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Comparing deliantra/server/common/object.C (file contents):
Revision 1.12 by elmex, Sun Sep 3 14:33:47 2006 UTC vs.
Revision 1.90 by root, Tue Dec 26 10:14:24 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.12 2006/09/03 14:33:47 elmex 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>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short 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,
58 {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,
59 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
60short freearr_y[SIZEOFFREE]= 45};
61 {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,
62 -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
63int maxfree[SIZEOFFREE]= 48};
64 {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,
65 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};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 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,
68 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};
69 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}
70 133
71/* 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
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* 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
76 * 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
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 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)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 } 157 }
91 158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* 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. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* 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. */
99 }
100 167 }
168
101 /* 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. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* 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
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* 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,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 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);
111} 181}
112 182
113/* 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
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * 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
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 209 * used to store nrof).
135 */ 210 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 260 return 0;
138 261
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 264 return 0;
145 265
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* 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
157 * if it is valid. 267 * if it is valid.
158 */ 268 */
159 } 269 }
160 270
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
214 return 0; 298 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 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 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * 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
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * 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.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 363dump_object (object *op)
332 if(op==NULL) { 364{
333 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
334 return; 366 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 367
340void dump_all_objects(void) { 368 object_freezer freezer;
341 object *op; 369 save_object (freezer, op, 1);
342 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 371}
347 372
348/* 373/*
349 * 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
350 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
352 */ 377 */
353 378
379object *
354object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
355 object *tmp,*closest; 382 object *tmp, *closest;
356 int last_dist,i; 383 int last_dist, i;
384
357 if(op->more==NULL) 385 if (op->more == NULL)
358 return op; 386 return op;
359 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)
360 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
362 return closest; 390 return closest;
363} 391}
364 392
365/* 393/*
366 * 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.
367 */ 395 */
368 396
397object *
369object *find_object(tag_t i) { 398find_object (tag_t i)
370 object *op; 399{
371 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 401 if (op->count == i)
373 break; 402 return op;
403
374 return op; 404 return 0;
375} 405}
376 406
377/* 407/*
378 * 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.
379 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
381 */ 411 */
382 412
413object *
383object *find_object_name(const char *str) { 414find_object_name (const char *str)
384 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
385 object *op; 417 object *op;
418
386 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 420 if (op->name == str_)
388 break; 421 break;
389 422
390 return op; 423 return op;
391} 424}
392 425
426void
393void free_all_object_data(void) { 427free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 428{
435 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 430}
443
444
445 431
446/* 432/*
447 * 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
448 * skill and experience objects. 434 * skill and experience objects.
449 */ 435 */
450void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
451{ 438{
452 if(owner==NULL||op==NULL) 439 if (!owner)
453 return; 440 return;
454 441
455 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
456 /* 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
457 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
458 * 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
459 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
460 * 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.
461 */ 448 */
462 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
464 451
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 452 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 453}
518 454
519/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 456 * refcounts and freeing the links.
521 */ 457 */
458static void
522static void free_key_values(object * op) 459free_key_values (object *op)
523{ 460{
524 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
525 { 462 {
526 key_value *next = i->next; 463 key_value *next = i->next;
527 delete i; 464 delete i;
465
528 i = next; 466 i = next;
529 } 467 }
530 468
531 op->key_values = 0; 469 op->key_values = 0;
532} 470}
533 471
534/* 472/*
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{
541 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585}
586
587/*
588 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
591 * 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,
592 * 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
593 * will point at garbage. 478 * will point at garbage.
594 */ 479 */
595 480void
596void copy_object(object *op2, object *op) 481object::copy_to (object *dst)
597{ 482{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 485
600 op->clear (); 486 *(object_copy *)dst = *this;
601 487
602 free_key_values (op); 488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
603 490
604 *(object_special *)op = *(object_special *)op2; 491 if (is_removed)
605 op2->clone (op); 492 SET_FLAG (dst, FLAG_REMOVED);
606 493
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0) 494 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 496
613 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 498 if (key_values)
499 {
615 key_value *tail = NULL; 500 key_value *tail = 0;
616 key_value *i; 501 key_value *i;
617 502
618 op->key_values = NULL; 503 dst->key_values = 0;
619 504
620 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
621 { 506 {
622 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
623 508
624 new_link->next = NULL; 509 new_link->next = 0;
625 new_link->key = i->key; 510 new_link->key = i->key;
626 new_link->value = i->value; 511 new_link->value = i->value;
627 512
628 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 514 if (!dst->key_values)
630 { 515 {
631 op->key_values = new_link; 516 dst->key_values = new_link;
632 tail = new_link; 517 tail = new_link;
633 } 518 }
634 else 519 else
635 { 520 {
636 tail->next = new_link; 521 tail->next = new_link;
637 tail = new_link; 522 tail = new_link;
638 } 523 }
639 } 524 }
640 } 525 }
641 526
642 update_ob_speed (op); 527 dst->set_speed (dst->speed);
643} 528}
644 529
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 530object *
685 531object::clone ()
686 if(free_objects==NULL) 532{
687 expand_objects(); 533 object *neu = create ();
688 534 copy_to (neu);
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 535 return neu;
720} 536}
721 537
722/* 538/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
726 */ 542 */
727 543
544void
728void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 548 return;
731 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
733} 551}
734 552
735/* 553/*
736 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
739 */ 557 */
740 558void
741void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
742 extern int arch_init; 561 extern int arch_init;
743 562
744 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 564 * since they never really need to be updated.
746 */ 565 */
747 566 if (flag [FLAG_FREED] && speed)
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0; 569 speed = 0;
754#endif
755 } 570 }
571
572 this->speed = speed;
573
756 if (arch_init) { 574 if (arch_init)
575 return;
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
757 return; 581 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 582
764 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 584 * of the list. */
766 op->active_next = active_objects; 585 active_next = active_objects;
586
767 if (op->active_next!=NULL) 587 if (active_next)
768 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
769 active_objects = op; 590 active_objects = this;
591 }
592 else
770 } 593 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
774 return; 596 return;
775 597
776 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
777 active_objects = op->active_next; 600 active_objects = active_next;
601
778 if (op->active_next!=NULL) 602 if (active_next)
779 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
780 } 604 }
781 else { 605 else
606 {
782 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
783 if (op->active_next) 609 if (active_next)
784 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
785 } 611 }
612
786 op->active_next = NULL; 613 active_next = 0;
787 op->active_prev = NULL; 614 active_prev = 0;
788 } 615 }
789} 616}
790 617
791/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
792 * objects. 619 * objects.
794 * reference maps where you don't want an object that isn't 621 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object. 624 * will do the right thing based on the speed of the object.
798 */ 625 */
626void
799void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
800{ 628{
801 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 631 return;
804 632
805 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
806 active_objects = op->active_next; 635 active_objects = op->active_next;
807 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
809 } 640 {
810 else {
811 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 642 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
814 } 644 }
815 op->active_next = NULL; 645 op->active_next = NULL;
816 op->active_prev = NULL; 646 op->active_prev = NULL;
817} 647}
818 648
819/* 649/*
820 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 653 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
827 * 657 *
828 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 659 * current action are:
834 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
839 */ 665 */
840 666void
841void update_object(object *op, int action) { 667update_object (object *op, int action)
842 int update_now=0, flags; 668{
843 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
844 670
845 if (op == NULL) { 671 if (op == NULL)
672 {
846 /* this should never happen */ 673 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 675 return;
849 }
850 676 }
851 if(op->env!=NULL) { 677
678 if (op->env)
679 {
852 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
853 * to do in this case. 681 * to do in this case.
854 */ 682 */
855 return; 683 return;
856 } 684 }
857 685
858 /* If the map is saving, don't do anything as everything is 686 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 687 * going to get freed anyways.
860 */ 688 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
862 690 return;
691
863 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 696#ifdef MANY_CORES
868 abort(); 697 abort ();
869#endif 698#endif
870 return; 699 return;
871 }
872 700 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
880 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1; 716 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 719 * to have move_allow right now.
897 */ 720 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
901 } 724 }
902 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 727 * that is being removed.
905 */ 728 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
908 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
910 }
911 else { 733 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 735
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 736 if (op->more)
921 update_object(op->more, action); 737 update_object (op->more, action);
922} 738}
923 739
740object::vector object::objects; // not yet used
741object *object::first;
924 742
743object::object ()
744{
745 SET_FLAG (this, FLAG_REMOVED);
746
747 expmul = 1.0;
748 face = blank_face;
749}
750
751object::~object ()
752{
753 free_key_values (this);
754}
755
756void object::link ()
757{
758 count = ++ob_count;
759 uuid = gen_uuid ();
760
761 prev = 0;
762 next = object::first;
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768}
769
770void object::unlink ()
771{
772 if (this == object::first)
773 object::first = next;
774
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
925/* 783/*
926 * free_object() frees everything allocated by an object, removes 784 * Remove and free all objects in the inventory of the given object.
927 * it from the list of used objects, and puts it on the list of 785 * object.c ?
928 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for
930 * this function to succeed.
931 * 786 */
932 * If free_inventory is set, free inventory as well. Else drop items in 787void
933 * inventory to the ground. 788object::destroy_inv (bool drop_to_ground)
934 */ 789{
935
936void free_object(object *ob) {
937 free_object2(ob, 0);
938}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941
942 ob->clear ();
943
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
945 LOG(llevDebug,"Free object called with non removed object\n");
946 dump_object(ob);
947#ifdef MANY_CORES
948 abort();
949#endif
950 }
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
952 LOG(llevMonster,"Warning: tried to free friendly object.\n");
953 remove_friendly_object(ob);
954 }
955 if(QUERY_FLAG(ob,FLAG_FREED)) {
956 dump_object(ob);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
958 return;
959 }
960 if(ob->more!=NULL) {
961 free_object2(ob->more, free_inventory);
962 ob->more=NULL;
963 }
964 if (ob->inv) {
965 /* Only if the space blocks everything do we not process - 790 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 791 * if some form of movement is allowed, let objects
967 * drop on that space. 792 * drop on that space.
968 */ 793 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 795 {
796 while (inv)
797 inv->destroy ();
798 }
799 else
800 { /* Put objects in inventory onto this space */
801 while (inv)
971 { 802 {
972 op=ob->inv; 803 object *op = inv;
973 while(op!=NULL) { 804
974 tmp=op->below; 805 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE
808 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE])
810 op->destroy ();
811 else
812 {
975 remove_ob(op); 813 op->remove ();
976 free_object2(op, free_inventory);
977 op=tmp; 814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
978 } 817 }
979 } 818 }
980 else { /* Put objects in inventory onto this space */ 819 }
981 op=ob->inv; 820}
982 while(op!=NULL) { 821
983 tmp=op->below; 822object *object::create ()
984 remove_ob(op); 823{
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 824 object *op = new object;
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 825 op->link ();
987 free_object(op); 826 return op;
988 else { 827}
989 op->x=ob->x; 828
990 op->y=ob->y; 829void
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 830object::do_destroy ()
992 } 831{
993 op=tmp; 832 if (flag [FLAG_IS_LINKED])
994 } 833 remove_button_link (this);
834
835 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this);
837
838 if (!flag [FLAG_REMOVED])
839 remove ();
840
841 if (flag [FLAG_FREED])
842 return;
843
844 flag [FLAG_FREED] = 1;
845
846 attachable::do_destroy ();
847
848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851
852 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
995 } 865 }
996 }
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000 866
1001 SET_FLAG(ob, FLAG_FREED); 867 map = freed_map;
1002 ob->count = 0; 868 x = 1;
1003 869 y = 1;
1004 /* Remove this object from the list of used objects */
1005 if(ob->prev==NULL) {
1006 objects=ob->next;
1007 if(objects!=NULL)
1008 objects->prev=NULL;
1009 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015 870 }
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025 871
1026 free_key_values (ob); 872 head = 0;
1027 873
1028 /* Now link it with the free_objects list: */ 874 if (more)
1029 ob->prev=NULL; 875 {
1030 ob->next=free_objects; 876 more->destroy ();
877 more = 0;
878 }
1031 879
1032 if(free_objects!=NULL) 880 // clear those pointers that likely might have circular references to us
1033 free_objects->prev=ob; 881 owner = 0;
882 enemy = 0;
883 attacked_by = 0;
1034 884
1035 free_objects=ob; 885 // only relevant for players(?), but make sure of it anyways
1036 nroffreeobjects++; 886 contr = 0;
1037} 887}
1038 888
1039/* 889void
1040 * count_free() returns the number of objects on the list of free objects. 890object::destroy (bool destroy_inventory)
1041 */
1042
1043int count_free ()
1044{ 891{
1045 int i=0; 892 if (destroyed ())
1046 object *tmp=free_objects;
1047 while(tmp!=NULL)
1048 tmp=tmp->next, i++;
1049 return i; 893 return;
1050}
1051 894
1052/* 895 if (destroy_inventory)
1053 * count_used() returns the number of objects on the list of used objects. 896 destroy_inv (false);
1054 */
1055 897
1056int count_used() 898 attachable::destroy ();
1057{
1058 int i=0;
1059 object *tmp=objects;
1060 while(tmp!=NULL)
1061 tmp=tmp->next, i++;
1062 return i;
1063}
1064
1065/*
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068
1069int count_active()
1070{
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076} 899}
1077 900
1078/* 901/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 902 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 903 * weight of an object (and what is carried by it's environment(s)).
1081 */ 904 */
1082 905void
1083void sub_weight (object *op, signed long weight) { 906sub_weight (object *op, signed long weight)
907{
1084 while (op != NULL) { 908 while (op != NULL)
909 {
1085 if (op->type == CONTAINER) { 910 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 911 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 912
1088 op->carrying-=weight; 913 op->carrying -= weight;
1089 op = op->env; 914 op = op->env;
1090 } 915 }
1091} 916}
1092 917
1093/* remove_ob(op): 918/* op->remove ():
1094 * This function removes the object op from the linked list of objects 919 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 920 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 921 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 922 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 923 * the previous environment.
1099 * Beware: This function is called from the editor as well! 924 * Beware: This function is called from the editor as well!
1100 */ 925 */
1101 926void
1102void remove_ob(object *op) { 927object::remove ()
928{
1103 object *tmp,*last=NULL; 929 object *tmp, *last = 0;
1104 object *otmp; 930 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 931
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 932 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 933 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 934
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED); 935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this);
1131 937
938 if (more)
939 more->remove ();
940
1132 /* 941 /*
1133 * In this case, the object to be removed is in someones 942 * In this case, the object to be removed is in someones
1134 * inventory. 943 * inventory.
1135 */ 944 */
1136 if(op->env!=NULL) { 945 if (env)
946 {
1137 if(op->nrof) 947 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 948 sub_weight (env, weight * nrof);
1139 else 949 else
1140 sub_weight(op->env, op->weight+op->carrying); 950 sub_weight (env, weight + carrying);
1141 951
1142 /* NO_FIX_PLAYER is set when a great many changes are being 952 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 953 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 954 * to save cpu time.
1145 */ 955 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 957 otmp->update_stats ();
1148 fix_player(otmp);
1149 958
1150 if(op->above!=NULL) 959 if (above != NULL)
1151 op->above->below=op->below; 960 above->below = below;
1152 else 961 else
1153 op->env->inv=op->below; 962 env->inv = below;
1154 963
1155 if(op->below!=NULL) 964 if (below != NULL)
1156 op->below->above=op->above; 965 below->above = above;
1157 966
1158 /* we set up values so that it could be inserted into 967 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 968 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 969 * to the caller to decide what we want to do.
970 */
971 x = env->x, y = env->y;
972 map = env->map;
973 above = 0, below = 0;
974 env = 0;
975 }
976 else if (map)
977 {
978 /* Re did the following section of code - it looks like it had
979 * lots of logic for things we no longer care about
980 */
981
982 /* link the object above us */
983 if (above)
984 above->below = below;
985 else
986 map->at (x, y).top = below; /* we were top, set new top */
987
988 /* Relink the object below us, if there is one */
989 if (below)
990 below->above = above;
991 else
992 {
993 /* Nothing below, which means we need to relink map object for this space
994 * use translated coordinates in case some oddness with map tiling is
995 * evident
1161 */ 996 */
1162 op->x=op->env->x,op->y=op->env->y; 997 if (GET_MAP_OB (map, x, y) != this)
1163 op->map=op->env->map; 998 {
1164 op->above=NULL,op->below=NULL; 999 char *dump = dump_object (this);
1165 op->env=NULL; 1000 LOG (llevError,
1001 "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);
1002 free (dump);
1003 dump = dump_object (GET_MAP_OB (map, x, y));
1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1006 }
1007
1008 map->at (x, y).bot = above; /* goes on above it. */
1009 }
1010
1011 above = 0;
1012 below = 0;
1013
1014 if (map->in_memory == MAP_SAVING)
1166 return; 1015 return;
1167 }
1168 1016
1169 /* If we get here, we are removing it from a map */ 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1018
1172 x = op->x; 1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1173 y = op->y; 1020 {
1174 m = get_map_from_coord(op->map, &x, &y); 1021 /* No point updating the players look faces if he is the object
1175 1022 * being removed.
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */ 1023 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189 1024
1190 /* Re did the following section of code - it looks like it had 1025 if (tmp->type == PLAYER && tmp != this)
1191 * lots of logic for things we no longer care about 1026 {
1192 */ 1027 /* If a container that the player is currently using somehow gets
1193 1028 * removed (most likely destroyed), update the player view
1194 /* link the object above us */ 1029 * appropriately.
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */ 1030 */
1208 if(GET_MAP_OB(m,x,y)!=op) { 1031 if (tmp->container == this)
1209 dump_object(op); 1032 {
1210 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); 1033 flag [FLAG_APPLIED] = 0;
1211 dump_object(GET_MAP_OB(m,x,y)); 1034 tmp->container = 0;
1212 LOG(llevError,"%s\n",errmsg); 1035 }
1036
1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1039 }
1040
1041 /* See if player moving off should effect something */
1042 if (check_walk_off
1043 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 {
1046 move_apply (tmp, this, 0);
1047
1048 if (destroyed ())
1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1051 }
1052
1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1054
1055 if (tmp->above == tmp)
1056 tmp->above = 0;
1057
1058 last = tmp;
1213 } 1059 }
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218 1060
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 /* No point updating the players look faces if he is the object
1226 * being removed.
1227 */
1228
1229 if(tmp->type==PLAYER && tmp!=op) {
1230 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view
1232 * appropriately.
1233 */
1234 if (tmp->container==op) {
1235 CLEAR_FLAG(op, FLAG_APPLIED);
1236 tmp->container=NULL;
1237 }
1238 tmp->contr->socket.update_look=1;
1239 }
1240 /* See if player moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1243
1244 move_apply(tmp, op, NULL);
1245 if (was_destroyed (op, tag)) {
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 }
1249 }
1250
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252
1253 if(tmp->above == tmp)
1254 tmp->above = NULL;
1255 last=tmp;
1256 }
1257 /* last == NULL of there are no objects on this space */ 1061 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) { 1062 if (!last)
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1063 map->at (x, y).flags_ = P_NEED_UPDATE;
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1261 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways.
1263 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y);
1266 }
1267 else 1064 else
1268 update_object(last, UP_OBJ_REMOVE); 1065 update_object (last, UP_OBJ_REMOVE);
1269 1066
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1067 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1068 update_all_los (map, x, y);
1272 1069 }
1273} 1070}
1274 1071
1275/* 1072/*
1276 * merge_ob(op,top): 1073 * merge_ob(op,top):
1277 * 1074 *
1278 * This function goes through all objects below and including top, and 1075 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1076 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1077 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1078 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1079 */
1283 1080object *
1284object *merge_ob(object *op, object *top) { 1081merge_ob (object *op, object *top)
1082{
1285 if(!op->nrof) 1083 if (!op->nrof)
1286 return 0; 1084 return 0;
1287 if(top==NULL) 1085
1086 if (top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1087 for (top = op; top && top->above; top = top->above)
1088 ;
1089
1289 for(;top!=NULL;top=top->below) { 1090 for (; top; top = top->below)
1091 {
1290 if(top==op) 1092 if (top == op)
1291 continue; 1093 continue;
1292 if (CAN_MERGE(op,top)) 1094
1293 { 1095 if (object::can_merge (op, top))
1096 {
1294 top->nrof+=op->nrof; 1097 top->nrof += op->nrof;
1098
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1099/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1100 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1101 op->destroy ();
1298 free_object(op);
1299 return top; 1102 return top;
1300 } 1103 }
1301 } 1104 }
1105
1302 return NULL; 1106 return 0;
1303} 1107}
1304 1108
1305/* 1109/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1110 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1111 * job preparing multi-part monsters
1308 */ 1112 */
1113object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1114insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1115{
1310 object* tmp; 1116 object *tmp;
1117
1311 if (op->head) 1118 if (op->head)
1312 op=op->head; 1119 op = op->head;
1120
1313 for (tmp=op;tmp;tmp=tmp->more){ 1121 for (tmp = op; tmp; tmp = tmp->more)
1122 {
1314 tmp->x=x+tmp->arch->clone.x; 1123 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1124 tmp->y = y + tmp->arch->clone.y;
1316 } 1125 }
1126
1317 return insert_ob_in_map (op, m, originator, flag); 1127 return insert_ob_in_map (op, m, originator, flag);
1318} 1128}
1319 1129
1320/* 1130/*
1321 * insert_ob_in_map (op, map, originator, flag): 1131 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1132 * This function inserts the object in the two-way linked list
1335 * Return value: 1145 * Return value:
1336 * new object if 'op' was merged with other object 1146 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1147 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1148 * just 'op' otherwise
1339 */ 1149 */
1340 1150object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1151insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1152{
1343 object *tmp, *top, *floor=NULL; 1153 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1154 sint16 x, y;
1345 1155
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1156 if (QUERY_FLAG (op, FLAG_FREED))
1157 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1158 LOG (llevError, "Trying to insert freed object!\n");
1348 return NULL; 1159 return NULL;
1160 }
1161
1162 if (m == NULL)
1349 } 1163 {
1350 if(m==NULL) {
1351 dump_object(op); 1164 char *dump = dump_object (op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1165 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1166 free (dump);
1353 return op; 1167 return op;
1354 } 1168 }
1169
1355 if(out_of_map(m,op->x,op->y)) { 1170 if (out_of_map (m, op->x, op->y))
1171 {
1356 dump_object(op); 1172 char *dump = dump_object (op);
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1173 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1358#ifdef MANY_CORES 1174#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object 1175 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting 1176 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted. 1177 * improperly inserted.
1362 */ 1178 */
1363 abort(); 1179 abort ();
1364#endif 1180#endif
1181 free (dump);
1365 return op; 1182 return op;
1366 } 1183 }
1184
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1185 if (!QUERY_FLAG (op, FLAG_REMOVED))
1186 {
1368 dump_object(op); 1187 char *dump = dump_object (op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1189 free (dump);
1370 return op; 1190 return op;
1191 }
1192
1193 if (op->more)
1371 } 1194 {
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */ 1195 /* The part may be on a different map. */
1374 1196
1375 object *more = op->more; 1197 object *more = op->more;
1376 1198
1377 /* We really need the caller to normalize coordinates - if 1199 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within 1200 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate 1201 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it. 1202 * is clear wrong do we normalize it.
1381 */ 1203 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1204 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1205 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 } else if (!more->map) { 1206 else if (!more->map)
1207 {
1385 /* For backwards compatibility - when not dealing with tiled maps, 1208 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent. 1209 * more->map should always point to the parent.
1387 */ 1210 */
1388 more->map = m; 1211 more->map = m;
1389 } 1212 }
1390 1213
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1214 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1215 {
1392 if ( ! op->head) 1216 if (!op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1217 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1218
1394 return NULL; 1219 return 0;
1395 } 1220 }
1396 } 1221 }
1222
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1223 CLEAR_FLAG (op, FLAG_REMOVED);
1398 1224
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1225 /* Ideally, the caller figures this out. However, it complicates a lot
1400 * of areas of callers (eg, anything that uses find_free_spot would now 1226 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work 1227 * need extra work
1402 */ 1228 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1229 op->map = get_map_from_coord (m, &op->x, &op->y);
1404 x = op->x; 1230 x = op->x;
1405 y = op->y; 1231 y = op->y;
1406 1232
1407 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1408 */ 1234 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1236 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1411 if (CAN_MERGE(op,tmp)) { 1237 if (object::can_merge (op, tmp))
1238 {
1412 op->nrof+=tmp->nrof; 1239 op->nrof += tmp->nrof;
1413 remove_ob(tmp); 1240 tmp->destroy ();
1414 free_object(tmp); 1241 }
1242
1243 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1244 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1245
1246 if (!QUERY_FLAG (op, FLAG_ALIVE))
1247 CLEAR_FLAG (op, FLAG_NO_STEAL);
1248
1249 if (flag & INS_BELOW_ORIGINATOR)
1250 {
1251 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1252 {
1253 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1254 abort ();
1255 }
1256
1257 op->above = originator;
1258 op->below = originator->below;
1259
1260 if (op->below)
1261 op->below->above = op;
1262 else
1263 op->ms ().bot = op;
1264
1265 /* since *below* originator, no need to update top */
1266 originator->below = op;
1267 }
1268 else
1269 {
1270 /* If there are other objects, then */
1271 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1272 {
1273 object *last = NULL;
1274
1275 /*
1276 * If there are multiple objects on this space, we do some trickier handling.
1277 * We've already dealt with merging if appropriate.
1278 * Generally, we want to put the new object on top. But if
1279 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1280 * floor, we want to insert above that and no further.
1281 * Also, if there are spell objects on this space, we stop processing
1282 * once we get to them. This reduces the need to traverse over all of
1283 * them when adding another one - this saves quite a bit of cpu time
1284 * when lots of spells are cast in one area. Currently, it is presumed
1285 * that flying non pickable objects are spell objects.
1286 */
1287
1288 while (top != NULL)
1289 {
1290 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1291 floor = top;
1292
1293 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1294 {
1295 /* We insert above top, so we want this object below this */
1296 top = top->below;
1297 break;
1298 }
1299
1300 last = top;
1301 top = top->above;
1415 } 1302 }
1416 }
1417 1303
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1304 /* Don't want top to be NULL, so set it to the last valid object */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1305 top = last;
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422 1306
1423 if (flag & INS_BELOW_ORIGINATOR) { 1307 /* We let update_position deal with figuring out what the space
1424 if (originator->map != op->map || originator->x != op->x || 1308 * looks like instead of lots of conditions here.
1425 originator->y != op->y) { 1309 * makes things faster, and effectively the same result.
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1310 */
1427 abort(); 1311
1312 /* Have object 'fall below' other objects that block view.
1313 * Unless those objects are exits, type 66
1314 * If INS_ON_TOP is used, don't do this processing
1315 * Need to find the object that in fact blocks view, otherwise
1316 * stacking is a bit odd.
1317 */
1318 if (!(flag & INS_ON_TOP) &&
1319 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1320 {
1321 for (last = top; last != floor; last = last->below)
1322 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1323 break;
1324 /* Check to see if we found the object that blocks view,
1325 * and make sure we have a below pointer for it so that
1326 * we can get inserted below this one, which requires we
1327 * set top to the object below us.
1328 */
1329 if (last && last->below && last != floor)
1330 top = last->below;
1331 }
1332 } /* If objects on this space */
1333
1334 if (flag & INS_MAP_LOAD)
1335 top = GET_MAP_TOP (op->map, op->x, op->y);
1336
1337 if (flag & INS_ABOVE_FLOOR_ONLY)
1338 top = floor;
1339
1340 /* Top is the object that our object (op) is going to get inserted above.
1341 */
1342
1343 /* First object on this space */
1344 if (!top)
1345 {
1346 op->above = GET_MAP_OB (op->map, op->x, op->y);
1347
1348 if (op->above)
1349 op->above->below = op;
1350
1351 op->below = NULL;
1352 op->ms ().bot = op;
1428 } 1353 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else { 1354 else
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /*
1440 * If there are multiple objects on this space, we do some trickier handling.
1441 * We've already dealt with merging if appropriate.
1442 * Generally, we want to put the new object on top. But if
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1444 * floor, we want to insert above that and no further.
1445 * Also, if there are spell objects on this space, we stop processing
1446 * once we get to them. This reduces the need to traverse over all of
1447 * them when adding another one - this saves quite a bit of cpu time
1448 * when lots of spells are cast in one area. Currently, it is presumed
1449 * that flying non pickable objects are spell objects.
1450 */
1451
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above;
1465 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */
1493 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y);
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1496
1497 /* Top is the object that our object (op) is going to get inserted above.
1498 */
1499
1500 /* First object on this space */
1501 if (!top) {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y);
1503 if (op->above) op->above->below = op;
1504 op->below = NULL;
1505 SET_MAP_OB(op->map, op->x, op->y, op);
1506 } else { /* get inserted into the stack above top */ 1355 { /* get inserted into the stack above top */
1507 op->above = top->above; 1356 op->above = top->above;
1357
1358 if (op->above)
1508 if (op->above) op->above->below = op; 1359 op->above->below = op;
1360
1509 op->below = top; 1361 op->below = top;
1510 top->above = op; 1362 top->above = op;
1511 } 1363 }
1364
1512 if (op->above==NULL) 1365 if (op->above == NULL)
1513 SET_MAP_TOP(op->map,op->x, op->y, op); 1366 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1367 } /* else not INS_BELOW_ORIGINATOR */
1515 1368
1516 if(op->type==PLAYER) 1369 if (op->type == PLAYER)
1517 op->contr->do_los=1; 1370 op->contr->do_los = 1;
1518 1371
1519 /* If we have a floor, we know the player, if any, will be above 1372 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1373 * it, so save a few ticks and start from there.
1521 */ 1374 */
1522 if (!(flag & INS_MAP_LOAD)) 1375 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1376 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1377 if (pl->contr->ns)
1525 tmp->contr->socket.update_look=1; 1378 pl->contr->ns->floorbox_update ();
1526 }
1527 1379
1528 /* If this object glows, it may affect lighting conditions that are 1380 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1381 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1382 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1383 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1384 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1385 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1386 * or just updating the P_NEED_UPDATE for spaces within this area
1535 * of effect may be sufficient. 1387 * of effect may be sufficient.
1536 */ 1388 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1389 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y); 1390 update_all_los (op->map, op->x, op->y);
1539 1391
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1392 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1393 update_object (op, UP_OBJ_INSERT);
1543 1394
1395 INVOKE_OBJECT (INSERT, op);
1544 1396
1545 /* Don't know if moving this to the end will break anything. However, 1397 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this. 1398 * we want to have floorbox_update called before calling this.
1547 * 1399 *
1548 * check_move_on() must be after this because code called from 1400 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1401 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1402 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1403 * update_object().
1552 */ 1404 */
1553 1405
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1406 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1407 if (!(flag & INS_NO_WALK_ON) && !op->head)
1408 {
1557 if (check_move_on(op, originator)) 1409 if (check_move_on (op, originator))
1558 return NULL; 1410 return 0;
1559 1411
1560 /* If we are a multi part object, lets work our way through the check 1412 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1413 * walk on's.
1562 */ 1414 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1415 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1416 if (check_move_on (tmp, originator))
1565 return NULL; 1417 return 0;
1566 } 1418 }
1419
1567 return op; 1420 return op;
1568} 1421}
1569 1422
1570/* this function inserts an object in the map, but if it 1423/* this function inserts an object in the map, but if it
1571 * finds an object of its own type, it'll remove that one first. 1424 * finds an object of its own type, it'll remove that one first.
1572 * op is the object to insert it under: supplies x and the map. 1425 * op is the object to insert it under: supplies x and the map.
1573 */ 1426 */
1427void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1428replace_insert_ob_in_map (const char *arch_string, object *op)
1575 object *tmp; 1429{
1576 object *tmp1; 1430 object *tmp, *tmp1;
1577 1431
1578 /* first search for itself and remove any old instances */ 1432 /* first search for itself and remove any old instances */
1579 1433
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1434 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1435 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1436 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1437
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1438 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1439
1589 1440 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1441 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1442 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1443}
1593 1444
1594/* 1445/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1446 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1596 * is returned contains nr objects, and the remaining parts contains 1447 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1448 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1449 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1450 * global static errmsg array.
1600 */ 1451 */
1601 1452
1453object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1454get_split_ob (object *orig_ob, uint32 nr)
1455{
1603 object *newob; 1456 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1457 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1458
1606 if(orig_ob->nrof<nr) { 1459 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1460 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1461 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1462 return NULL;
1610 } 1463 }
1464
1611 newob = object_create_clone(orig_ob); 1465 newob = object_create_clone (orig_ob);
1466
1612 if((orig_ob->nrof-=nr)<1) { 1467 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1468 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1469 else if (!is_removed)
1470 {
1618 if(orig_ob->env!=NULL) 1471 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1472 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1473 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1474 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1475 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1622 LOG(llevDebug,
1623 "Error, Tried to split object whose map is not in memory.\n"); 1476 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1477 return NULL;
1625 } 1478 }
1626 } 1479 }
1480
1627 newob->nrof=nr; 1481 newob->nrof = nr;
1628 1482
1629 return newob; 1483 return newob;
1630} 1484}
1631 1485
1632/* 1486/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1487 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1488 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1489 * is subsequently removed and freed.
1636 * 1490 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1491 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1492 */
1639 1493
1494object *
1640object *decrease_ob_nr (object *op, uint32 i) 1495decrease_ob_nr (object *op, uint32 i)
1641{ 1496{
1642 object *tmp; 1497 object *tmp;
1643 player *pl;
1644 1498
1645 if (i == 0) /* objects with op->nrof require this check */ 1499 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1500 return op;
1647 1501
1648 if (i > op->nrof) 1502 if (i > op->nrof)
1649 i = op->nrof; 1503 i = op->nrof;
1650 1504
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1505 if (QUERY_FLAG (op, FLAG_REMOVED))
1506 op->nrof -= i;
1507 else if (op->env)
1508 {
1509 /* is this object in the players inventory, or sub container
1510 * therein?
1511 */
1512 tmp = op->in_player ();
1513 /* nope. Is this a container the player has opened?
1514 * If so, set tmp to that player.
1515 * IMO, searching through all the players will mostly
1516 * likely be quicker than following op->env to the map,
1517 * and then searching the map for a player.
1518 */
1519 if (!tmp)
1520 for_all_players (pl)
1521 if (pl->ob->container == op->env)
1522 {
1523 tmp = pl->ob;
1524 break;
1525 }
1526
1527 if (i < op->nrof)
1528 {
1529 sub_weight (op->env, op->weight * i);
1530 op->nrof -= i;
1531 if (tmp)
1532 esrv_send_item (tmp, op);
1533 }
1534 else
1535 {
1536 op->remove ();
1537 op->nrof = 0;
1538 if (tmp)
1539 esrv_del_item (tmp->contr, op->count);
1540 }
1652 { 1541 }
1542 else
1543 {
1544 object *above = op->above;
1545
1546 if (i < op->nrof)
1653 op->nrof -= i; 1547 op->nrof -= i;
1654 } 1548 else
1655 else if (op->env != NULL)
1656 {
1657 /* is this object in the players inventory, or sub container
1658 * therein?
1659 */ 1549 {
1660 tmp = is_player_inv (op->env); 1550 op->remove ();
1661 /* nope. Is this a container the player has opened? 1551 op->nrof = 0;
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 } 1552 }
1673 1553
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op);
1682 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */ 1554 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1555 for (tmp = above; tmp; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1556 if (tmp->type == PLAYER)
1557 {
1701 if (op->nrof) 1558 if (op->nrof)
1702 esrv_send_item(tmp, op); 1559 esrv_send_item (tmp, op);
1703 else 1560 else
1704 esrv_del_item(tmp->contr, op->count); 1561 esrv_del_item (tmp->contr, op->count);
1705 } 1562 }
1706 } 1563 }
1707 1564
1708 if (op->nrof) { 1565 if (op->nrof)
1709 return op; 1566 return op;
1710 } else { 1567 else
1711 free_object (op); 1568 {
1569 op->destroy ();
1712 return NULL; 1570 return 0;
1713 } 1571 }
1714} 1572}
1715 1573
1716/* 1574/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1575 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1576 * and also updates how much the environment(s) is/are carrying.
1719 */ 1577 */
1720 1578
1579void
1721void add_weight (object *op, signed long weight) { 1580add_weight (object *op, signed long weight)
1581{
1722 while (op!=NULL) { 1582 while (op != NULL)
1583 {
1723 if (op->type == CONTAINER) { 1584 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1585 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1586
1726 op->carrying+=weight; 1587 op->carrying += weight;
1727 op=op->env; 1588 op = op->env;
1728 } 1589 }
1729} 1590}
1730 1591
1592object *
1593insert_ob_in_ob (object *op, object *where)
1594{
1595 if (!where)
1596 {
1597 char *dump = dump_object (op);
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump);
1600 return op;
1601 }
1602
1603 if (where->head)
1604 {
1605 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head;
1607 }
1608
1609 return where->insert (op);
1610}
1611
1731/* 1612/*
1732 * insert_ob_in_ob(op,environment): 1613 * env->insert (op)
1733 * This function inserts the object op in the linked list 1614 * This function inserts the object op in the linked list
1734 * inside the object environment. 1615 * inside the object environment.
1735 * 1616 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1743 */ 1619 */
1744 1620
1745object *insert_ob_in_ob(object *op,object *where) { 1621object *
1622object::insert (object *op)
1623{
1746 object *tmp, *otmp; 1624 object *tmp, *otmp;
1747 1625
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1626 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1627 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1628
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1629 if (op->more)
1630 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1632 return op;
1767 } 1633 }
1634
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1635 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1637 if (op->nrof)
1638 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1639 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1640 if (object::can_merge (tmp, op))
1641 {
1773 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1643 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1645 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1646 * tmp->nrof, we need to increase the weight.
1778 */ 1647 */
1779 add_weight (where, op->weight*op->nrof); 1648 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1649 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1650 op->destroy (); /* free the inserted object */
1782 op = tmp; 1651 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1652 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1653 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1654 break;
1786 } 1655 }
1787 1656
1788 /* I assume combined objects have no inventory 1657 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1658 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1659 * (if it was possible to merge). calling remove_ob will subtract
1791 * the weight, so we need to add it in again, since we actually do 1660 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1661 * the linking below
1793 */ 1662 */
1794 add_weight (where, op->weight*op->nrof); 1663 add_weight (this, op->weight * op->nrof);
1664 }
1795 } else 1665 else
1796 add_weight (where, (op->weight+op->carrying)); 1666 add_weight (this, (op->weight + op->carrying));
1797 1667
1798 otmp=is_player_inv(where); 1668 otmp = this->in_player ();
1799 if (otmp&&otmp->contr!=NULL) { 1669 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1670 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1671 otmp->update_stats ();
1802 }
1803 1672
1804 op->map=NULL; 1673 op->map = 0;
1805 op->env=where; 1674 op->env = this;
1806 op->above=NULL; 1675 op->above = 0;
1807 op->below=NULL; 1676 op->below = 0;
1808 op->x=0,op->y=0; 1677 op->x = 0, op->y = 0;
1809 1678
1810 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1680 if ((op->glow_radius != 0) && map)
1812 { 1681 {
1813#ifdef DEBUG_LIGHTS 1682#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1683 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1684#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1685 if (map->darkness)
1686 update_all_los (map, x, y);
1818 } 1687 }
1819 1688
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1689 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1690 * It sure simplifies this function...
1822 */ 1691 */
1823 if (where->inv==NULL) 1692 if (!inv)
1824 where->inv=op; 1693 inv = op;
1825 else { 1694 else
1695 {
1826 op->below = where->inv; 1696 op->below = inv;
1827 op->below->above = op; 1697 op->below->above = op;
1828 where->inv = op; 1698 inv = op;
1829 } 1699 }
1700
1701 INVOKE_OBJECT (INSERT, this);
1702
1830 return op; 1703 return op;
1831} 1704}
1832 1705
1833/* 1706/*
1834 * Checks if any objects has a move_type that matches objects 1707 * Checks if any objects has a move_type that matches objects
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1722 * MSW 2001-07-08: Check all objects on space, not just those below
1850 * object being inserted. insert_ob_in_map may not put new objects 1723 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1724 * on top.
1852 */ 1725 */
1853 1726
1727int
1854int check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1855{ 1729{
1856 object *tmp; 1730 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1731 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1732 int x = op->x, y = op->y;
1733
1860 MoveType move_on, move_slow, move_block; 1734 MoveType move_on, move_slow, move_block;
1861 1735
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1737 return 0;
1864 1738
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1868 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1869 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1742
1871 /* if nothing on this space will slow op down or be applied, 1743 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1744 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1745 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1746 * as walking.
1875 */ 1747 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1748 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1749 return 0;
1878 1750
1879 /* This is basically inverse logic of that below - basically, 1751 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1752 * if the object can avoid the move on or slow move, they do so,
1881 * but can't do it if the alternate movement they are using is 1753 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1754 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1755 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1756 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1757 return 0;
1886 1758
1887 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1889 */ 1761 */
1890 1762
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1892 tmp->above!=NULL; tmp=tmp->above) { 1764 {
1893 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1767 * we don't need to check all of them.
1896 */ 1768 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1769 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1770 break;
1771 }
1772
1773 for (; tmp; tmp = tmp->below)
1898 } 1774 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1775 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1776 continue; /* Can't apply yourself */
1901 1777
1902 /* Check to see if one of the movement types should be slowed down. 1778 /* Check to see if one of the movement types should be slowed down.
1903 * Second check makes sure that the movement types not being slowed 1779 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1780 * (~slow_move) is not blocked on this space - just because the
1905 * space doesn't slow down swimming (for example), if you can't actually 1781 * space doesn't slow down swimming (for example), if you can't actually
1906 * swim on that space, can't use it to avoid the penalty. 1782 * swim on that space, can't use it to avoid the penalty.
1907 */ 1783 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1784 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1785 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 {
1912 1789
1913 float diff; 1790 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1791 diff = tmp->move_slow_penalty * FABS (op->speed);
1792
1916 if (op->type == PLAYER) { 1793 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1918 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1796 diff /= 4.0;
1920 } 1797
1921 }
1922 op->speed_left -= diff; 1798 op->speed_left -= diff;
1923 } 1799 }
1924 } 1800 }
1925 1801
1926 /* Basically same logic as above, except now for actual apply. */ 1802 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1805 {
1931 move_apply(tmp, op, originator); 1806 move_apply (tmp, op, originator);
1807
1932 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
1933 return 1; 1809 return 1;
1934 1810
1935 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
1938 */ 1814 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1815 if (op->map != m || op->x != x || op->y != y)
1816 return 0;
1940 } 1817 }
1941 } 1818 }
1819
1942 return 0; 1820 return 0;
1943} 1821}
1944 1822
1945/* 1823/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
1949 */ 1827 */
1950 1828object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1829present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1830{
1953 if(m==NULL || out_of_map(m,x,y)) { 1831 if (m == NULL || out_of_map (m, x, y))
1832 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1834 return NULL;
1956 } 1835 }
1836
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if(tmp->arch == at) 1838 if (tmp->arch == at)
1959 return tmp; 1839 return tmp;
1840
1960 return NULL; 1841 return NULL;
1961} 1842}
1962 1843
1963/* 1844/*
1964 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1967 */ 1848 */
1968 1849object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1850present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1851{
1971 if(out_of_map(m,x,y)) { 1852 if (out_of_map (m, x, y))
1853 {
1972 LOG(llevError,"Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1855 return NULL;
1974 } 1856 }
1857
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if(tmp->type==type) 1859 if (tmp->type == type)
1977 return tmp; 1860 return tmp;
1861
1978 return NULL; 1862 return NULL;
1979} 1863}
1980 1864
1981/* 1865/*
1982 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1985 */ 1869 */
1986 1870object *
1987object *present_in_ob(unsigned char type, const object *op) { 1871present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1872{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1874 if (tmp->type == type)
1991 return tmp; 1875 return tmp;
1876
1992 return NULL; 1877 return NULL;
1993} 1878}
1994 1879
1995/* 1880/*
1996 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
2005 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
2006 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1892 * to be unique.
2008 */ 1893 */
2009 1894object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1895present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1896{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1899 return tmp;
2016 } 1900
2017 return NULL; 1901 return 0;
2018} 1902}
2019 1903
2020/* 1904/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2024 */ 1908 */
2025 1909object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1910present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1911{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 1913 if (tmp->arch == at)
2030 return tmp; 1914 return tmp;
1915
2031 return NULL; 1916 return NULL;
2032} 1917}
2033 1918
2034/* 1919/*
2035 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2036 */ 1921 */
1922void
2037void flag_inv(object*op, int flag){ 1923flag_inv (object *op, int flag)
2038 object *tmp; 1924{
2039 if(op->inv) 1925 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1927 {
2041 SET_FLAG(tmp, flag); 1928 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 1929 flag_inv (tmp, flag);
2043 } 1930 }
1931}
1932
2044}/* 1933/*
2045 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2046 */ 1935 */
1936void
2047void unflag_inv(object*op, int flag){ 1937unflag_inv (object *op, int flag)
2048 object *tmp; 1938{
2049 if(op->inv) 1939 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 {
2051 CLEAR_FLAG(tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 1943 unflag_inv (tmp, flag);
2053 } 1944 }
2054} 1945}
2055 1946
2056/* 1947/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
2060 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
2061 */ 1952 */
2062 1953void
2063void set_cheat(object *op) { 1954set_cheat (object *op)
1955{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2066} 1958}
2067 1959
2068/* 1960/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1961 * find_free_spot(object, map, x, y, start, stop) will search for
2070 * a spot at the given map and coordinates which will be able to contain 1962 * a spot at the given map and coordinates which will be able to contain
2084 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2085 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2086 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 1979 * customized, changed states, etc.
2088 */ 1980 */
2089 1981int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983{
2091 int i,index=0, flag; 1984 int index = 0, flag;
2092 static int altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2093 1986
2094 for(i=start;i<stop;i++) { 1987 for (int i = start; i < stop; i++)
1988 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 1990 if (!flag)
2097 altern[index++]=i; 1991 altern [index++] = i;
2098 1992
2099 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2100 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2101 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2102 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2103 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2106 */ 2000 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2002 stop = maxfree[i];
2109 } 2003 }
2110 if(!index) return -1; 2004
2005 if (!index)
2006 return -1;
2007
2111 return altern[RANDOM()%index]; 2008 return altern[RANDOM () % index];
2112} 2009}
2113 2010
2114/* 2011/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2118 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2016 */
2120 2017int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2019{
2123 for(i=0;i<SIZEOFFREE;i++) { 2020 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2022 return i;
2126 } 2023
2127 return -1; 2024 return -1;
2128} 2025}
2129 2026
2130/* 2027/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2031 */
2032static void
2134static void permute(int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2135{ 2034{
2136 int i, j, tmp, len; 2035 arr += begin;
2036 end -= begin;
2137 2037
2138 len = end-begin; 2038 while (--end)
2139 for(i = begin; i < end; i++) 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2140 {
2141 j = begin+RANDOM()%len;
2142
2143 tmp = arr[i];
2144 arr[i] = arr[j];
2145 arr[j] = tmp;
2146 }
2147} 2040}
2148 2041
2149/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2151 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2152 * monsters to the north first. However, the size of the array passed 2045 * monsters to the north first. However, the size of the array passed
2153 * covers all the spaces, so within that size, all the spaces within 2046 * covers all the spaces, so within that size, all the spaces within
2154 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2048 */
2049void
2156void get_search_arr(int *search_arr) 2050get_search_arr (int *search_arr)
2157{ 2051{
2158 int i; 2052 int i;
2159 2053
2160 for(i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2055 search_arr[i] = i;
2163 }
2164 2056
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2060}
2169 2061
2170/* 2062/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2063 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2064 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2178 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2179 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2072 * there is capable of.
2181 */ 2073 */
2182 2074int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2075find_dir (maptile *m, int x, int y, object *exclude)
2076{
2184 int i,max=SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2078
2185 sint16 nx, ny; 2079 sint16 nx, ny;
2186 object *tmp; 2080 object *tmp;
2187 mapstruct *mp; 2081 maptile *mp;
2082
2188 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2189 2084
2190 if (exclude && exclude->head) { 2085 if (exclude && exclude->head)
2086 {
2191 exclude = exclude->head; 2087 exclude = exclude->head;
2192 move_type = exclude->move_type; 2088 move_type = exclude->move_type;
2193 } else { 2089 }
2090 else
2091 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2092 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2093 move_type = MOVE_ALL;
2094 }
2095
2096 for (i = 1; i < max; i++)
2196 } 2097 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2098 mp = m;
2200 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2202 2101
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2204 if (mflags & P_OUT_OF_MAP) { 2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i];
2106 else
2107 {
2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type)
2205 max = maxfree[i]; 2113 max = maxfree[i];
2206 } else {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208
2209 if ((move_type & blocked) == move_type) {
2210 max=maxfree[i];
2211 } else if (mflags & P_IS_ALIVE) { 2114 else if (mflags & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2115 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2215 break; 2119 break;
2216 } 2120
2217 }
2218 if(tmp) { 2121 if (tmp)
2219 return freedir[i]; 2122 return freedir[i];
2220 }
2221 } 2123 }
2222 } 2124 }
2223 } 2125 }
2126
2224 return 0; 2127 return 0;
2225} 2128}
2226 2129
2227/* 2130/*
2228 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2132 * distance between the two given objects.
2230 */ 2133 */
2231 2134int
2232int distance(const object *ob1, const object *ob2) { 2135distance (const object *ob1, const object *ob2)
2233 int i; 2136{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2236 return i;
2237} 2138}
2238 2139
2239/* 2140/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2241 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2243 */ 2144 */
2244 2145int
2245int find_dir_2(int x, int y) { 2146find_dir_2 (int x, int y)
2147{
2246 int q; 2148 int q;
2247 2149
2248 if(y) 2150 if (y)
2249 q=x*100/y; 2151 q = x * 100 / y;
2250 else if (x) 2152 else if (x)
2251 q= -300*x; 2153 q = -300 * x;
2252 else 2154 else
2253 return 0; 2155 return 0;
2254 2156
2255 if(y>0) { 2157 if (y > 0)
2158 {
2256 if(q < -242) 2159 if (q < -242)
2257 return 3 ; 2160 return 3;
2258 if (q < -41) 2161 if (q < -41)
2259 return 2 ; 2162 return 2;
2260 if (q < 41) 2163 if (q < 41)
2261 return 1 ; 2164 return 1;
2262 if (q < 242) 2165 if (q < 242)
2263 return 8 ; 2166 return 8;
2264 return 7 ; 2167 return 7;
2265 } 2168 }
2266 2169
2267 if (q < -242) 2170 if (q < -242)
2268 return 7 ; 2171 return 7;
2269 if (q < -41) 2172 if (q < -41)
2270 return 6 ; 2173 return 6;
2271 if (q < 41) 2174 if (q < 41)
2272 return 5 ; 2175 return 5;
2273 if (q < 242) 2176 if (q < 242)
2274 return 4 ; 2177 return 4;
2275 2178
2276 return 3 ; 2179 return 3;
2277} 2180}
2278 2181
2279/* 2182/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2183 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2184 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2185 * "overflow" in previous calculations of a direction).
2283 */ 2186 */
2284 2187
2188int
2285int absdir(int d) { 2189absdir (int d)
2286 while(d<1) d+=8; 2190{
2287 while(d>8) d-=8; 2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2288 return d; 2197 return d;
2289} 2198}
2290 2199
2291/* 2200/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2202 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2203 */
2295 2204
2205int
2296int dirdiff(int dir1, int dir2) { 2206dirdiff (int dir1, int dir2)
2207{
2297 int d; 2208 int d;
2209
2298 d = abs(dir1 - dir2); 2210 d = abs (dir1 - dir2);
2299 if(d>4) 2211 if (d > 4)
2300 d = 8 - d; 2212 d = 8 - d;
2213
2301 return d; 2214 return d;
2302} 2215}
2303 2216
2304/* peterm: 2217/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2308 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2309 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2310 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2224 * functions.
2312 */ 2225 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2232 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2233 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2234 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2235 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2236 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2237 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2238 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2239 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2240 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2241 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2242 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2243 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2244 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2245 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2246 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2247 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2248 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2249 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2250 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2251 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2252 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2253 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2254 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2255 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2256 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2257 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2258 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2259 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2260 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2261 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2262 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2263 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2264 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2265 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2266 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2267 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2268 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2269 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2270 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2271 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2272 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2273 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2274 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2275 {24, 9, -1}
2276}; /* 48 */
2364 2277
2365/* Recursive routine to step back and see if we can 2278/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2281 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2370 */ 2283 */
2371 2284int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2286{
2374 sint16 dx, dy; 2287 sint16 dx, dy;
2375 int mflags; 2288 int mflags;
2376 2289
2290 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2378 2292
2379 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2294 dy = y + freearr_y[dir];
2381 2295
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2296 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2297
2384 /* This functional arguably was incorrect before - it was 2298 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2299 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2300 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2301 * literal on if we can see it. To know if we can actually
2388 * move to the monster, we'd need the monster passed in or 2302 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2303 * at least its move type.
2390 */ 2304 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2305 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2306 return 0;
2392 2307
2393 /* yes, can see. */ 2308 /* yes, can see. */
2394 if(dir < 9) return 1; 2309 if (dir < 9)
2310 return 1;
2311
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2315}
2399 2316
2400
2401
2402/* 2317/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2404 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2406 * 2321 *
2408 * core dumps if they do. 2323 * core dumps if they do.
2409 * 2324 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2326 */
2412 2327
2328int
2413int can_pick(const object *who, const object *item) { 2329can_pick (const object *who, const object *item)
2330{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2417 (who->type==PLAYER||item->weight<who->weight/3));
2418} 2334}
2419
2420 2335
2421/* 2336/*
2422 * create clone from object to another 2337 * create clone from object to another
2423 */ 2338 */
2339object *
2424object *object_create_clone (object *asrc) { 2340object_create_clone (object *asrc)
2341{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2343
2427 if(!asrc) return NULL; 2344 if (!asrc)
2345 return 0;
2346
2428 src = asrc; 2347 src = asrc;
2429 if(src->head) 2348 if (src->head)
2430 src = src->head; 2349 src = src->head;
2431 2350
2432 prev = NULL; 2351 prev = 0;
2433 for(part = src; part; part = part->more) { 2352 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2353 {
2435 copy_object(part,tmp); 2354 tmp = part->clone ();
2436 tmp->x -= src->x; 2355 tmp->x -= src->x;
2437 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2438 if(!part->head) { 2358 if (!part->head)
2359 {
2439 dst = tmp; 2360 dst = tmp;
2440 tmp->head = NULL;
2441 } else {
2442 tmp->head = dst; 2361 tmp->head = 0;
2443 } 2362 }
2363 else
2364 tmp->head = dst;
2365
2444 tmp->more = NULL; 2366 tmp->more = 0;
2367
2445 if(prev) 2368 if (prev)
2446 prev->more = tmp; 2369 prev->more = tmp;
2370
2447 prev = tmp; 2371 prev = tmp;
2448 } 2372 }
2449 /*** copy inventory ***/ 2373
2450 for(item = src->inv; item; item = item->below) { 2374 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2376
2454 return dst; 2377 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463} 2378}
2464 2379
2465/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2466/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2467/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2468/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2469/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2471 2386object *
2472object* load_object_str(const char *obstr) 2387load_object_str (const char *obstr)
2473{ 2388{
2474 object *op; 2389 object *op;
2475 char filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2391
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2393
2478 FILE *tempfile=fopen(filename,"w"); 2394 FILE *tempfile = fopen (filename, "w");
2395
2479 if (tempfile == NULL) 2396 if (tempfile == NULL)
2480 { 2397 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2399 return NULL;
2483 }; 2400 }
2401
2484 fprintf(tempfile,obstr); 2402 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2403 fclose (tempfile);
2486 2404
2487 op=get_object(); 2405 op = object::create ();
2488 2406
2489 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2408
2490 if (thawer) 2409 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0); 2410 load_object (thawer, op, 0);
2411
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED); 2413 CLEAR_FLAG (op, FLAG_REMOVED);
2494 2414
2495 return op; 2415 return op;
2496} 2416}
2497 2417
2498/* This returns the first object in who's inventory that 2418/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2419 * has the same type and subtype match.
2500 * returns NULL if no match. 2420 * returns NULL if no match.
2501 */ 2421 */
2422object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2424{
2504 object *tmp;
2505
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2426 if (tmp->type == type && tmp->subtype == subtype)
2427 return tmp;
2508 2428
2509 return NULL; 2429 return 0;
2510} 2430}
2511 2431
2512/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2513 * otherwise return NULL. 2433 * otherwise return NULL.
2514 * 2434 *
2515 * key must be a passed in shared string - otherwise, this won't 2435 * key must be a passed in shared string - otherwise, this won't
2516 * do the desired thing. 2436 * do the desired thing.
2517 */ 2437 */
2438key_value *
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2439get_ob_key_link (const object *ob, const char *key)
2519 key_value * link; 2440{
2520
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2441 for (key_value *link = ob->key_values; link; link = link->next)
2522 if (link->key == key) { 2442 if (link->key == key)
2523 return link; 2443 return link;
2524 } 2444
2525 } 2445 return 0;
2526 2446}
2527 return NULL;
2528}
2529 2447
2530/* 2448/*
2531 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2532 * 2450 *
2533 * The argument doesn't need to be a shared string. 2451 * The argument doesn't need to be a shared string.
2534 * 2452 *
2535 * The returned string is shared. 2453 * The returned string is shared.
2536 */ 2454 */
2455const char *
2537const char * get_ob_key_value(const object * op, const char * const key) { 2456get_ob_key_value (const object *op, const char *const key)
2457{
2538 key_value * link; 2458 key_value *link;
2539 const char * canonical_key; 2459 shstr_cmp canonical_key (key);
2460
2461 if (!canonical_key)
2540 2462 {
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object 2463 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find. 2464 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field. 2465 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field. 2466 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2467 */
2549 return NULL; 2468 return 0;
2550 } 2469 }
2551 2470
2552 /* This is copied from get_ob_key_link() above - 2471 /* This is copied from get_ob_key_link() above -
2553 * only 4 lines, and saves the function call overhead. 2472 * only 4 lines, and saves the function call overhead.
2554 */ 2473 */
2555 for (link = op->key_values; link != NULL; link = link->next) { 2474 for (link = op->key_values; link; link = link->next)
2556 if (link->key == canonical_key) { 2475 if (link->key == canonical_key)
2557 return link->value; 2476 return link->value;
2558 } 2477
2559 } 2478 return 0;
2560 return NULL;
2561} 2479}
2562 2480
2563 2481
2564/* 2482/*
2565 * Updates the canonical_key in op to value. 2483 * Updates the canonical_key in op to value.
2569 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2487 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570 * keys. 2488 * keys.
2571 * 2489 *
2572 * Returns TRUE on success. 2490 * Returns TRUE on success.
2573 */ 2491 */
2492int
2574int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2494{
2575 key_value * field = NULL, *last=NULL; 2495 key_value *field = NULL, *last = NULL;
2576 2496
2577 for (field=op->key_values; field != NULL; field=field->next) { 2497 for (field = op->key_values; field != NULL; field = field->next)
2498 {
2578 if (field->key != canonical_key) { 2499 if (field->key != canonical_key)
2500 {
2579 last = field; 2501 last = field;
2580 continue; 2502 continue;
2581 } 2503 }
2582 2504
2583 if (value) 2505 if (value)
2584 field->value = value; 2506 field->value = value;
2585 else { 2507 else
2508 {
2586 /* Basically, if the archetype has this key set, 2509 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save 2510 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load, 2511 * it, we save the empty value so that when we load,
2589 * we get this value back again. 2512 * we get this value back again.
2590 */ 2513 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2514 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0; 2515 field->value = 0;
2516 else
2517 {
2518 if (last)
2519 last->next = field->next;
2593 else 2520 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next; 2521 op->key_values = field->next;
2597 2522
2598 delete field; 2523 delete field;
2599 } 2524 }
2600 } 2525 }
2601 return TRUE; 2526 return TRUE;
2602 } 2527 }
2603 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2604 2529
2605 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2606 2531
2607 if (!add_key) { 2532 if (!add_key)
2608 return FALSE; 2533 return FALSE;
2609 } 2534
2610 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2611 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2612 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2613 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2614 * should pass in "" 2539 * should pass in ""
2615 */ 2540 */
2616 if (value == NULL) return TRUE; 2541 if (value == NULL)
2617
2618 field = new key_value;
2619
2620 field->key = canonical_key;
2621 field->value = value;
2622 /* Usual prepend-addition. */
2623 field->next = op->key_values;
2624 op->key_values = field;
2625
2626 return TRUE; 2542 return TRUE;
2543
2544 field = new key_value;
2545
2546 field->key = canonical_key;
2547 field->value = value;
2548 /* Usual prepend-addition. */
2549 field->next = op->key_values;
2550 op->key_values = field;
2551
2552 return TRUE;
2627} 2553}
2628 2554
2629/* 2555/*
2630 * Updates the key in op to value. 2556 * Updates the key in op to value.
2631 * 2557 *
2633 * and not add new ones. 2559 * and not add new ones.
2634 * In general, should be little reason FALSE is ever passed in for add_key 2560 * In general, should be little reason FALSE is ever passed in for add_key
2635 * 2561 *
2636 * Returns TRUE on success. 2562 * Returns TRUE on success.
2637 */ 2563 */
2564int
2638int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2565set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2639{ 2566{
2640 shstr key_ (key); 2567 shstr key_ (key);
2568
2641 return set_ob_key_value_s (op, key_, value, add_key); 2569 return set_ob_key_value_s (op, key_, value, add_key);
2642} 2570}
2571
2572object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container)
2574{
2575 while (item->inv)
2576 item = item->inv;
2577}
2578
2579void
2580object::depth_iterator::next ()
2581{
2582 if (item->below)
2583 {
2584 item = item->below;
2585
2586 while (item->inv)
2587 item = item->inv;
2588 }
2589 else
2590 item = item->env;
2591}
2592
2593// return a suitable string describing an objetc in enough detail to find it
2594const char *
2595object::debug_desc (char *info) const
2596{
2597 char info2[256 * 3];
2598 char *p = info;
2599
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2601 count,
2602 &name,
2603 title ? " " : "",
2604 title ? (const char *)title : "");
2605
2606 if (env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608
2609 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2611
2612 return info;
2613}
2614
2615const char *
2616object::debug_desc () const
2617{
2618 static char info[256 * 3];
2619 return debug_desc (info);
2620}
2621

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