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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.13 by root, Sun Sep 3 22:45:55 2006 UTC vs.
Revision 1.92 by root, Tue Dec 26 17:39:29 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.13 2006/09/03 22:45:55 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
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
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->at (x, y).move_block == MOVE_ALL)
798 {
799 while (inv)
971 { 800 {
972 op=ob->inv; 801 inv->destroy_inv (drop_to_ground);
973 while(op!=NULL) { 802 inv->destroy ();
974 tmp=op->below; 803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE])
816 op->destroy ();
817 else
818 {
975 remove_ob(op); 819 op->remove ();
976 free_object2(op, free_inventory);
977 op=tmp; 820 op->x = x;
821 op->y = y;
822 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
978 } 823 }
979 } 824 }
980 else { /* Put objects in inventory onto this space */ 825 }
981 op=ob->inv; 826}
982 while(op!=NULL) { 827
983 tmp=op->below; 828object *object::create ()
984 remove_ob(op); 829{
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 830 object *op = new object;
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 831 op->link ();
987 free_object(op); 832 return op;
988 else { 833}
989 op->x=ob->x; 834
990 op->y=ob->y; 835void
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 836object::do_destroy ()
992 } 837{
993 op=tmp; 838 if (flag [FLAG_IS_LINKED])
994 } 839 remove_button_link (this);
840
841 if (flag [FLAG_FRIENDLY])
842 remove_friendly_object (this);
843
844 if (!flag [FLAG_REMOVED])
845 remove ();
846
847 if (flag [FLAG_FREED])
848 return;
849
850 set_speed (0);
851
852 flag [FLAG_FREED] = 1;
853
854 attachable::do_destroy ();
855
856 destroy_inv (true);
857 unlink ();
858
859 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
864 {
865 freed_map = new maptile;
866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->allocate ();
995 } 872 }
996 }
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000 873
1001 SET_FLAG(ob, FLAG_FREED); 874 map = freed_map;
1002 ob->count = 0; 875 x = 1;
1003 876 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 877 }
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 878
1026 free_key_values (ob); 879 head = 0;
1027 880
1028 /* Now link it with the free_objects list: */ 881 if (more)
1029 ob->prev=NULL; 882 {
1030 ob->next=free_objects; 883 more->destroy ();
884 more = 0;
885 }
1031 886
1032 if(free_objects!=NULL) 887 // clear those pointers that likely might have circular references to us
1033 free_objects->prev=ob; 888 owner = 0;
889 enemy = 0;
890 attacked_by = 0;
1034 891
1035 free_objects=ob; 892 // only relevant for players(?), but make sure of it anyways
1036 nroffreeobjects++; 893 contr = 0;
1037} 894}
1038 895
1039/* 896void
1040 * count_free() returns the number of objects on the list of free objects. 897object::destroy (bool destroy_inventory)
1041 */
1042
1043int count_free ()
1044{ 898{
1045 int i=0; 899 if (destroyed ())
1046 object *tmp=free_objects;
1047 while(tmp!=NULL)
1048 tmp=tmp->next, i++;
1049 return i; 900 return;
1050}
1051 901
1052/* 902 if (destroy_inventory)
1053 * count_used() returns the number of objects on the list of used objects. 903 destroy_inv (false);
1054 */
1055 904
1056int count_used() 905 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} 906}
1077 907
1078/* 908/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 909 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 910 * weight of an object (and what is carried by it's environment(s)).
1081 */ 911 */
1082 912void
1083void sub_weight (object *op, signed long weight) { 913sub_weight (object *op, signed long weight)
914{
1084 while (op != NULL) { 915 while (op != NULL)
916 {
1085 if (op->type == CONTAINER) { 917 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 918 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 919
1088 op->carrying-=weight; 920 op->carrying -= weight;
1089 op = op->env; 921 op = op->env;
1090 } 922 }
1091} 923}
1092 924
1093/* remove_ob(op): 925/* op->remove ():
1094 * This function removes the object op from the linked list of objects 926 * 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 927 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 930 * the previous environment.
1099 * Beware: This function is called from the editor as well! 931 * Beware: This function is called from the editor as well!
1100 */ 932 */
1101 933void
1102void remove_ob(object *op) { 934object::remove ()
935{
1103 object *tmp,*last=NULL; 936 object *tmp, *last = 0;
1104 object *otmp; 937 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 938
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 939 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 940 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 941
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); 942 SET_FLAG (this, FLAG_REMOVED);
943 INVOKE_OBJECT (REMOVE, this);
1131 944
945 if (more)
946 more->remove ();
947
1132 /* 948 /*
1133 * In this case, the object to be removed is in someones 949 * In this case, the object to be removed is in someones
1134 * inventory. 950 * inventory.
1135 */ 951 */
1136 if(op->env!=NULL) { 952 if (env)
953 {
1137 if(op->nrof) 954 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 955 sub_weight (env, weight * nrof);
1139 else 956 else
1140 sub_weight(op->env, op->weight+op->carrying); 957 sub_weight (env, weight + carrying);
1141 958
1142 /* NO_FIX_PLAYER is set when a great many changes are being 959 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 960 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 961 * to save cpu time.
1145 */ 962 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 963 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 964 otmp->update_stats ();
1148 fix_player(otmp);
1149 965
1150 if(op->above!=NULL) 966 if (above != NULL)
1151 op->above->below=op->below; 967 above->below = below;
1152 else 968 else
1153 op->env->inv=op->below; 969 env->inv = below;
1154 970
1155 if(op->below!=NULL) 971 if (below != NULL)
1156 op->below->above=op->above; 972 below->above = above;
1157 973
1158 /* we set up values so that it could be inserted into 974 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 975 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 976 * to the caller to decide what we want to do.
977 */
978 x = env->x, y = env->y;
979 map = env->map;
980 above = 0, below = 0;
981 env = 0;
982 }
983 else if (map)
984 {
985 /* Re did the following section of code - it looks like it had
986 * lots of logic for things we no longer care about
987 */
988
989 /* link the object above us */
990 if (above)
991 above->below = below;
992 else
993 map->at (x, y).top = below; /* we were top, set new top */
994
995 /* Relink the object below us, if there is one */
996 if (below)
997 below->above = above;
998 else
999 {
1000 /* Nothing below, which means we need to relink map object for this space
1001 * use translated coordinates in case some oddness with map tiling is
1002 * evident
1161 */ 1003 */
1162 op->x=op->env->x,op->y=op->env->y; 1004 if (GET_MAP_OB (map, x, y) != this)
1163 op->map=op->env->map; 1005 {
1164 op->above=NULL,op->below=NULL; 1006 char *dump = dump_object (this);
1165 op->env=NULL; 1007 LOG (llevError,
1008 "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);
1009 free (dump);
1010 dump = dump_object (GET_MAP_OB (map, x, y));
1011 LOG (llevError, "%s\n", dump);
1012 free (dump);
1013 }
1014
1015 map->at (x, y).bot = above; /* goes on above it. */
1016 }
1017
1018 above = 0;
1019 below = 0;
1020
1021 if (map->in_memory == MAP_SAVING)
1166 return; 1022 return;
1167 }
1168 1023
1169 /* If we get here, we are removing it from a map */ 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1025
1172 x = op->x; 1026 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1173 y = op->y; 1027 {
1174 m = get_map_from_coord(op->map, &x, &y); 1028 /* No point updating the players look faces if he is the object
1175 1029 * 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 */ 1030 */
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 1031
1190 /* Re did the following section of code - it looks like it had 1032 if (tmp->type == PLAYER && tmp != this)
1191 * lots of logic for things we no longer care about 1033 {
1192 */ 1034 /* If a container that the player is currently using somehow gets
1193 1035 * removed (most likely destroyed), update the player view
1194 /* link the object above us */ 1036 * 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 */ 1037 */
1208 if(GET_MAP_OB(m,x,y)!=op) { 1038 if (tmp->container == this)
1209 dump_object(op); 1039 {
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); 1040 flag [FLAG_APPLIED] = 0;
1211 dump_object(GET_MAP_OB(m,x,y)); 1041 tmp->container = 0;
1212 LOG(llevError,"%s\n",errmsg); 1042 }
1043
1044 if (tmp->contr->ns)
1045 tmp->contr->ns->floorbox_update ();
1046 }
1047
1048 /* See if player moving off should effect something */
1049 if (check_walk_off
1050 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1052 {
1053 move_apply (tmp, this, 0);
1054
1055 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 }
1058
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1060
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp;
1213 } 1065 }
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218 1066
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 */ 1067 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) { 1068 if (!last)
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1069 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 1070 else
1268 update_object(last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1269 1072
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1074 update_all_los (map, x, y);
1272 1075 }
1273} 1076}
1274 1077
1275/* 1078/*
1276 * merge_ob(op,top): 1079 * merge_ob(op,top):
1277 * 1080 *
1278 * This function goes through all objects below and including top, and 1081 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1082 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1083 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1084 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1085 */
1283 1086object *
1284object *merge_ob(object *op, object *top) { 1087merge_ob (object *op, object *top)
1088{
1285 if(!op->nrof) 1089 if (!op->nrof)
1286 return 0; 1090 return 0;
1287 if(top==NULL) 1091
1092 if (top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1093 for (top = op; top && top->above; top = top->above)
1094 ;
1095
1289 for(;top!=NULL;top=top->below) { 1096 for (; top; top = top->below)
1097 {
1290 if(top==op) 1098 if (top == op)
1291 continue; 1099 continue;
1292 if (CAN_MERGE(op,top)) 1100
1293 { 1101 if (object::can_merge (op, top))
1102 {
1294 top->nrof+=op->nrof; 1103 top->nrof += op->nrof;
1104
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1106 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1107 op->destroy ();
1298 free_object(op);
1299 return top; 1108 return top;
1300 } 1109 }
1301 } 1110 }
1111
1302 return NULL; 1112 return 0;
1303} 1113}
1304 1114
1305/* 1115/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1116 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1117 * job preparing multi-part monsters
1308 */ 1118 */
1119object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1120insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1121{
1310 object* tmp; 1122 object *tmp;
1123
1311 if (op->head) 1124 if (op->head)
1312 op=op->head; 1125 op = op->head;
1126
1313 for (tmp=op;tmp;tmp=tmp->more){ 1127 for (tmp = op; tmp; tmp = tmp->more)
1128 {
1314 tmp->x=x+tmp->arch->clone.x; 1129 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1130 tmp->y = y + tmp->arch->clone.y;
1316 } 1131 }
1132
1317 return insert_ob_in_map (op, m, originator, flag); 1133 return insert_ob_in_map (op, m, originator, flag);
1318} 1134}
1319 1135
1320/* 1136/*
1321 * insert_ob_in_map (op, map, originator, flag): 1137 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1138 * This function inserts the object in the two-way linked list
1335 * Return value: 1151 * Return value:
1336 * new object if 'op' was merged with other object 1152 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1153 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1154 * just 'op' otherwise
1339 */ 1155 */
1340 1156object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1157insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1158{
1343 object *tmp, *top, *floor=NULL; 1159 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1160 sint16 x, y;
1345 1161
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1162 if (QUERY_FLAG (op, FLAG_FREED))
1163 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1164 LOG (llevError, "Trying to insert freed object!\n");
1348 return NULL; 1165 return NULL;
1166 }
1167
1168 if (m == NULL)
1349 } 1169 {
1350 if(m==NULL) {
1351 dump_object(op); 1170 char *dump = dump_object (op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1353 return op; 1173 return op;
1354 } 1174 }
1175
1355 if(out_of_map(m,op->x,op->y)) { 1176 if (out_of_map (m, op->x, op->y))
1177 {
1356 dump_object(op); 1178 char *dump = dump_object (op);
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1358#ifdef MANY_CORES 1180#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object 1181 /* 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 1182 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted. 1183 * improperly inserted.
1362 */ 1184 */
1363 abort(); 1185 abort ();
1364#endif 1186#endif
1187 free (dump);
1365 return op; 1188 return op;
1366 } 1189 }
1190
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1191 if (!QUERY_FLAG (op, FLAG_REMOVED))
1192 {
1368 dump_object(op); 1193 char *dump = dump_object (op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1195 free (dump);
1370 return op; 1196 return op;
1197 }
1198
1199 if (op->more)
1371 } 1200 {
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */ 1201 /* The part may be on a different map. */
1374 1202
1375 object *more = op->more; 1203 object *more = op->more;
1376 1204
1377 /* We really need the caller to normalize coordinates - if 1205 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within 1206 * 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 1207 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it. 1208 * is clear wrong do we normalize it.
1381 */ 1209 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1210 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1211 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 } else if (!more->map) { 1212 else if (!more->map)
1213 {
1385 /* For backwards compatibility - when not dealing with tiled maps, 1214 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent. 1215 * more->map should always point to the parent.
1387 */ 1216 */
1388 more->map = m; 1217 more->map = m;
1389 } 1218 }
1390 1219
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1220 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1221 {
1392 if ( ! op->head) 1222 if (!op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1223 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1224
1394 return NULL; 1225 return 0;
1395 } 1226 }
1396 } 1227 }
1228
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1229 CLEAR_FLAG (op, FLAG_REMOVED);
1398 1230
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1231 /* 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 1232 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work 1233 * need extra work
1402 */ 1234 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1235 op->map = get_map_from_coord (m, &op->x, &op->y);
1404 x = op->x; 1236 x = op->x;
1405 y = op->y; 1237 y = op->y;
1406 1238
1407 /* this has to be done after we translate the coordinates. 1239 /* this has to be done after we translate the coordinates.
1408 */ 1240 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1241 if (op->nrof && !(flag & INS_NO_MERGE))
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1242 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1411 if (CAN_MERGE(op,tmp)) { 1243 if (object::can_merge (op, tmp))
1244 {
1412 op->nrof+=tmp->nrof; 1245 op->nrof += tmp->nrof;
1413 remove_ob(tmp); 1246 tmp->destroy ();
1414 free_object(tmp); 1247 }
1248
1249 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1250 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1251
1252 if (!QUERY_FLAG (op, FLAG_ALIVE))
1253 CLEAR_FLAG (op, FLAG_NO_STEAL);
1254
1255 if (flag & INS_BELOW_ORIGINATOR)
1256 {
1257 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1258 {
1259 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1260 abort ();
1261 }
1262
1263 op->above = originator;
1264 op->below = originator->below;
1265
1266 if (op->below)
1267 op->below->above = op;
1268 else
1269 op->ms ().bot = op;
1270
1271 /* since *below* originator, no need to update top */
1272 originator->below = op;
1273 }
1274 else
1275 {
1276 /* If there are other objects, then */
1277 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1278 {
1279 object *last = NULL;
1280
1281 /*
1282 * If there are multiple objects on this space, we do some trickier handling.
1283 * We've already dealt with merging if appropriate.
1284 * Generally, we want to put the new object on top. But if
1285 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1286 * floor, we want to insert above that and no further.
1287 * Also, if there are spell objects on this space, we stop processing
1288 * once we get to them. This reduces the need to traverse over all of
1289 * them when adding another one - this saves quite a bit of cpu time
1290 * when lots of spells are cast in one area. Currently, it is presumed
1291 * that flying non pickable objects are spell objects.
1292 */
1293
1294 while (top != NULL)
1295 {
1296 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1297 floor = top;
1298
1299 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1300 {
1301 /* We insert above top, so we want this object below this */
1302 top = top->below;
1303 break;
1304 }
1305
1306 last = top;
1307 top = top->above;
1415 } 1308 }
1416 }
1417 1309
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1310 /* Don't want top to be NULL, so set it to the last valid object */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1311 top = last;
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422 1312
1423 if (flag & INS_BELOW_ORIGINATOR) { 1313 /* We let update_position deal with figuring out what the space
1424 if (originator->map != op->map || originator->x != op->x || 1314 * looks like instead of lots of conditions here.
1425 originator->y != op->y) { 1315 * 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"); 1316 */
1427 abort(); 1317
1318 /* Have object 'fall below' other objects that block view.
1319 * Unless those objects are exits, type 66
1320 * If INS_ON_TOP is used, don't do this processing
1321 * Need to find the object that in fact blocks view, otherwise
1322 * stacking is a bit odd.
1323 */
1324 if (!(flag & INS_ON_TOP) &&
1325 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1326 {
1327 for (last = top; last != floor; last = last->below)
1328 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1329 break;
1330 /* Check to see if we found the object that blocks view,
1331 * and make sure we have a below pointer for it so that
1332 * we can get inserted below this one, which requires we
1333 * set top to the object below us.
1334 */
1335 if (last && last->below && last != floor)
1336 top = last->below;
1337 }
1338 } /* If objects on this space */
1339
1340 if (flag & INS_MAP_LOAD)
1341 top = GET_MAP_TOP (op->map, op->x, op->y);
1342
1343 if (flag & INS_ABOVE_FLOOR_ONLY)
1344 top = floor;
1345
1346 /* Top is the object that our object (op) is going to get inserted above.
1347 */
1348
1349 /* First object on this space */
1350 if (!top)
1351 {
1352 op->above = GET_MAP_OB (op->map, op->x, op->y);
1353
1354 if (op->above)
1355 op->above->below = op;
1356
1357 op->below = NULL;
1358 op->ms ().bot = op;
1428 } 1359 }
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 { 1360 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 */ 1361 { /* get inserted into the stack above top */
1507 op->above = top->above; 1362 op->above = top->above;
1363
1364 if (op->above)
1508 if (op->above) op->above->below = op; 1365 op->above->below = op;
1366
1509 op->below = top; 1367 op->below = top;
1510 top->above = op; 1368 top->above = op;
1511 } 1369 }
1370
1512 if (op->above==NULL) 1371 if (op->above == NULL)
1513 SET_MAP_TOP(op->map,op->x, op->y, op); 1372 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1373 } /* else not INS_BELOW_ORIGINATOR */
1515 1374
1516 if(op->type==PLAYER) 1375 if (op->type == PLAYER)
1517 op->contr->do_los=1; 1376 op->contr->do_los = 1;
1518 1377
1519 /* If we have a floor, we know the player, if any, will be above 1378 /* 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. 1379 * it, so save a few ticks and start from there.
1521 */ 1380 */
1522 if (!(flag & INS_MAP_LOAD)) 1381 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1382 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1383 if (pl->contr->ns)
1525 tmp->contr->socket.update_look=1; 1384 pl->contr->ns->floorbox_update ();
1526 }
1527 1385
1528 /* If this object glows, it may affect lighting conditions that are 1386 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1387 * 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 1388 * 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 1389 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1390 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1391 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1392 * or just updating the P_NEED_UPDATE for spaces within this area
1535 * of effect may be sufficient. 1393 * of effect may be sufficient.
1536 */ 1394 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1395 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y); 1396 update_all_los (op->map, op->x, op->y);
1539 1397
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1398 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1399 update_object (op, UP_OBJ_INSERT);
1543 1400
1401 INVOKE_OBJECT (INSERT, op);
1544 1402
1545 /* Don't know if moving this to the end will break anything. However, 1403 /* 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. 1404 * we want to have floorbox_update called before calling this.
1547 * 1405 *
1548 * check_move_on() must be after this because code called from 1406 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1407 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1408 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1409 * update_object().
1552 */ 1410 */
1553 1411
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1412 /* 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) { 1413 if (!(flag & INS_NO_WALK_ON) && !op->head)
1414 {
1557 if (check_move_on(op, originator)) 1415 if (check_move_on (op, originator))
1558 return NULL; 1416 return 0;
1559 1417
1560 /* If we are a multi part object, lets work our way through the check 1418 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1419 * walk on's.
1562 */ 1420 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1421 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1422 if (check_move_on (tmp, originator))
1565 return NULL; 1423 return 0;
1566 } 1424 }
1425
1567 return op; 1426 return op;
1568} 1427}
1569 1428
1570/* this function inserts an object in the map, but if it 1429/* 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. 1430 * 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. 1431 * op is the object to insert it under: supplies x and the map.
1573 */ 1432 */
1433void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1434replace_insert_ob_in_map (const char *arch_string, object *op)
1575 object *tmp; 1435{
1576 object *tmp1; 1436 object *tmp, *tmp1;
1577 1437
1578 /* first search for itself and remove any old instances */ 1438 /* first search for itself and remove any old instances */
1579 1439
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1440 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 */ { 1441 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1442 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1443
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1444 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1445
1589 1446 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1447 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1448 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1449}
1593 1450
1594/* 1451/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1452 * 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 1453 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1454 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1455 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1456 * global static errmsg array.
1600 */ 1457 */
1601 1458
1459object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1460get_split_ob (object *orig_ob, uint32 nr)
1461{
1603 object *newob; 1462 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1463 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1464
1606 if(orig_ob->nrof<nr) { 1465 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1466 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1467 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1468 return NULL;
1610 } 1469 }
1470
1611 newob = object_create_clone(orig_ob); 1471 newob = object_create_clone (orig_ob);
1472
1612 if((orig_ob->nrof-=nr)<1) { 1473 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1474 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1475 else if (!is_removed)
1476 {
1618 if(orig_ob->env!=NULL) 1477 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1478 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1479 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1480 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1481 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"); 1482 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1483 return NULL;
1625 } 1484 }
1626 } 1485 }
1486
1627 newob->nrof=nr; 1487 newob->nrof = nr;
1628 1488
1629 return newob; 1489 return newob;
1630} 1490}
1631 1491
1632/* 1492/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1493 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1494 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1495 * is subsequently removed and freed.
1636 * 1496 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1497 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1498 */
1639 1499
1500object *
1640object *decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1641{ 1502{
1642 object *tmp; 1503 object *tmp;
1643 player *pl;
1644 1504
1645 if (i == 0) /* objects with op->nrof require this check */ 1505 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1506 return op;
1647 1507
1648 if (i > op->nrof) 1508 if (i > op->nrof)
1649 i = op->nrof; 1509 i = op->nrof;
1650 1510
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1512 op->nrof -= i;
1513 else if (op->env)
1514 {
1515 /* is this object in the players inventory, or sub container
1516 * therein?
1517 */
1518 tmp = op->in_player ();
1519 /* nope. Is this a container the player has opened?
1520 * If so, set tmp to that player.
1521 * IMO, searching through all the players will mostly
1522 * likely be quicker than following op->env to the map,
1523 * and then searching the map for a player.
1524 */
1525 if (!tmp)
1526 for_all_players (pl)
1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1530 break;
1531 }
1532
1533 if (i < op->nrof)
1534 {
1535 sub_weight (op->env, op->weight * i);
1536 op->nrof -= i;
1537 if (tmp)
1538 esrv_send_item (tmp, op);
1539 }
1540 else
1541 {
1542 op->remove ();
1543 op->nrof = 0;
1544 if (tmp)
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1652 { 1547 }
1548 else
1549 {
1550 object *above = op->above;
1551
1552 if (i < op->nrof)
1653 op->nrof -= i; 1553 op->nrof -= i;
1654 } 1554 else
1655 else if (op->env != NULL)
1656 {
1657 /* is this object in the players inventory, or sub container
1658 * therein?
1659 */ 1555 {
1660 tmp = is_player_inv (op->env); 1556 op->remove ();
1661 /* nope. Is this a container the player has opened? 1557 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 } 1558 }
1673 1559
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 */ 1560 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1561 for (tmp = above; tmp; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1562 if (tmp->type == PLAYER)
1563 {
1701 if (op->nrof) 1564 if (op->nrof)
1702 esrv_send_item(tmp, op); 1565 esrv_send_item (tmp, op);
1703 else 1566 else
1704 esrv_del_item(tmp->contr, op->count); 1567 esrv_del_item (tmp->contr, op->count);
1705 } 1568 }
1706 } 1569 }
1707 1570
1708 if (op->nrof) { 1571 if (op->nrof)
1709 return op; 1572 return op;
1710 } else { 1573 else
1711 free_object (op); 1574 {
1575 op->destroy ();
1712 return NULL; 1576 return 0;
1713 } 1577 }
1714} 1578}
1715 1579
1716/* 1580/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1719 */ 1583 */
1720 1584
1585void
1721void add_weight (object *op, signed long weight) { 1586add_weight (object *op, signed long weight)
1587{
1722 while (op!=NULL) { 1588 while (op != NULL)
1589 {
1723 if (op->type == CONTAINER) { 1590 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1591 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1592
1726 op->carrying+=weight; 1593 op->carrying += weight;
1727 op=op->env; 1594 op = op->env;
1728 } 1595 }
1729} 1596}
1730 1597
1598object *
1599insert_ob_in_ob (object *op, object *where)
1600{
1601 if (!where)
1602 {
1603 char *dump = dump_object (op);
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump);
1606 return op;
1607 }
1608
1609 if (where->head)
1610 {
1611 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head;
1613 }
1614
1615 return where->insert (op);
1616}
1617
1731/* 1618/*
1732 * insert_ob_in_ob(op,environment): 1619 * env->insert (op)
1733 * This function inserts the object op in the linked list 1620 * This function inserts the object op in the linked list
1734 * inside the object environment. 1621 * inside the object environment.
1735 * 1622 *
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 1623 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1743 */ 1625 */
1744 1626
1745object *insert_ob_in_ob(object *op,object *where) { 1627object *
1628object::insert (object *op)
1629{
1746 object *tmp, *otmp; 1630 object *tmp, *otmp;
1747 1631
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1632 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1633 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1634
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) { 1635 if (op->more)
1636 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1637 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1638 return op;
1767 } 1639 }
1640
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1642 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1643 if (op->nrof)
1644 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1645 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1646 if (object::can_merge (tmp, op))
1647 {
1773 /* return the original object and remove inserted object 1648 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1649 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1650 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1651 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1652 * tmp->nrof, we need to increase the weight.
1778 */ 1653 */
1779 add_weight (where, op->weight*op->nrof); 1654 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1655 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1656 op->destroy (); /* free the inserted object */
1782 op = tmp; 1657 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1658 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1660 break;
1786 } 1661 }
1787 1662
1788 /* I assume combined objects have no inventory 1663 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1664 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1665 * (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 1666 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1667 * the linking below
1793 */ 1668 */
1794 add_weight (where, op->weight*op->nrof); 1669 add_weight (this, op->weight * op->nrof);
1670 }
1795 } else 1671 else
1796 add_weight (where, (op->weight+op->carrying)); 1672 add_weight (this, (op->weight + op->carrying));
1797 1673
1798 otmp=is_player_inv(where); 1674 otmp = this->in_player ();
1799 if (otmp&&otmp->contr!=NULL) { 1675 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1677 otmp->update_stats ();
1802 }
1803 1678
1804 op->map=NULL; 1679 op->map = 0;
1805 op->env=where; 1680 op->env = this;
1806 op->above=NULL; 1681 op->above = 0;
1807 op->below=NULL; 1682 op->below = 0;
1808 op->x=0,op->y=0; 1683 op->x = 0, op->y = 0;
1809 1684
1810 /* reset the light list and los of the players on the map */ 1685 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1686 if ((op->glow_radius != 0) && map)
1812 { 1687 {
1813#ifdef DEBUG_LIGHTS 1688#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1690#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1691 if (map->darkness)
1692 update_all_los (map, x, y);
1818 } 1693 }
1819 1694
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1695 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1696 * It sure simplifies this function...
1822 */ 1697 */
1823 if (where->inv==NULL) 1698 if (!inv)
1824 where->inv=op; 1699 inv = op;
1825 else { 1700 else
1701 {
1826 op->below = where->inv; 1702 op->below = inv;
1827 op->below->above = op; 1703 op->below->above = op;
1828 where->inv = op; 1704 inv = op;
1829 } 1705 }
1706
1707 INVOKE_OBJECT (INSERT, this);
1708
1830 return op; 1709 return op;
1831} 1710}
1832 1711
1833/* 1712/*
1834 * Checks if any objects has a move_type that matches objects 1713 * 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 1728 * 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 1729 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1730 * on top.
1852 */ 1731 */
1853 1732
1733int
1854int check_move_on (object *op, object *originator) 1734check_move_on (object *op, object *originator)
1855{ 1735{
1856 object *tmp; 1736 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1737 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1738 int x = op->x, y = op->y;
1739
1860 MoveType move_on, move_slow, move_block; 1740 MoveType move_on, move_slow, move_block;
1861 1741
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1742 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1743 return 0;
1864 1744
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1745 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); 1746 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); 1747 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1748
1871 /* if nothing on this space will slow op down or be applied, 1749 /* 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 1750 * 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 1751 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1752 * as walking.
1875 */ 1753 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1754 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1755 return 0;
1878 1756
1879 /* This is basically inverse logic of that below - basically, 1757 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1758 * 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 1759 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1760 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1761 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1762 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; 1763 return 0;
1886 1764
1887 /* The objects have to be checked from top to bottom. 1765 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1766 * Hence, we first go to the top:
1889 */ 1767 */
1890 1768
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1769 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1892 tmp->above!=NULL; tmp=tmp->above) { 1770 {
1893 /* Trim the search when we find the first other spell effect 1771 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1772 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1773 * we don't need to check all of them.
1896 */ 1774 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1775 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1776 break;
1777 }
1778
1779 for (; tmp; tmp = tmp->below)
1898 } 1780 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1781 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1782 continue; /* Can't apply yourself */
1901 1783
1902 /* Check to see if one of the movement types should be slowed down. 1784 /* 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 1785 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1786 * (~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 1787 * 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. 1788 * swim on that space, can't use it to avoid the penalty.
1907 */ 1789 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1790 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1791 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1792 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)) { 1793 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1794 {
1912 1795
1913 float diff; 1796 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1797 diff = tmp->move_slow_penalty * FABS (op->speed);
1798
1916 if (op->type == PLAYER) { 1799 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1800 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))) { 1801 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1802 diff /= 4.0;
1920 } 1803
1921 }
1922 op->speed_left -= diff; 1804 op->speed_left -= diff;
1923 } 1805 }
1924 } 1806 }
1925 1807
1926 /* Basically same logic as above, except now for actual apply. */ 1808 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1809 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)) { 1810 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1811 {
1931 move_apply(tmp, op, originator); 1812 move_apply (tmp, op, originator);
1813
1932 if (was_destroyed (op, tag)) 1814 if (op->destroyed ())
1933 return 1; 1815 return 1;
1934 1816
1935 /* what the person/creature stepped onto has moved the object 1817 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1818 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1819 * have a feeling strange problems would result.
1938 */ 1820 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1821 if (op->map != m || op->x != x || op->y != y)
1822 return 0;
1940 } 1823 }
1941 } 1824 }
1825
1942 return 0; 1826 return 0;
1943} 1827}
1944 1828
1945/* 1829/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1830 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1831 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1949 */ 1833 */
1950 1834object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1835present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1836{
1953 if(m==NULL || out_of_map(m,x,y)) { 1837 if (m == NULL || out_of_map (m, x, y))
1838 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1839 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1840 return NULL;
1956 } 1841 }
1842
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1843 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if(tmp->arch == at) 1844 if (tmp->arch == at)
1959 return tmp; 1845 return tmp;
1846
1960 return NULL; 1847 return NULL;
1961} 1848}
1962 1849
1963/* 1850/*
1964 * present(type, map, x, y) searches for any objects with 1851 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1852 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
1967 */ 1854 */
1968 1855object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1856present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1857{
1971 if(out_of_map(m,x,y)) { 1858 if (out_of_map (m, x, y))
1859 {
1972 LOG(llevError,"Present called outside map.\n"); 1860 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1861 return NULL;
1974 } 1862 }
1863
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1864 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if(tmp->type==type) 1865 if (tmp->type == type)
1977 return tmp; 1866 return tmp;
1867
1978 return NULL; 1868 return NULL;
1979} 1869}
1980 1870
1981/* 1871/*
1982 * present_in_ob(type, object) searches for any objects with 1872 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1873 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
1985 */ 1875 */
1986 1876object *
1987object *present_in_ob(unsigned char type, const object *op) { 1877present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1878{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1879 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1880 if (tmp->type == type)
1991 return tmp; 1881 return tmp;
1882
1992 return NULL; 1883 return NULL;
1993} 1884}
1994 1885
1995/* 1886/*
1996 * present_in_ob (type, str, object) searches for any objects with 1887 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1895 * 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 1896 * 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 1897 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1898 * to be unique.
2008 */ 1899 */
2009 1900object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1901present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1902{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1904 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1905 return tmp;
2016 } 1906
2017 return NULL; 1907 return 0;
2018} 1908}
2019 1909
2020/* 1910/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1911 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1912 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1913 * The first matching object is returned, or NULL if none.
2024 */ 1914 */
2025 1915object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1916present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1917{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 1919 if (tmp->arch == at)
2030 return tmp; 1920 return tmp;
1921
2031 return NULL; 1922 return NULL;
2032} 1923}
2033 1924
2034/* 1925/*
2035 * activate recursively a flag on an object inventory 1926 * activate recursively a flag on an object inventory
2036 */ 1927 */
1928void
2037void flag_inv(object*op, int flag){ 1929flag_inv (object *op, int flag)
2038 object *tmp; 1930{
2039 if(op->inv) 1931 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1933 {
2041 SET_FLAG(tmp, flag); 1934 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 1935 flag_inv (tmp, flag);
2043 } 1936 }
1937}
1938
2044}/* 1939/*
2045 * desactivate recursively a flag on an object inventory 1940 * deactivate recursively a flag on an object inventory
2046 */ 1941 */
1942void
2047void unflag_inv(object*op, int flag){ 1943unflag_inv (object *op, int flag)
2048 object *tmp; 1944{
2049 if(op->inv) 1945 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1947 {
2051 CLEAR_FLAG(tmp, flag); 1948 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 1949 unflag_inv (tmp, flag);
2053 } 1950 }
2054} 1951}
2055 1952
2056/* 1953/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1954 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 1955 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 1956 * 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. 1957 * him/her-self and all object carried by a call to this function.
2061 */ 1958 */
2062 1959void
2063void set_cheat(object *op) { 1960set_cheat (object *op)
1961{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 1962 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 1963 flag_inv (op, FLAG_WAS_WIZ);
2066} 1964}
2067 1965
2068/* 1966/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1967 * 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 1968 * 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 1982 * 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 1983 * 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 1984 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 1985 * customized, changed states, etc.
2088 */ 1986 */
2089 1987int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1988find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1989{
2091 int i,index=0, flag; 1990 int index = 0, flag;
2092 static int altern[SIZEOFFREE]; 1991 int altern[SIZEOFFREE];
2093 1992
2094 for(i=start;i<stop;i++) { 1993 for (int i = start; i < stop; i++)
1994 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1995 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 1996 if (!flag)
2097 altern[index++]=i; 1997 altern [index++] = i;
2098 1998
2099 /* Basically, if we find a wall on a space, we cut down the search size. 1999 /* 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. 2000 * 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 - 2001 * 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 2002 * 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 2003 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2004 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2005 * won't look 2 spaces south of the target space.
2106 */ 2006 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2007 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2008 stop = maxfree[i];
2109 } 2009 }
2110 if(!index) return -1; 2010
2011 if (!index)
2012 return -1;
2013
2111 return altern[RANDOM()%index]; 2014 return altern[RANDOM () % index];
2112} 2015}
2113 2016
2114/* 2017/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2018 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2019 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2020 * 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. 2021 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2022 */
2120 2023int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2024find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2025{
2123 for(i=0;i<SIZEOFFREE;i++) { 2026 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2027 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2028 return i;
2126 } 2029
2127 return -1; 2030 return -1;
2128} 2031}
2129 2032
2130/* 2033/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2034 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2035 * arr[begin..end-1].
2036 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2037 */
2038static void
2134static void permute(int *arr, int begin, int end) 2039permute (int *arr, int begin, int end)
2135{ 2040{
2136 int i, j, tmp, len; 2041 arr += begin;
2042 end -= begin;
2137 2043
2138 len = end-begin; 2044 while (--end)
2139 for(i = begin; i < end; i++) 2045 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} 2046}
2148 2047
2149/* new function to make monster searching more efficient, and effective! 2048/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2049 * 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 2050 * 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 2051 * 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 2052 * 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. 2053 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2054 */
2055void
2156void get_search_arr(int *search_arr) 2056get_search_arr (int *search_arr)
2157{ 2057{
2158 int i; 2058 int i;
2159 2059
2160 for(i = 0; i < SIZEOFFREE; i++) 2060 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2061 search_arr[i] = i;
2163 }
2164 2062
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2063 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2064 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2065 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2066}
2169 2067
2170/* 2068/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2069 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2070 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2075 * 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 2076 * 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 2077 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2078 * there is capable of.
2181 */ 2079 */
2182 2080int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2081find_dir (maptile *m, int x, int y, object *exclude)
2082{
2184 int i,max=SIZEOFFREE, mflags; 2083 int i, max = SIZEOFFREE, mflags;
2084
2185 sint16 nx, ny; 2085 sint16 nx, ny;
2186 object *tmp; 2086 object *tmp;
2187 mapstruct *mp; 2087 maptile *mp;
2088
2188 MoveType blocked, move_type; 2089 MoveType blocked, move_type;
2189 2090
2190 if (exclude && exclude->head) { 2091 if (exclude && exclude->head)
2092 {
2191 exclude = exclude->head; 2093 exclude = exclude->head;
2192 move_type = exclude->move_type; 2094 move_type = exclude->move_type;
2193 } else { 2095 }
2096 else
2097 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2098 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2099 move_type = MOVE_ALL;
2100 }
2101
2102 for (i = 1; i < max; i++)
2196 } 2103 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2104 mp = m;
2200 nx = x + freearr_x[i]; 2105 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2106 ny = y + freearr_y[i];
2202 2107
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2109
2204 if (mflags & P_OUT_OF_MAP) { 2110 if (mflags & P_OUT_OF_MAP)
2111 max = maxfree[i];
2112 else
2113 {
2114 mapspace &ms = mp->at (nx, ny);
2115
2116 blocked = ms.move_block;
2117
2118 if ((move_type & blocked) == move_type)
2205 max = maxfree[i]; 2119 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) { 2120 else if (mflags & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2121 {
2122 for (tmp = ms.bot; tmp; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2124 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2215 break; 2125 break;
2216 } 2126
2217 }
2218 if(tmp) { 2127 if (tmp)
2219 return freedir[i]; 2128 return freedir[i];
2220 }
2221 } 2129 }
2222 } 2130 }
2223 } 2131 }
2132
2224 return 0; 2133 return 0;
2225} 2134}
2226 2135
2227/* 2136/*
2228 * distance(object 1, object 2) will return the square of the 2137 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2138 * distance between the two given objects.
2230 */ 2139 */
2231 2140int
2232int distance(const object *ob1, const object *ob2) { 2141distance (const object *ob1, const object *ob2)
2233 int i; 2142{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2143 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} 2144}
2238 2145
2239/* 2146/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2147 * 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 2148 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2149 * object, needs to travel toward it.
2243 */ 2150 */
2244 2151int
2245int find_dir_2(int x, int y) { 2152find_dir_2 (int x, int y)
2153{
2246 int q; 2154 int q;
2247 2155
2248 if(y) 2156 if (y)
2249 q=x*100/y; 2157 q = x * 100 / y;
2250 else if (x) 2158 else if (x)
2251 q= -300*x; 2159 q = -300 * x;
2252 else 2160 else
2253 return 0; 2161 return 0;
2254 2162
2255 if(y>0) { 2163 if (y > 0)
2164 {
2256 if(q < -242) 2165 if (q < -242)
2257 return 3 ; 2166 return 3;
2258 if (q < -41) 2167 if (q < -41)
2259 return 2 ; 2168 return 2;
2260 if (q < 41) 2169 if (q < 41)
2261 return 1 ; 2170 return 1;
2262 if (q < 242) 2171 if (q < 242)
2263 return 8 ; 2172 return 8;
2264 return 7 ; 2173 return 7;
2265 } 2174 }
2266 2175
2267 if (q < -242) 2176 if (q < -242)
2268 return 7 ; 2177 return 7;
2269 if (q < -41) 2178 if (q < -41)
2270 return 6 ; 2179 return 6;
2271 if (q < 41) 2180 if (q < 41)
2272 return 5 ; 2181 return 5;
2273 if (q < 242) 2182 if (q < 242)
2274 return 4 ; 2183 return 4;
2275 2184
2276 return 3 ; 2185 return 3;
2277} 2186}
2278 2187
2279/* 2188/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2189 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2190 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2191 * "overflow" in previous calculations of a direction).
2283 */ 2192 */
2284 2193
2194int
2285int absdir(int d) { 2195absdir (int d)
2286 while(d<1) d+=8; 2196{
2287 while(d>8) d-=8; 2197 while (d < 1)
2198 d += 8;
2199
2200 while (d > 8)
2201 d -= 8;
2202
2288 return d; 2203 return d;
2289} 2204}
2290 2205
2291/* 2206/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2207 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2208 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2209 */
2295 2210
2211int
2296int dirdiff(int dir1, int dir2) { 2212dirdiff (int dir1, int dir2)
2213{
2297 int d; 2214 int d;
2215
2298 d = abs(dir1 - dir2); 2216 d = abs (dir1 - dir2);
2299 if(d>4) 2217 if (d > 4)
2300 d = 8 - d; 2218 d = 8 - d;
2219
2301 return d; 2220 return d;
2302} 2221}
2303 2222
2304/* peterm: 2223/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2224 * 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 2227 * 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. 2228 * 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 2229 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2230 * functions.
2312 */ 2231 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2232int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2233 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2234 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2235 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2236 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2237 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2238 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2239 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2240 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2241 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2242 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2243 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2244 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2245 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2246 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2247 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2248 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2249 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2250 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2251 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2252 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2253 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2254 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2255 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2256 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2257 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2258 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2259 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2260 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2261 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2262 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2263 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2264 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2265 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2266 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2267 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2268 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2269 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2270 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2271 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2272 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2273 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2274 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2275 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2276 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2277 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2278 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2279 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2280 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2281 {24, 9, -1}
2282}; /* 48 */
2364 2283
2365/* Recursive routine to step back and see if we can 2284/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2285 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2286 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2287 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2288 * Modified to be map tile aware -.MSW
2370 */ 2289 */
2371 2290int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2291can_see_monsterP (maptile *m, int x, int y, int dir)
2292{
2374 sint16 dx, dy; 2293 sint16 dx, dy;
2375 int mflags; 2294 int mflags;
2376 2295
2296 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2297 return 0; /* exit condition: invalid direction */
2378 2298
2379 dx = x + freearr_x[dir]; 2299 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2300 dy = y + freearr_y[dir];
2381 2301
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2302 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2303
2384 /* This functional arguably was incorrect before - it was 2304 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2305 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2306 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2307 * 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 2308 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2309 * at least its move type.
2390 */ 2310 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2311 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2312 return 0;
2392 2313
2393 /* yes, can see. */ 2314 /* yes, can see. */
2394 if(dir < 9) return 1; 2315 if (dir < 9)
2316 return 1;
2317
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2318 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2319 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2320 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2321}
2399 2322
2400
2401
2402/* 2323/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2324 * 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 2325 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2326 * picked up, otherwise 0.
2406 * 2327 *
2408 * core dumps if they do. 2329 * core dumps if they do.
2409 * 2330 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2331 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2332 */
2412 2333
2334int
2413int can_pick(const object *who, const object *item) { 2335can_pick (const object *who, const object *item)
2336{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2337 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2338 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2339 !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} 2340}
2419
2420 2341
2421/* 2342/*
2422 * create clone from object to another 2343 * create clone from object to another
2423 */ 2344 */
2345object *
2424object *object_create_clone (object *asrc) { 2346object_create_clone (object *asrc)
2347{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2348 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2349
2427 if(!asrc) return NULL; 2350 if (!asrc)
2351 return 0;
2352
2428 src = asrc; 2353 src = asrc;
2429 if(src->head) 2354 if (src->head)
2430 src = src->head; 2355 src = src->head;
2431 2356
2432 prev = NULL; 2357 prev = 0;
2433 for(part = src; part; part = part->more) { 2358 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2359 {
2435 copy_object(part,tmp); 2360 tmp = part->clone ();
2436 tmp->x -= src->x; 2361 tmp->x -= src->x;
2437 tmp->y -= src->y; 2362 tmp->y -= src->y;
2363
2438 if(!part->head) { 2364 if (!part->head)
2365 {
2439 dst = tmp; 2366 dst = tmp;
2440 tmp->head = NULL;
2441 } else {
2442 tmp->head = dst; 2367 tmp->head = 0;
2443 } 2368 }
2369 else
2370 tmp->head = dst;
2371
2444 tmp->more = NULL; 2372 tmp->more = 0;
2373
2445 if(prev) 2374 if (prev)
2446 prev->more = tmp; 2375 prev->more = tmp;
2376
2447 prev = tmp; 2377 prev = tmp;
2448 } 2378 }
2449 /*** copy inventory ***/ 2379
2450 for(item = src->inv; item; item = item->below) { 2380 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2381 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2382
2454 return dst; 2383 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} 2384}
2464 2385
2465/* GROS - Creates an object using a string representing its content. */ 2386/* 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 */ 2387/* 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, */ 2388/* 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. */ 2389/* 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. */ 2390/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2391/* Also remember that multiparts objects are not supported for now. */
2471 2392object *
2472object* load_object_str(const char *obstr) 2393load_object_str (const char *obstr)
2473{ 2394{
2474 object *op; 2395 object *op;
2475 char filename[MAX_BUF]; 2396 char filename[MAX_BUF];
2397
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2398 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2399
2478 FILE *tempfile=fopen(filename,"w"); 2400 FILE *tempfile = fopen (filename, "w");
2401
2479 if (tempfile == NULL) 2402 if (tempfile == NULL)
2480 { 2403 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2404 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2405 return NULL;
2483 }; 2406 }
2407
2484 fprintf(tempfile,obstr); 2408 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2409 fclose (tempfile);
2486 2410
2487 op=get_object(); 2411 op = object::create ();
2488 2412
2489 object_thawer thawer (filename); 2413 object_thawer thawer (filename);
2490 2414
2491 if (thawer) 2415 if (thawer)
2492 load_object(thawer,op,0); 2416 load_object (thawer, op, 0);
2493 2417
2494 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2418 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2495 CLEAR_FLAG(op,FLAG_REMOVED); 2419 CLEAR_FLAG (op, FLAG_REMOVED);
2496 2420
2497 return op; 2421 return op;
2498} 2422}
2499 2423
2500/* This returns the first object in who's inventory that 2424/* This returns the first object in who's inventory that
2501 * has the same type and subtype match. 2425 * has the same type and subtype match.
2502 * returns NULL if no match. 2426 * returns NULL if no match.
2503 */ 2427 */
2428object *
2504object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2429find_obj_by_type_subtype (const object *who, int type, int subtype)
2505{ 2430{
2506 object *tmp;
2507
2508 for (tmp=who->inv; tmp; tmp=tmp->below) 2431 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2509 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2432 if (tmp->type == type && tmp->subtype == subtype)
2433 return tmp;
2510 2434
2511 return NULL; 2435 return 0;
2512} 2436}
2513 2437
2514/* If ob has a field named key, return the link from the list, 2438/* If ob has a field named key, return the link from the list,
2515 * otherwise return NULL. 2439 * otherwise return NULL.
2516 * 2440 *
2517 * key must be a passed in shared string - otherwise, this won't 2441 * key must be a passed in shared string - otherwise, this won't
2518 * do the desired thing. 2442 * do the desired thing.
2519 */ 2443 */
2444key_value *
2520key_value * get_ob_key_link(const object * ob, const char * key) { 2445get_ob_key_link (const object *ob, const char *key)
2521 key_value * link; 2446{
2522
2523 for (link = ob->key_values; link != NULL; link = link->next) { 2447 for (key_value *link = ob->key_values; link; link = link->next)
2524 if (link->key == key) { 2448 if (link->key == key)
2525 return link; 2449 return link;
2526 } 2450
2527 } 2451 return 0;
2528 2452}
2529 return NULL;
2530}
2531 2453
2532/* 2454/*
2533 * Returns the value of op has an extra_field for key, or NULL. 2455 * Returns the value of op has an extra_field for key, or NULL.
2534 * 2456 *
2535 * The argument doesn't need to be a shared string. 2457 * The argument doesn't need to be a shared string.
2536 * 2458 *
2537 * The returned string is shared. 2459 * The returned string is shared.
2538 */ 2460 */
2461const char *
2539const char * get_ob_key_value(const object * op, const char * const key) { 2462get_ob_key_value (const object *op, const char *const key)
2463{
2540 key_value * link; 2464 key_value *link;
2541 const char * canonical_key; 2465 shstr_cmp canonical_key (key);
2466
2467 if (!canonical_key)
2542 2468 {
2543 canonical_key = shstr::find (key);
2544
2545 if (canonical_key == NULL) {
2546 /* 1. There being a field named key on any object 2469 /* 1. There being a field named key on any object
2547 * implies there'd be a shared string to find. 2470 * implies there'd be a shared string to find.
2548 * 2. Since there isn't, no object has this field. 2471 * 2. Since there isn't, no object has this field.
2549 * 3. Therefore, *this* object doesn't have this field. 2472 * 3. Therefore, *this* object doesn't have this field.
2550 */ 2473 */
2551 return NULL; 2474 return 0;
2552 } 2475 }
2553 2476
2554 /* This is copied from get_ob_key_link() above - 2477 /* This is copied from get_ob_key_link() above -
2555 * only 4 lines, and saves the function call overhead. 2478 * only 4 lines, and saves the function call overhead.
2556 */ 2479 */
2557 for (link = op->key_values; link != NULL; link = link->next) { 2480 for (link = op->key_values; link; link = link->next)
2558 if (link->key == canonical_key) { 2481 if (link->key == canonical_key)
2559 return link->value; 2482 return link->value;
2560 } 2483
2561 } 2484 return 0;
2562 return NULL;
2563} 2485}
2564 2486
2565 2487
2566/* 2488/*
2567 * Updates the canonical_key in op to value. 2489 * Updates the canonical_key in op to value.
2571 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2493 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2572 * keys. 2494 * keys.
2573 * 2495 *
2574 * Returns TRUE on success. 2496 * Returns TRUE on success.
2575 */ 2497 */
2498int
2576int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2499set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2500{
2577 key_value * field = NULL, *last=NULL; 2501 key_value *field = NULL, *last = NULL;
2578 2502
2579 for (field=op->key_values; field != NULL; field=field->next) { 2503 for (field = op->key_values; field != NULL; field = field->next)
2504 {
2580 if (field->key != canonical_key) { 2505 if (field->key != canonical_key)
2506 {
2581 last = field; 2507 last = field;
2582 continue; 2508 continue;
2583 } 2509 }
2584 2510
2585 if (value) 2511 if (value)
2586 field->value = value; 2512 field->value = value;
2587 else { 2513 else
2514 {
2588 /* Basically, if the archetype has this key set, 2515 /* Basically, if the archetype has this key set,
2589 * we need to store the null value so when we save 2516 * we need to store the null value so when we save
2590 * it, we save the empty value so that when we load, 2517 * it, we save the empty value so that when we load,
2591 * we get this value back again. 2518 * we get this value back again.
2592 */ 2519 */
2593 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2520 if (get_ob_key_link (&op->arch->clone, canonical_key))
2594 field->value = 0; 2521 field->value = 0;
2522 else
2523 {
2524 if (last)
2525 last->next = field->next;
2595 else 2526 else
2596 {
2597 if (last) last->next = field->next;
2598 else op->key_values = field->next; 2527 op->key_values = field->next;
2599 2528
2600 delete field; 2529 delete field;
2601 } 2530 }
2602 } 2531 }
2603 return TRUE; 2532 return TRUE;
2604 } 2533 }
2605 /* IF we get here, key doesn't exist */ 2534 /* IF we get here, key doesn't exist */
2606 2535
2607 /* No field, we'll have to add it. */ 2536 /* No field, we'll have to add it. */
2608 2537
2609 if (!add_key) { 2538 if (!add_key)
2610 return FALSE; 2539 return FALSE;
2611 } 2540
2612 /* There isn't any good reason to store a null 2541 /* There isn't any good reason to store a null
2613 * value in the key/value list. If the archetype has 2542 * value in the key/value list. If the archetype has
2614 * this key, then we should also have it, so shouldn't 2543 * this key, then we should also have it, so shouldn't
2615 * be here. If user wants to store empty strings, 2544 * be here. If user wants to store empty strings,
2616 * should pass in "" 2545 * should pass in ""
2617 */ 2546 */
2618 if (value == NULL) return TRUE; 2547 if (value == NULL)
2619
2620 field = new key_value;
2621
2622 field->key = canonical_key;
2623 field->value = value;
2624 /* Usual prepend-addition. */
2625 field->next = op->key_values;
2626 op->key_values = field;
2627
2628 return TRUE; 2548 return TRUE;
2549
2550 field = new key_value;
2551
2552 field->key = canonical_key;
2553 field->value = value;
2554 /* Usual prepend-addition. */
2555 field->next = op->key_values;
2556 op->key_values = field;
2557
2558 return TRUE;
2629} 2559}
2630 2560
2631/* 2561/*
2632 * Updates the key in op to value. 2562 * Updates the key in op to value.
2633 * 2563 *
2635 * and not add new ones. 2565 * and not add new ones.
2636 * In general, should be little reason FALSE is ever passed in for add_key 2566 * In general, should be little reason FALSE is ever passed in for add_key
2637 * 2567 *
2638 * Returns TRUE on success. 2568 * Returns TRUE on success.
2639 */ 2569 */
2570int
2640int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2571set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2641{ 2572{
2642 shstr key_ (key); 2573 shstr key_ (key);
2574
2643 return set_ob_key_value_s (op, key_, value, add_key); 2575 return set_ob_key_value_s (op, key_, value, add_key);
2644} 2576}
2577
2578object::depth_iterator::depth_iterator (object *container)
2579: iterator_base (container)
2580{
2581 while (item->inv)
2582 item = item->inv;
2583}
2584
2585void
2586object::depth_iterator::next ()
2587{
2588 if (item->below)
2589 {
2590 item = item->below;
2591
2592 while (item->inv)
2593 item = item->inv;
2594 }
2595 else
2596 item = item->env;
2597}
2598
2599// return a suitable string describing an objetc in enough detail to find it
2600const char *
2601object::debug_desc (char *info) const
2602{
2603 char info2[256 * 3];
2604 char *p = info;
2605
2606 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2607 count,
2608 &name,
2609 title ? " " : "",
2610 title ? (const char *)title : "");
2611
2612 if (env)
2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2614
2615 if (map)
2616 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2617
2618 return info;
2619}
2620
2621const char *
2622object::debug_desc () const
2623{
2624 static char info[256 * 3];
2625 return debug_desc (info);
2626}
2627

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines