect lighting conditions that are
1437 * visible to others on this map. But update_all_los is really
1438 * an inefficient way to do this, as it means los for all players
1439 * on the map will get recalculated. The players could very well
1440 * be far away from this change and not affected in any way -
1441 * this should get redone to only look for players within range,
1442 * or just updating the P_NEED_UPDATE for spaces within this area
1443 * of effect may be sufficient.
1444 */
1445 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1446 update_all_los(op->map, op->x, op->y);
1447
1448
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object(op,UP_OBJ_INSERT);
1451
1452
1453 /* Don't know if moving this to the end will break anything. However,
1454 * we want to have update_look set above before calling this.
1455 *
1456 * check_move_on() must be after this because code called from
1457 * check_move_on() depends on correct map flags (so functions like
1458 * blocked() and wall() work properly), and these flags are updated by
1459 * update_object().
1460 */
1461
1462 /* if this is not the head or flag has been passed, don't check walk on status */
1463
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1465 if (check_move_on(op, originator))
1466 return NULL;
1467
1468 /* If we are a multi part object, lets work our way through the check 1424 /* If we are a multi part object, lets work our way through the check
1469 * walk on's. 1425 * walk on's.
1470 */ 1426 */
1471 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1472 if (check_move_on (tmp, originator)) 1428 if (check_move_on (tmp, originator))
1473 return NULL; 1429 return NULL;
1474 } 1430 }
1431
1475 return op; 1432 return op;
1476} 1433}
1477 1434
1478/* this function inserts an object in the map, but if it 1435/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1436 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1437 * op is the object to insert it under: supplies x and the map.
1481 */ 1438 */
1439void
1482void replace_insert_ob_in_map(const char *arch_string, object *op) { 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1483 object *tmp; 1441{
1484 object *tmp1; 1442 object *tmp, *tmp1;
1485 1443
1486 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1487 1445
1488 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1489 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1490 remove_ob(tmp); 1448 tmp->destroy ();
1491 free_object(tmp);
1492 }
1493 }
1494 1449
1495 tmp1=arch_to_object(find_archetype(arch_string)); 1450 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1451
1497 1452 tmp1->x = op->x;
1498 tmp1->x = op->x; tmp1->y = op->y; 1453 tmp1->y = op->y;
1499 insert_ob_in_map(tmp1,op->map,op,0); 1454 insert_ob_in_map (tmp1, op->map, op, 0);
1500} 1455}
1501 1456
1502/* 1457/*
1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1504 * is returned contains nr objects, and the remaining parts contains 1459 * is returned contains nr objects, and the remaining parts contains
1505 * the rest (or is removed and freed if that number is 0). 1460 * the rest (or is removed and freed if that number is 0).
1506 * On failure, NULL is returned, and the reason put into the 1461 * On failure, NULL is returned, and the reason put into the
1507 * global static errmsg array. 1462 * global static errmsg array.
1508 */ 1463 */
1509 1464
1465object *
1510object *get_split_ob(object *orig_ob, uint32 nr) { 1466get_split_ob (object *orig_ob, uint32 nr)
1467{
1511 object *newob; 1468 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1513 1470
1514 if(orig_ob->nrof<nr) { 1471 if (orig_ob->nrof < nr)
1515 sprintf(errmsg,"There are only %d %ss.", 1472 {
1516 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL; 1474 return NULL;
1518 } 1475 }
1476
1519 newob = object_create_clone(orig_ob); 1477 newob = object_create_clone (orig_ob);
1478
1520 if((orig_ob->nrof-=nr)<1) { 1479 if ((orig_ob->nrof -= nr) < 1)
1521 if ( ! is_removed) 1480 orig_ob->destroy (1);
1522 remove_ob(orig_ob);
1523 free_object2(orig_ob, 1);
1524 }
1525 else if ( ! is_removed) { 1481 else if (!is_removed)
1482 {
1526 if(orig_ob->env!=NULL) 1483 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env,orig_ob->weight*nr); 1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1529 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1487 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1530 LOG(llevDebug,
1531 "Error, Tried to split object whose map is not in memory.\n"); 1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL; 1489 return NULL;
1533 } 1490 }
1534 } 1491 }
1492
1535 newob->nrof=nr; 1493 newob->nrof = nr;
1536 1494
1537 return newob; 1495 return newob;
1538} 1496}
1539 1497
1540/* 1498/*
1541 * decrease_ob_nr(object, number) decreases a specified number from 1499 * decrease_ob_nr(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1500 * the amount of an object. If the amount reaches 0, the object
1543 * is subsequently removed and freed. 1501 * is subsequently removed and freed.
1544 * 1502 *
1545 * Return value: 'op' if something is left, NULL if the amount reached 0 1503 * Return value: 'op' if something is left, NULL if the amount reached 0
1546 */ 1504 */
1547 1505
1506object *
1548object *decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1549{ 1508{
1550 object *tmp; 1509 object *tmp;
1551 player *pl; 1510 player *pl;
1552 1511
1553 if (i == 0) /* objects with op->nrof require this check */ 1512 if (i == 0) /* objects with op->nrof require this check */
1554 return op; 1513 return op;
1555 1514
1556 if (i > op->nrof) 1515 if (i > op->nrof)
1557 i = op->nrof; 1516 i = op->nrof;
1558 1517
1559 if (QUERY_FLAG (op, FLAG_REMOVED)) 1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1519 op->nrof -= i;
1520 else if (op->env)
1521 {
1522 /* is this object in the players inventory, or sub container
1523 * therein?
1524 */
1525 tmp = op->in_player ();
1526 /* nope. Is this a container the player has opened?
1527 * If so, set tmp to that player.
1528 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player.
1531 */
1532 if (!tmp)
1533 {
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env)
1536 {
1537 tmp = pl->ob;
1538 break;
1539 }
1540 }
1541
1542 if (i < op->nrof)
1543 {
1544 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i;
1546 if (tmp)
1547 esrv_send_item (tmp, op);
1548 }
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 if (tmp)
1554 esrv_del_item (tmp->contr, op->count);
1555 }
1560 { 1556 }
1557 else
1558 {
1559 object *above = op->above;
1560
1561 if (i < op->nrof)
1561 op->nrof -= i; 1562 op->nrof -= i;
1562 } 1563 else
1563 else if (op->env != NULL)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = is_player_inv (op->env);
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp) {
1576 for (pl=first_player; pl; pl=pl->next)
1577 if (pl->ob->container == op->env) break;
1578 if (pl) tmp=pl->ob;
1579 else tmp=NULL;
1580 } 1564 {
1581
1582 if (i < op->nrof) {
1583 sub_weight (op->env, op->weight * i);
1584 op->nrof -= i;
1585 if (tmp) {
1586 esrv_send_item(tmp, op);
1587 }
1588 } else {
1589 remove_ob (op); 1565 op->remove ();
1590 op->nrof = 0; 1566 op->nrof = 0;
1591 if (tmp) {
1592 esrv_del_item(tmp->contr, op->count);
1593 } 1567 }
1594 }
1595 }
1596 else
1597 {
1598 object *above = op->above;
1599 1568
1600 if (i < op->nrof) {
1601 op->nrof -= i;
1602 } else {
1603 remove_ob (op);
1604 op->nrof = 0;
1605 }
1606 /* Since we just removed op, op->above is null */ 1569 /* Since we just removed op, op->above is null */
1607 for (tmp = above; tmp != NULL; tmp = tmp->above) 1570 for (tmp = above; tmp; tmp = tmp->above)
1608 if (tmp->type == PLAYER) { 1571 if (tmp->type == PLAYER)
1572 {
1609 if (op->nrof) 1573 if (op->nrof)
1610 esrv_send_item(tmp, op); 1574 esrv_send_item (tmp, op);
1611 else 1575 else
1612 esrv_del_item(tmp->contr, op->count); 1576 esrv_del_item (tmp->contr, op->count);
1613 } 1577 }
1614 } 1578 }
1615 1579
1616 if (op->nrof) { 1580 if (op->nrof)
1617 return op; 1581 return op;
1618 } else { 1582 else
1619 free_object (op); 1583 {
1584 op->destroy ();
1620 return NULL; 1585 return 0;
1621 } 1586 }
1622} 1587}
1623 1588
1624/* 1589/*
1625 * add_weight(object, weight) adds the specified weight to an object, 1590 * add_weight(object, weight) adds the specified weight to an object,
1626 * and also updates how much the environment(s) is/are carrying. 1591 * and also updates how much the environment(s) is/are carrying.
1627 */ 1592 */
1628 1593
1594void
1629void add_weight (object *op, signed long weight) { 1595add_weight (object *op, signed long weight)
1596{
1630 while (op!=NULL) { 1597 while (op != NULL)
1598 {
1631 if (op->type == CONTAINER) { 1599 if (op->type == CONTAINER)
1632 weight=(signed long)(weight*(100-op->stats.Str)/100); 1600 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1633 } 1601
1634 op->carrying+=weight; 1602 op->carrying += weight;
1635 op=op->env; 1603 op = op->env;
1636 } 1604 }
1637} 1605}
1638 1606
1607object *
1608insert_ob_in_ob (object *op, object *where)
1609{
1610 if (!where)
1611 {
1612 char *dump = dump_object (op);
1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614 free (dump);
1615 return op;
1616 }
1617
1618 if (where->head)
1619 {
1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 where = where->head;
1622 }
1623
1624 return where->insert (op);
1625}
1626
1639/* 1627/*
1640 * insert_ob_in_ob(op,environment): 1628 * env->insert (op)
1641 * This function inserts the object op in the linked list 1629 * This function inserts the object op in the linked list
1642 * inside the object environment. 1630 * inside the object environment.
1643 * 1631 *
1644 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1645 * the inventory at the last position or next to other objects of the same
1646 * type.
1647 * Frank: Now sorted by type, archetype and magic!
1648 *
1649 * The function returns now pointer to inserted item, and return value can 1632 * The function returns now pointer to inserted item, and return value can
1650 * be != op, if items are merged. -Tero 1633 * be != op, if items are merged. -Tero
1651 */ 1634 */
1652 1635
1653object *insert_ob_in_ob(object *op,object *where) { 1636object *
1637object::insert (object *op)
1638{
1654 object *tmp, *otmp; 1639 object *tmp, *otmp;
1655 1640
1656 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1641 if (!QUERY_FLAG (op, FLAG_REMOVED))
1657 dump_object(op); 1642 op->remove ();
1658 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1643
1659 return op;
1660 }
1661 if(where==NULL) {
1662 dump_object(op);
1663 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1664 return op;
1665 }
1666 if (where->head) {
1667 LOG(llevDebug,
1668 "Warning: Tried to insert object wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1671 if (op->more) { 1644 if (op->more)
1645 {
1672 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1646 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 &op->name, op->count);
1674 return op; 1647 return op;
1675 } 1648 }
1649
1676 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1677 CLEAR_FLAG(op, FLAG_REMOVED); 1651 CLEAR_FLAG (op, FLAG_REMOVED);
1678 if(op->nrof) { 1652 if (op->nrof)
1653 {
1679 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1654 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1680 if ( CAN_MERGE(tmp,op) ) { 1655 if (object::can_merge (tmp, op))
1656 {
1681 /* return the original object and remove inserted object 1657 /* return the original object and remove inserted object
1682 (client needs the original object) */ 1658 (client needs the original object) */
1683 tmp->nrof += op->nrof; 1659 tmp->nrof += op->nrof;
1684 /* Weight handling gets pretty funky. Since we are adding to 1660 /* Weight handling gets pretty funky. Since we are adding to
1685 * tmp->nrof, we need to increase the weight. 1661 * tmp->nrof, we need to increase the weight.
1686 */ 1662 */
1687 add_weight (where, op->weight*op->nrof); 1663 add_weight (this, op->weight * op->nrof);
1688 SET_FLAG(op, FLAG_REMOVED); 1664 SET_FLAG (op, FLAG_REMOVED);
1689 free_object(op); /* free the inserted object */ 1665 op->destroy (); /* free the inserted object */
1690 op = tmp; 1666 op = tmp;
1691 remove_ob (op); /* and fix old object's links */ 1667 op->remove (); /* and fix old object's links */
1692 CLEAR_FLAG(op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1693 break; 1669 break;
1694 } 1670 }
1695 1671
1696 /* I assume combined objects have no inventory 1672 /* I assume combined objects have no inventory
1697 * We add the weight - this object could have just been removed 1673 * We add the weight - this object could have just been removed
1698 * (if it was possible to merge). calling remove_ob will subtract 1674 * (if it was possible to merge). calling remove_ob will subtract
1699 * the weight, so we need to add it in again, since we actually do 1675 * the weight, so we need to add it in again, since we actually do
1700 * the linking below 1676 * the linking below
1701 */ 1677 */
1702 add_weight (where, op->weight*op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1679 }
1703 } else 1680 else
1704 add_weight (where, (op->weight+op->carrying)); 1681 add_weight (this, (op->weight + op->carrying));
1705 1682
1706 otmp=is_player_inv(where); 1683 otmp = this->in_player ();
1707 if (otmp&&otmp->contr!=NULL) { 1684 if (otmp && otmp->contr)
1708 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1709 fix_player(otmp); 1686 otmp->update_stats ();
1710 }
1711 1687
1712 op->map=NULL; 1688 op->map = 0;
1713 op->env=where; 1689 op->env = this;
1714 op->above=NULL; 1690 op->above = 0;
1715 op->below=NULL; 1691 op->below = 0;
1716 op->x=0,op->y=0; 1692 op->x = 0, op->y = 0;
1717 1693
1718 /* reset the light list and los of the players on the map */ 1694 /* reset the light list and los of the players on the map */
1719 if((op->glow_radius!=0)&&where->map) 1695 if ((op->glow_radius != 0) && map)
1720 { 1696 {
1721#ifdef DEBUG_LIGHTS 1697#ifdef DEBUG_LIGHTS
1722 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1723 op->name);
1724#endif /* DEBUG_LIGHTS */ 1699#endif /* DEBUG_LIGHTS */
1725 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1700 if (MAP_DARKNESS (map))
1701 update_all_los (map, x, y);
1726 } 1702 }
1727 1703
1728 /* Client has no idea of ordering so lets not bother ordering it here. 1704 /* Client has no idea of ordering so lets not bother ordering it here.
1729 * It sure simplifies this function... 1705 * It sure simplifies this function...
1730 */ 1706 */
1731 if (where->inv==NULL) 1707 if (!inv)
1732 where->inv=op; 1708 inv = op;
1733 else { 1709 else
1710 {
1734 op->below = where->inv; 1711 op->below = inv;
1735 op->below->above = op; 1712 op->below->above = op;
1736 where->inv = op; 1713 inv = op;
1737 } 1714 }
1715
1738 return op; 1716 return op;
1739} 1717}
1740 1718
1741/* 1719/*
1742 * Checks if any objects has a move_type that matches objects 1720 * Checks if any objects has a move_type that matches objects
1757 * MSW 2001-07-08: Check all objects on space, not just those below 1735 * MSW 2001-07-08: Check all objects on space, not just those below
1758 * object being inserted. insert_ob_in_map may not put new objects 1736 * object being inserted. insert_ob_in_map may not put new objects
1759 * on top. 1737 * on top.
1760 */ 1738 */
1761 1739
1740int
1762int check_move_on (object *op, object *originator) 1741check_move_on (object *op, object *originator)
1763{ 1742{
1764 object *tmp; 1743 object *tmp;
1765 tag_t tag;
1766 mapstruct *m=op->map; 1744 maptile *m = op->map;
1767 int x=op->x, y=op->y; 1745 int x = op->x, y = op->y;
1746
1768 MoveType move_on, move_slow, move_block; 1747 MoveType move_on, move_slow, move_block;
1769 1748
1770 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1749 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0; 1750 return 0;
1772 1751
1773 tag = op->count;
1774
1775 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1752 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1776 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1753 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1777 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1754 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1778 1755
1779 /* if nothing on this space will slow op down or be applied, 1756 /* if nothing on this space will slow op down or be applied,
1780 * no need to do checking below. have to make sure move_type 1757 * no need to do checking below. have to make sure move_type
1781 * is set, as lots of objects don't have it set - we treat that 1758 * is set, as lots of objects don't have it set - we treat that
1782 * as walking. 1759 * as walking.
1783 */ 1760 */
1784 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1761 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1785 return 0; 1762 return 0;
1786 1763
1787 /* This is basically inverse logic of that below - basically, 1764 /* This is basically inverse logic of that below - basically,
1788 * if the object can avoid the move on or slow move, they do so, 1765 * if the object can avoid the move on or slow move, they do so,
1789 * but can't do it if the alternate movement they are using is 1766 * but can't do it if the alternate movement they are using is
1790 * blocked. Logic on this seems confusing, but does seem correct. 1767 * blocked. Logic on this seems confusing, but does seem correct.
1791 */ 1768 */
1792 if ((op->move_type & ~move_on & ~move_block) != 0 && 1769 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1793 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1770 return 0;
1794 1771
1795 /* The objects have to be checked from top to bottom. 1772 /* The objects have to be checked from top to bottom.
1796 * Hence, we first go to the top: 1773 * Hence, we first go to the top:
1797 */ 1774 */
1798 1775
1799 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1800 tmp->above!=NULL; tmp=tmp->above) { 1777 {
1801 /* Trim the search when we find the first other spell effect 1778 /* Trim the search when we find the first other spell effect
1802 * this helps performance so that if a space has 50 spell objects, 1779 * this helps performance so that if a space has 50 spell objects,
1803 * we don't need to check all of them. 1780 * we don't need to check all of them.
1804 */ 1781 */
1805 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1782 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1783 break;
1784 }
1785
1786 for (; tmp; tmp = tmp->below)
1806 } 1787 {
1807 for(;tmp!=NULL; tmp=tmp->below) { 1788 if (tmp == op)
1808 if (tmp == op) continue; /* Can't apply yourself */ 1789 continue; /* Can't apply yourself */
1809 1790
1810 /* Check to see if one of the movement types should be slowed down. 1791 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1792 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1793 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1794 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1795 * swim on that space, can't use it to avoid the penalty.
1815 */ 1796 */
1816 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1797 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1798 {
1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_slow) &&
1819 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 {
1820 1802
1821 float diff; 1803 float
1822
1823 diff = tmp->move_slow_penalty*FABS(op->speed); 1804 diff = tmp->move_slow_penalty * FABS (op->speed);
1805
1824 if (op->type == PLAYER) { 1806 if (op->type == PLAYER)
1825 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1826 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1827 diff /= 4.0; 1809 diff /= 4.0;
1828 } 1810
1829 }
1830 op->speed_left -= diff; 1811 op->speed_left -= diff;
1831 } 1812 }
1832 } 1813 }
1833 1814
1834 /* Basically same logic as above, except now for actual apply. */ 1815 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) &&
1837 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1817 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1838 1818 {
1839 move_apply(tmp, op, originator); 1819 move_apply (tmp, op, originator);
1820
1840 if (was_destroyed (op, tag)) 1821 if (op->destroyed ())
1841 return 1; 1822 return 1;
1842 1823
1843 /* what the person/creature stepped onto has moved the object 1824 /* what the person/creature stepped onto has moved the object
1844 * someplace new. Don't process any further - if we did, 1825 * someplace new. Don't process any further - if we did,
1845 * have a feeling strange problems would result. 1826 * have a feeling strange problems would result.
1846 */ 1827 */
1847 if (op->map != m || op->x != x || op->y != y) return 0; 1828 if (op->map != m || op->x != x || op->y != y)
1829 return 0;
1848 } 1830 }
1849 } 1831 }
1832
1850 return 0; 1833 return 0;
1851} 1834}
1852 1835
1853/* 1836/*
1854 * present_arch(arch, map, x, y) searches for any objects with 1837 * present_arch(arch, map, x, y) searches for any objects with
1855 * a matching archetype at the given map and coordinates. 1838 * a matching archetype at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
1857 */ 1840 */
1858 1841
1842object *
1859object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1843present_arch (const archetype *at, maptile *m, int x, int y)
1844{
1860 object *tmp; 1845 object *
1846 tmp;
1847
1861 if(m==NULL || out_of_map(m,x,y)) { 1848 if (m == NULL || out_of_map (m, x, y))
1849 {
1862 LOG(llevError,"Present_arch called outside map.\n"); 1850 LOG (llevError, "Present_arch called outside map.\n");
1863 return NULL; 1851 return NULL;
1864 } 1852 }
1865 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1866 if(tmp->arch == at) 1854 if (tmp->arch == at)
1867 return tmp; 1855 return tmp;
1868 return NULL; 1856 return NULL;
1869} 1857}
1870 1858
1871/* 1859/*
1872 * present(type, map, x, y) searches for any objects with 1860 * present(type, map, x, y) searches for any objects with
1873 * a matching type variable at the given map and coordinates. 1861 * a matching type variable at the given map and coordinates.
1874 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1875 */ 1863 */
1876 1864
1865object *
1877object *present(unsigned char type,mapstruct *m, int x,int y) { 1866present (unsigned char type, maptile *m, int x, int y)
1867{
1878 object *tmp; 1868 object *
1869 tmp;
1870
1879 if(out_of_map(m,x,y)) { 1871 if (out_of_map (m, x, y))
1872 {
1880 LOG(llevError,"Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1881 return NULL; 1874 return NULL;
1882 } 1875 }
1883 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1884 if(tmp->type==type) 1877 if (tmp->type == type)
1885 return tmp; 1878 return tmp;
1886 return NULL; 1879 return NULL;
1887} 1880}
1888 1881
1889/* 1882/*
1890 * present_in_ob(type, object) searches for any objects with 1883 * present_in_ob(type, object) searches for any objects with
1891 * a matching type variable in the inventory of the given object. 1884 * a matching type variable in the inventory of the given object.
1892 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1893 */ 1886 */
1894 1887
1888object *
1895object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
1890{
1896 object *tmp; 1891 object *
1892 tmp;
1893
1897 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1898 if(tmp->type==type) 1895 if (tmp->type == type)
1899 return tmp; 1896 return tmp;
1900 return NULL; 1897 return NULL;
1901} 1898}
1902 1899
1903/* 1900/*
1913 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
1914 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
1915 * to be unique. 1912 * to be unique.
1916 */ 1913 */
1917 1914
1915object *
1918object *present_in_ob_by_name(int type, const char *str, const object *op) { 1916present_in_ob_by_name (int type, const char *str, const object *op)
1917{
1919 object *tmp; 1918 object *
1919 tmp;
1920 1920
1921 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1922 {
1922 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1923 return tmp; 1924 return tmp;
1924 } 1925 }
1925 return NULL; 1926 return NULL;
1926} 1927}
1927 1928
1928/* 1929/*
1929 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
1930 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
1931 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
1932 */ 1933 */
1933 1934
1935object *
1934object *present_arch_in_ob(const archetype *at, const object *op) { 1936present_arch_in_ob (const archetype *at, const object *op)
1937{
1935 object *tmp; 1938 object *
1939 tmp;
1940
1936 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 if( tmp->arch == at) 1942 if (tmp->arch == at)
1938 return tmp; 1943 return tmp;
1939 return NULL; 1944 return NULL;
1940} 1945}
1941 1946
1942/* 1947/*
1943 * activate recursively a flag on an object inventory 1948 * activate recursively a flag on an object inventory
1944 */ 1949 */
1950void
1945void flag_inv(object*op, int flag){ 1951flag_inv (object *op, int flag)
1952{
1946 object *tmp; 1953 object *
1954 tmp;
1955
1947 if(op->inv) 1956 if (op->inv)
1948 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 {
1949 SET_FLAG(tmp, flag); 1959 SET_FLAG (tmp, flag);
1950 flag_inv(tmp,flag); 1960 flag_inv (tmp, flag);
1951 } 1961 }
1952}/* 1962} /*
1953 * desactivate recursively a flag on an object inventory 1963 * desactivate recursively a flag on an object inventory
1954 */ 1964 */
1965void
1955void unflag_inv(object*op, int flag){ 1966unflag_inv (object *op, int flag)
1967{
1956 object *tmp; 1968 object *
1969 tmp;
1970
1957 if(op->inv) 1971 if (op->inv)
1958 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 {
1959 CLEAR_FLAG(tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1960 unflag_inv(tmp,flag); 1975 unflag_inv (tmp, flag);
1961 } 1976 }
1962} 1977}
1963 1978
1964/* 1979/*
1965 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1966 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
1967 * If checksums are used, a player will get set_cheat called for 1982 * If checksums are used, a player will get set_cheat called for
1968 * him/her-self and all object carried by a call to this function. 1983 * him/her-self and all object carried by a call to this function.
1969 */ 1984 */
1970 1985
1986void
1971void set_cheat(object *op) { 1987set_cheat (object *op)
1988{
1972 SET_FLAG(op, FLAG_WAS_WIZ); 1989 SET_FLAG (op, FLAG_WAS_WIZ);
1973 flag_inv(op, FLAG_WAS_WIZ); 1990 flag_inv (op, FLAG_WAS_WIZ);
1974} 1991}
1975 1992
1976/* 1993/*
1977 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
1978 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
1993 * to know if the space in question will block the object. We can't use 2010 * to know if the space in question will block the object. We can't use
1994 * the archetype because that isn't correct if the monster has been 2011 * the archetype because that isn't correct if the monster has been
1995 * customized, changed states, etc. 2012 * customized, changed states, etc.
1996 */ 2013 */
1997 2014
2015int
1998int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{
2018 int
2019 i,
1999 int i,index=0, flag; 2020 index = 0, flag;
2021 static int
2000 static int altern[SIZEOFFREE]; 2022 altern[SIZEOFFREE];
2001 2023
2002 for(i=start;i<stop;i++) { 2024 for (i = start; i < stop; i++)
2025 {
2003 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2004 if(!flag) 2027 if (!flag)
2005 altern[index++]=i; 2028 altern[index++] = i;
2006 2029
2007 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
2008 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
2009 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
2010 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
2011 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
2012 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2013 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2014 */ 2037 */
2015 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2016 stop=maxfree[i]; 2039 stop = maxfree[i];
2017 } 2040 }
2018 if(!index) return -1; 2041
2042 if (!index)
2043 return -1;
2044
2019 return altern[RANDOM()%index]; 2045 return altern[RANDOM () % index];
2020} 2046}
2021 2047
2022/* 2048/*
2023 * find_first_free_spot(archetype, mapstruct, x, y) works like 2049 * find_first_free_spot(archetype, maptile, x, y) works like
2024 * find_free_spot(), but it will search max number of squares. 2050 * find_free_spot(), but it will search max number of squares.
2025 * But it will return the first available spot, not a random choice. 2051 * But it will return the first available spot, not a random choice.
2026 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2052 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027 */ 2053 */
2028 2054
2055int
2029int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2056find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{
2058 int
2030 int i; 2059 i;
2060
2031 for(i=0;i<SIZEOFFREE;i++) { 2061 for (i = 0; i < SIZEOFFREE; i++)
2062 {
2032 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2033 return i; 2064 return i;
2034 } 2065 }
2035 return -1; 2066 return -1;
2036} 2067}
2037 2068
2038/* 2069/*
2039 * The function permute(arr, begin, end) randomly reorders the array 2070 * The function permute(arr, begin, end) randomly reorders the array
2040 * arr[begin..end-1]. 2071 * arr[begin..end-1].
2041 */ 2072 */
2073static void
2042static void permute(int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2043{ 2075{
2044 int i, j, tmp, len; 2076 int
2077 i,
2078 j,
2079 tmp,
2080 len;
2045 2081
2046 len = end-begin; 2082 len = end - begin;
2047 for(i = begin; i < end; i++) 2083 for (i = begin; i < end; i++)
2048 { 2084 {
2049 j = begin+RANDOM()%len; 2085 j = begin + RANDOM () % len;
2050 2086
2051 tmp = arr[i]; 2087 tmp = arr[i];
2052 arr[i] = arr[j]; 2088 arr[i] = arr[j];
2053 arr[j] = tmp; 2089 arr[j] = tmp;
2054 } 2090 }
2055} 2091}
2056 2092
2057/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2058 * This basically returns a randomized array (in the passed pointer) of 2094 * This basically returns a randomized array (in the passed pointer) of
2059 * the spaces to find monsters. In this way, it won't always look for 2095 * the spaces to find monsters. In this way, it won't always look for
2060 * monsters to the north first. However, the size of the array passed 2096 * monsters to the north first. However, the size of the array passed
2061 * covers all the spaces, so within that size, all the spaces within 2097 * covers all the spaces, so within that size, all the spaces within
2062 * the 3x3 area will be searched, just not in a predictable order. 2098 * the 3x3 area will be searched, just not in a predictable order.
2063 */ 2099 */
2100void
2064void get_search_arr(int *search_arr) 2101get_search_arr (int *search_arr)
2065{ 2102{
2103 int
2066 int i; 2104 i;
2067 2105
2068 for(i = 0; i < SIZEOFFREE; i++) 2106 for (i = 0; i < SIZEOFFREE; i++)
2069 { 2107 {
2070 search_arr[i] = i; 2108 search_arr[i] = i;
2071 } 2109 }
2072 2110
2073 permute(search_arr, 1, SIZEOFFREE1+1); 2111 permute (search_arr, 1, SIZEOFFREE1 + 1);
2074 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2075 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2076} 2114}
2077 2115
2078/* 2116/*
2079 * find_dir(map, x, y, exclude) will search some close squares in the 2117 * find_dir(map, x, y, exclude) will search some close squares in the
2080 * given map at the given coordinates for live objects. 2118 * given map at the given coordinates for live objects.
2086 * is actually want is going to try and move there. We need this info 2124 * is actually want is going to try and move there. We need this info
2087 * because we have to know what movement the thing looking to move 2125 * because we have to know what movement the thing looking to move
2088 * there is capable of. 2126 * there is capable of.
2089 */ 2127 */
2090 2128
2129int
2091int find_dir(mapstruct *m, int x, int y, object *exclude) { 2130find_dir (maptile *m, int x, int y, object *exclude)
2131{
2132 int
2133 i,
2092 int i,max=SIZEOFFREE, mflags; 2134 max = SIZEOFFREE, mflags;
2135
2093 sint16 nx, ny; 2136 sint16 nx, ny;
2094 object *tmp; 2137 object *
2095 mapstruct *mp; 2138 tmp;
2139 maptile *
2140 mp;
2141
2096 MoveType blocked, move_type; 2142 MoveType blocked, move_type;
2097 2143
2098 if (exclude && exclude->head) { 2144 if (exclude && exclude->head)
2145 {
2099 exclude = exclude->head; 2146 exclude = exclude->head;
2100 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2101 } else { 2148 }
2149 else
2150 {
2102 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2103 move_type=MOVE_ALL; 2152 move_type = MOVE_ALL;
2153 }
2154
2155 for (i = 1; i < max; i++)
2104 } 2156 {
2105
2106 for(i=1;i<max;i++) {
2107 mp = m; 2157 mp = m;
2108 nx = x + freearr_x[i]; 2158 nx = x + freearr_x[i];
2109 ny = y + freearr_y[i]; 2159 ny = y + freearr_y[i];
2110 2160
2111 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2161 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2162
2112 if (mflags & P_OUT_OF_MAP) { 2163 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i];
2165 else
2166 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2168
2169 if ((move_type & blocked) == move_type)
2113 max = maxfree[i]; 2170 max = maxfree[i];
2114 } else {
2115 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2116
2117 if ((move_type & blocked) == move_type) {
2118 max=maxfree[i];
2119 } else if (mflags & P_IS_ALIVE) { 2171 else if (mflags & P_IS_ALIVE)
2172 {
2120 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2121 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2122 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2123 break; 2175 break;
2124 } 2176
2125 }
2126 if(tmp) { 2177 if (tmp)
2127 return freedir[i]; 2178 return freedir[i];
2128 }
2129 } 2179 }
2130 } 2180 }
2131 } 2181 }
2182
2132 return 0; 2183 return 0;
2133} 2184}
2134 2185
2135/* 2186/*
2136 * distance(object 1, object 2) will return the square of the 2187 * distance(object 1, object 2) will return the square of the
2137 * distance between the two given objects. 2188 * distance between the two given objects.
2138 */ 2189 */
2139 2190
2191int
2140int distance(const object *ob1, const object *ob2) { 2192distance (const object *ob1, const object *ob2)
2193{
2141 int i; 2194 int i;
2142 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2195
2143 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 return i; 2197 return i;
2145} 2198}
2146 2199
2147/* 2200/*
2148 * find_dir_2(delta-x,delta-y) will return a direction in which 2201 * find_dir_2(delta-x,delta-y) will return a direction in which
2149 * an object which has subtracted the x and y coordinates of another 2202 * an object which has subtracted the x and y coordinates of another
2150 * object, needs to travel toward it. 2203 * object, needs to travel toward it.
2151 */ 2204 */
2152 2205
2206int
2153int find_dir_2(int x, int y) { 2207find_dir_2 (int x, int y)
2208{
2154 int q; 2209 int q;
2155 2210
2156 if(y) 2211 if (y)
2157 q=x*100/y; 2212 q = x * 100 / y;
2158 else if (x) 2213 else if (x)
2159 q= -300*x; 2214 q = -300 * x;
2160 else 2215 else
2161 return 0; 2216 return 0;
2162 2217
2163 if(y>0) { 2218 if (y > 0)
2219 {
2164 if(q < -242) 2220 if (q < -242)
2165 return 3 ; 2221 return 3;
2166 if (q < -41) 2222 if (q < -41)
2167 return 2 ; 2223 return 2;
2168 if (q < 41) 2224 if (q < 41)
2169 return 1 ; 2225 return 1;
2170 if (q < 242) 2226 if (q < 242)
2171 return 8 ; 2227 return 8;
2172 return 7 ; 2228 return 7;
2173 } 2229 }
2174 2230
2175 if (q < -242) 2231 if (q < -242)
2176 return 7 ; 2232 return 7;
2177 if (q < -41) 2233 if (q < -41)
2178 return 6 ; 2234 return 6;
2179 if (q < 41) 2235 if (q < 41)
2180 return 5 ; 2236 return 5;
2181 if (q < 242) 2237 if (q < 242)
2182 return 4 ; 2238 return 4;
2183 2239
2184 return 3 ; 2240 return 3;
2185} 2241}
2186 2242
2187/* 2243/*
2188 * absdir(int): Returns a number between 1 and 8, which represent 2244 * absdir(int): Returns a number between 1 and 8, which represent
2189 * the "absolute" direction of a number (it actually takes care of 2245 * the "absolute" direction of a number (it actually takes care of
2190 * "overflow" in previous calculations of a direction). 2246 * "overflow" in previous calculations of a direction).
2191 */ 2247 */
2192 2248
2249int
2193int absdir(int d) { 2250absdir (int d)
2194 while(d<1) d+=8; 2251{
2195 while(d>8) d-=8; 2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2196 return d; 2256 return d;
2197} 2257}
2198 2258
2199/* 2259/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2261 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2262 */
2203 2263
2264int
2204int dirdiff(int dir1, int dir2) { 2265dirdiff (int dir1, int dir2)
2266{
2205 int d; 2267 int
2268 d;
2269
2206 d = abs(dir1 - dir2); 2270 d = abs (dir1 - dir2);
2207 if(d>4) 2271 if (d > 4)
2208 d = 8 - d; 2272 d = 8 - d;
2209 return d; 2273 return d;
2210} 2274}
2211 2275
2212/* peterm: 2276/* peterm:
2217 * direction 4, 14, or 16 to get back to where we are. 2281 * direction 4, 14, or 16 to get back to where we are.
2218 * Moved from spell_util.c to object.c with the other related direction 2282 * Moved from spell_util.c to object.c with the other related direction
2219 * functions. 2283 * functions.
2220 */ 2284 */
2221 2285
2286int
2222int reduction_dir[SIZEOFFREE][3] = { 2287 reduction_dir[SIZEOFFREE][3] = {
2223 {0,0,0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2224 {0,0,0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2225 {0,0,0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2226 {0,0,0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2227 {0,0,0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2228 {0,0,0}, /* 5 */ 2293 {0, 0, 0}, /* 5 */
2229 {0,0,0}, /* 6 */ 2294 {0, 0, 0}, /* 6 */
2230 {0,0,0}, /* 7 */ 2295 {0, 0, 0}, /* 7 */
2231 {0,0,0}, /* 8 */ 2296 {0, 0, 0}, /* 8 */
2232 {8,1,2}, /* 9 */ 2297 {8, 1, 2}, /* 9 */
2233 {1,2,-1}, /* 10 */ 2298 {1, 2, -1}, /* 10 */
2234 {2,10,12}, /* 11 */ 2299 {2, 10, 12}, /* 11 */
2235 {2,3,-1}, /* 12 */ 2300 {2, 3, -1}, /* 12 */
2236 {2,3,4}, /* 13 */ 2301 {2, 3, 4}, /* 13 */
2237 {3,4,-1}, /* 14 */ 2302 {3, 4, -1}, /* 14 */
2238 {4,14,16}, /* 15 */ 2303 {4, 14, 16}, /* 15 */
2239 {5,4,-1}, /* 16 */ 2304 {5, 4, -1}, /* 16 */
2240 {4,5,6}, /* 17 */ 2305 {4, 5, 6}, /* 17 */
2241 {6,5,-1}, /* 18 */ 2306 {6, 5, -1}, /* 18 */
2242 {6,20,18}, /* 19 */ 2307 {6, 20, 18}, /* 19 */
2243 {7,6,-1}, /* 20 */ 2308 {7, 6, -1}, /* 20 */
2244 {6,7,8}, /* 21 */ 2309 {6, 7, 8}, /* 21 */
2245 {7,8,-1}, /* 22 */ 2310 {7, 8, -1}, /* 22 */
2246 {8,22,24}, /* 23 */ 2311 {8, 22, 24}, /* 23 */
2247 {8,1,-1}, /* 24 */ 2312 {8, 1, -1}, /* 24 */
2248 {24,9,10}, /* 25 */ 2313 {24, 9, 10}, /* 25 */
2249 {9,10,-1}, /* 26 */ 2314 {9, 10, -1}, /* 26 */
2250 {10,11,-1}, /* 27 */ 2315 {10, 11, -1}, /* 27 */
2251 {27,11,29}, /* 28 */ 2316 {27, 11, 29}, /* 28 */
2252 {11,12,-1}, /* 29 */ 2317 {11, 12, -1}, /* 29 */
2253 {12,13,-1}, /* 30 */ 2318 {12, 13, -1}, /* 30 */
2254 {12,13,14}, /* 31 */ 2319 {12, 13, 14}, /* 31 */
2255 {13,14,-1}, /* 32 */ 2320 {13, 14, -1}, /* 32 */
2256 {14,15,-1}, /* 33 */ 2321 {14, 15, -1}, /* 33 */
2257 {33,15,35}, /* 34 */ 2322 {33, 15, 35}, /* 34 */
2258 {16,15,-1}, /* 35 */ 2323 {16, 15, -1}, /* 35 */
2259 {17,16,-1}, /* 36 */ 2324 {17, 16, -1}, /* 36 */
2260 {18,17,16}, /* 37 */ 2325 {18, 17, 16}, /* 37 */
2261 {18,17,-1}, /* 38 */ 2326 {18, 17, -1}, /* 38 */
2262 {18,19,-1}, /* 39 */ 2327 {18, 19, -1}, /* 39 */
2263 {41,19,39}, /* 40 */ 2328 {41, 19, 39}, /* 40 */
2264 {19,20,-1}, /* 41 */ 2329 {19, 20, -1}, /* 41 */
2265 {20,21,-1}, /* 42 */ 2330 {20, 21, -1}, /* 42 */
2266 {20,21,22}, /* 43 */ 2331 {20, 21, 22}, /* 43 */
2267 {21,22,-1}, /* 44 */ 2332 {21, 22, -1}, /* 44 */
2268 {23,22,-1}, /* 45 */ 2333 {23, 22, -1}, /* 45 */
2269 {45,47,23}, /* 46 */ 2334 {45, 47, 23}, /* 46 */
2270 {23,24,-1}, /* 47 */ 2335 {23, 24, -1}, /* 47 */
2271 {24,9,-1}}; /* 48 */ 2336 {24, 9, -1}
2337}; /* 48 */
2272 2338
2273/* Recursive routine to step back and see if we can 2339/* Recursive routine to step back and see if we can
2274 * find a path to that monster that we found. If not, 2340 * find a path to that monster that we found. If not,
2275 * we don't bother going toward it. Returns 1 if we 2341 * we don't bother going toward it. Returns 1 if we
2276 * can see a direct way to get it 2342 * can see a direct way to get it
2277 * Modified to be map tile aware -.MSW 2343 * Modified to be map tile aware -.MSW
2278 */ 2344 */
2279 2345int
2280
2281int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2346can_see_monsterP (maptile *m, int x, int y, int dir)
2347{
2282 sint16 dx, dy; 2348 sint16 dx, dy;
2283 int mflags; 2349 int mflags;
2284 2350
2351 if (dir < 0)
2285 if(dir<0) return 0; /* exit condition: invalid direction */ 2352 return 0; /* exit condition: invalid direction */
2286 2353
2287 dx = x + freearr_x[dir]; 2354 dx = x + freearr_x[dir];
2288 dy = y + freearr_y[dir]; 2355 dy = y + freearr_y[dir];
2289 2356
2290 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2357 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2291 2358
2292 /* This functional arguably was incorrect before - it was 2359 /* This functional arguably was incorrect before - it was
2293 * checking for P_WALL - that was basically seeing if 2360 * checking for P_WALL - that was basically seeing if
2294 * we could move to the monster - this is being more 2361 * we could move to the monster - this is being more
2295 * literal on if we can see it. To know if we can actually 2362 * literal on if we can see it. To know if we can actually
2296 * move to the monster, we'd need the monster passed in or 2363 * move to the monster, we'd need the monster passed in or
2297 * at least its move type. 2364 * at least its move type.
2298 */ 2365 */
2299 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2366 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2367 return 0;
2300 2368
2301 /* yes, can see. */ 2369 /* yes, can see. */
2302 if(dir < 9) return 1; 2370 if (dir < 9)
2371 return 1;
2372
2303 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2373 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2304 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2374 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306} 2376}
2307 2377
2308
2309
2310/* 2378/*
2311 * can_pick(picker, item): finds out if an object is possible to be 2379 * can_pick(picker, item): finds out if an object is possible to be
2312 * picked up by the picker. Returnes 1 if it can be 2380 * picked up by the picker. Returnes 1 if it can be
2313 * picked up, otherwise 0. 2381 * picked up, otherwise 0.
2314 * 2382 *
2316 * core dumps if they do. 2384 * core dumps if they do.
2317 * 2385 *
2318 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2319 */ 2387 */
2320 2388
2389int
2321int can_pick(const object *who, const object *item) { 2390can_pick (const object *who, const object *item)
2391{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2393 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2394 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 (who->type==PLAYER||item->weight<who->weight/3));
2326} 2395}
2327
2328 2396
2329/* 2397/*
2330 * create clone from object to another 2398 * create clone from object to another
2331 */ 2399 */
2400object *
2332object *object_create_clone (object *asrc) { 2401object_create_clone (object *asrc)
2402{
2333 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2403 object *dst = 0, *tmp, *src, *part, *prev, *item;
2334 2404
2335 if(!asrc) return NULL; 2405 if (!asrc)
2406 return 0;
2407
2336 src = asrc; 2408 src = asrc;
2337 if(src->head) 2409 if (src->head)
2338 src = src->head; 2410 src = src->head;
2339 2411
2340 prev = NULL; 2412 prev = 0;
2341 for(part = src; part; part = part->more) { 2413 for (part = src; part; part = part->more)
2342 tmp = get_object(); 2414 {
2343 copy_object(part,tmp); 2415 tmp = part->clone ();
2344 tmp->x -= src->x; 2416 tmp->x -= src->x;
2345 tmp->y -= src->y; 2417 tmp->y -= src->y;
2418
2346 if(!part->head) { 2419 if (!part->head)
2420 {
2347 dst = tmp; 2421 dst = tmp;
2348 tmp->head = NULL; 2422 tmp->head = 0;
2423 }
2349 } else { 2424 else
2350 tmp->head = dst; 2425 tmp->head = dst;
2351 } 2426
2352 tmp->more = NULL; 2427 tmp->more = 0;
2428
2353 if(prev) 2429 if (prev)
2354 prev->more = tmp; 2430 prev->more = tmp;
2431
2355 prev = tmp; 2432 prev = tmp;
2356 } 2433 }
2357 /*** copy inventory ***/ 2434
2358 for(item = src->inv; item; item = item->below) { 2435 for (item = src->inv; item; item = item->below)
2359 (void) insert_ob_in_ob(object_create_clone(item),dst); 2436 insert_ob_in_ob (object_create_clone (item), dst);
2360 }
2361 2437
2362 return dst; 2438 return dst;
2363}
2364
2365/* return true if the object was destroyed, 0 otherwise */
2366int was_destroyed (const object *op, tag_t old_tag)
2367{
2368 /* checking for FLAG_FREED isn't necessary, but makes this function more
2369 * robust */
2370 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2371} 2439}
2372 2440
2373/* GROS - Creates an object using a string representing its content. */ 2441/* GROS - Creates an object using a string representing its content. */
2374/* Basically, we save the content of the string to a temp file, then call */ 2442/* Basically, we save the content of the string to a temp file, then call */
2375/* load_object on it. I admit it is a highly inefficient way to make things, */ 2443/* load_object on it. I admit it is a highly inefficient way to make things, */
2376/* but it was simple to make and allows reusing the load_object function. */ 2444/* but it was simple to make and allows reusing the load_object function. */
2377/* Remember not to use load_object_str in a time-critical situation. */ 2445/* Remember not to use load_object_str in a time-critical situation. */
2378/* Also remember that multiparts objects are not supported for now. */ 2446/* Also remember that multiparts objects are not supported for now. */
2379 2447
2448object *
2380object* load_object_str(const char *obstr) 2449load_object_str (const char *obstr)
2381{ 2450{
2382 object *op; 2451 object *op;
2383 char filename[MAX_BUF]; 2452 char filename[MAX_BUF];
2453
2384 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2385 2455
2386 FILE *tempfile=fopen(filename,"w"); 2456 FILE *tempfile = fopen (filename, "w");
2457
2387 if (tempfile == NULL) 2458 if (tempfile == NULL)
2388 { 2459 {
2389 LOG(llevError,"Error - Unable to access load object temp file\n"); 2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2390 return NULL; 2461 return NULL;
2391 }; 2462 }
2463
2392 fprintf(tempfile,obstr); 2464 fprintf (tempfile, obstr);
2393 fclose(tempfile); 2465 fclose (tempfile);
2394 2466
2395 op=get_object(); 2467 op = object::create ();
2396 2468
2397 object_thawer thawer (filename); 2469 object_thawer thawer (filename);
2398 2470
2399 if (thawer) 2471 if (thawer)
2400 load_object(thawer,op,0); 2472 load_object (thawer, op, 0);
2401 2473
2402 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2403 CLEAR_FLAG(op,FLAG_REMOVED); 2475 CLEAR_FLAG (op, FLAG_REMOVED);
2404 2476
2405 return op; 2477 return op;
2406} 2478}
2407 2479
2408/* This returns the first object in who's inventory that 2480/* This returns the first object in who's inventory that
2409 * has the same type and subtype match. 2481 * has the same type and subtype match.
2410 * returns NULL if no match. 2482 * returns NULL if no match.
2411 */ 2483 */
2484object *
2412object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2485find_obj_by_type_subtype (const object *who, int type, int subtype)
2413{ 2486{
2414 object *tmp; 2487 object *tmp;
2415 2488
2416 for (tmp=who->inv; tmp; tmp=tmp->below) 2489 for (tmp = who->inv; tmp; tmp = tmp->below)
2417 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2490 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp;
2418 2492
2419 return NULL; 2493 return NULL;
2420} 2494}
2421 2495
2422/* If ob has a field named key, return the link from the list, 2496/* If ob has a field named key, return the link from the list,
2423 * otherwise return NULL. 2497 * otherwise return NULL.
2424 * 2498 *
2425 * key must be a passed in shared string - otherwise, this won't 2499 * key must be a passed in shared string - otherwise, this won't
2426 * do the desired thing. 2500 * do the desired thing.
2427 */ 2501 */
2502key_value *
2428key_value * get_ob_key_link(const object * ob, const char * key) { 2503get_ob_key_link (const object *ob, const char *key)
2504{
2429 key_value * link; 2505 key_value *link;
2430 2506
2431 for (link = ob->key_values; link != NULL; link = link->next) { 2507 for (link = ob->key_values; link != NULL; link = link->next)
2432 if (link->key == key) { 2508 if (link->key == key)
2433 return link; 2509 return link;
2434 } 2510
2435 }
2436
2437 return NULL; 2511 return NULL;
2438} 2512}
2439 2513
2440/* 2514/*
2441 * Returns the value of op has an extra_field for key, or NULL. 2515 * Returns the value of op has an extra_field for key, or NULL.
2442 * 2516 *
2443 * The argument doesn't need to be a shared string. 2517 * The argument doesn't need to be a shared string.
2444 * 2518 *
2445 * The returned string is shared. 2519 * The returned string is shared.
2446 */ 2520 */
2521const char *
2447const char * get_ob_key_value(const object * op, const char * const key) { 2522get_ob_key_value (const object *op, const char *const key)
2523{
2448 key_value * link; 2524 key_value *link;
2449 const char * canonical_key; 2525 shstr_cmp canonical_key (key);
2526
2527 if (!canonical_key)
2450 2528 {
2451 canonical_key = shstr::find (key);
2452
2453 if (canonical_key == NULL) {
2454 /* 1. There being a field named key on any object 2529 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find. 2530 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field. 2531 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field. 2532 * 3. Therefore, *this* object doesn't have this field.
2458 */ 2533 */
2459 return NULL; 2534 return 0;
2460 } 2535 }
2461 2536
2462 /* This is copied from get_ob_key_link() above - 2537 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead. 2538 * only 4 lines, and saves the function call overhead.
2464 */ 2539 */
2465 for (link = op->key_values; link != NULL; link = link->next) { 2540 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key) { 2541 if (link->key == canonical_key)
2467 return link->value; 2542 return link->value;
2468 } 2543
2469 } 2544 return 0;
2470 return NULL;
2471} 2545}
2472 2546
2473 2547
2474/* 2548/*
2475 * Updates the canonical_key in op to value. 2549 * Updates the canonical_key in op to value.
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2553 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys. 2554 * keys.
2481 * 2555 *
2482 * Returns TRUE on success. 2556 * Returns TRUE on success.
2483 */ 2557 */
2558int
2484int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{
2561 key_value *
2485 key_value * field = NULL, *last=NULL; 2562 field = NULL, *last = NULL;
2486 2563
2487 for (field=op->key_values; field != NULL; field=field->next) { 2564 for (field = op->key_values; field != NULL; field = field->next)
2565 {
2488 if (field->key != canonical_key) { 2566 if (field->key != canonical_key)
2567 {
2489 last = field; 2568 last = field;
2490 continue; 2569 continue;
2491 } 2570 }
2492 2571
2493 if (value) 2572 if (value)
2494 field->value = value; 2573 field->value = value;
2495 else { 2574 else
2575 {
2496 /* Basically, if the archetype has this key set, 2576 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2577 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2578 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2579 * we get this value back again.
2500 */ 2580 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2581 if (get_ob_key_link (&op->arch->clone, canonical_key))
2502 field->value = 0; 2582 field->value = 0;
2583 else
2584 {
2585 if (last)
2586 last->next = field->next;
2503 else 2587 else
2504 {
2505 if (last) last->next = field->next;
2506 else op->key_values = field->next; 2588 op->key_values = field->next;
2507 2589
2508 delete field; 2590 delete field;
2509 } 2591 }
2510 } 2592 }
2511 return TRUE; 2593 return TRUE;
2512 } 2594 }
2513 /* IF we get here, key doesn't exist */ 2595 /* IF we get here, key doesn't exist */
2514 2596
2515 /* No field, we'll have to add it. */ 2597 /* No field, we'll have to add it. */
2598
2599 if (!add_key)
2516 2600 {
2517 if (!add_key) {
2518 return FALSE; 2601 return FALSE;
2519 } 2602 }
2520 /* There isn't any good reason to store a null 2603 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has 2604 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't 2605 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings, 2606 * be here. If user wants to store empty strings,
2524 * should pass in "" 2607 * should pass in ""
2525 */ 2608 */
2526 if (value == NULL) return TRUE; 2609 if (value == NULL)
2527
2528 field = new key_value;
2529
2530 field->key = canonical_key;
2531 field->value = value;
2532 /* Usual prepend-addition. */
2533 field->next = op->key_values;
2534 op->key_values = field;
2535
2536 return TRUE; 2610 return TRUE;
2611
2612 field = new key_value;
2613
2614 field->key = canonical_key;
2615 field->value = value;
2616 /* Usual prepend-addition. */
2617 field->next = op->key_values;
2618 op->key_values = field;
2619
2620 return TRUE;
2537} 2621}
2538 2622
2539/* 2623/*
2540 * Updates the key in op to value. 2624 * Updates the key in op to value.
2541 * 2625 *
2543 * and not add new ones. 2627 * and not add new ones.
2544 * In general, should be little reason FALSE is ever passed in for add_key 2628 * In general, should be little reason FALSE is ever passed in for add_key
2545 * 2629 *
2546 * Returns TRUE on success. 2630 * Returns TRUE on success.
2547 */ 2631 */
2632int
2548int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2633set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{ 2634{
2550 shstr key_ (key); 2635 shstr key_ (key);
2636
2551 return set_ob_key_value_s (op, key_, value, add_key); 2637 return set_ob_key_value_s (op, key_, value, add_key);
2552} 2638}
2639
2640object::depth_iterator::depth_iterator (object *container)
2641: iterator_base (container)
2642{
2643 while (item->inv)
2644 item = item->inv;
2645}
2646
2647void
2648object::depth_iterator::next ()
2649{
2650 if (item->below)
2651 {
2652 item = item->below;
2653
2654 while (item->inv)
2655 item = item->inv;
2656 }
2657 else
2658 item = item->env;
2659}
2660
2661// return a suitable string describing an objetc in enough detail to find it
2662const char *
2663object::debug_desc (char *info) const
2664{
2665 char info2[256 * 3];
2666 char *p = info;
2667
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2669 count,
2670 &name,
2671 title ? " " : "",
2672 title ? (const char *)title : "");
2673
2674 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676
2677 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2679
2680 return info;
2681}
2682
2683const char *
2684object::debug_desc () const
2685{
2686 static char info[256 * 3];
2687 return debug_desc (info);
2688}
2689

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines