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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 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 1.15 2006/09/04 13:55:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
117 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 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;
120 205
121 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
122 /* 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
123 * 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
124 * check? 209 * used to store nrof).
125 */ 210 */
126 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))
127 return 0; 260 return 0;
128 261
129 /* 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 */
130 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0; 264 return 0;
135 265
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* 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
147 * if it is valid. 267 * if it is valid.
148 */ 268 */
149 } 269 }
150 270
151 /* If the objects have been identified, set the BEEN_APPLIED flag.
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 )
197 return 0;
198
199 /* 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,
200 * 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
201 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
202 */ 274 */
203 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. */
204 return 0; 298 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
218 return 0; 300 return 0;
219 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
220 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
221 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
222 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
223 return 1; 314 return 1;
224} 315}
225 316
226/* 317/*
227 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
228 * 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
229 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
230 */ 321 */
231signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
232 signed long sum; 325 long sum;
233 object *inv; 326 object *inv;
327
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
235 if (inv->inv) 330 if (inv->inv)
236 sum_weight(inv); 331 sum_weight (inv);
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
238 } 333 }
334
239 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
240 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
241 if(op->carrying != sum) 338 if (op->carrying != sum)
242 op->carrying = sum; 339 op->carrying = sum;
340
243 return sum; 341 return sum;
244} 342}
245 343
246/** 344/**
247 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
248 */ 346 */
249 347
348object *
250object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
251 while (op->env != NULL) 351 while (op->env != NULL)
252 op = op->env; 352 op = op->env;
253 return op; 353 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267} 354}
268 355
269/* 356/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages. 358 * Some error messages.
272 * 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.
273 */ 360 */
274 361
275void dump_object2(object *op) { 362char *
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 363dump_object (object *op)
322 if(op==NULL) { 364{
323 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
324 return; 366 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 367
330void dump_all_objects(void) { 368 object_freezer freezer;
331 object *op; 369 save_object (freezer, op, 1);
332 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 371}
337 372
338/* 373/*
339 * 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
340 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
341 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
342 */ 377 */
343 378
379object *
344object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
345 object *tmp,*closest; 382 object *tmp, *closest;
346 int last_dist,i; 383 int last_dist, i;
384
347 if(op->more==NULL) 385 if (op->more == NULL)
348 return op; 386 return op;
349 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)
350 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
351 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
352 return closest; 390 return closest;
353} 391}
354 392
355/* 393/*
356 * 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.
357 */ 395 */
358 396
397object *
359object *find_object(tag_t i) { 398find_object (tag_t i)
360 object *op; 399{
361 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
362 if(op->count==i) 401 if (op->count == i)
363 break; 402 return op;
403
364 return op; 404 return 0;
365} 405}
366 406
367/* 407/*
368 * 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.
369 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
371 */ 411 */
372 412
413object *
373object *find_object_name(const char *str) { 414find_object_name (const char *str)
374 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
375 object *op; 417 object *op;
418
376 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
377 if(&op->name == name) 420 if (op->name == str_)
378 break; 421 break;
379 422
380 return op; 423 return op;
381} 424}
382 425
426void
383void free_all_object_data () 427free_all_object_data ()
384{ 428{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 430}
422 431
423/* 432/*
424 * 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
425 * skill and experience objects. 434 * skill and experience objects.
426 */ 435 */
427void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
428{ 438{
429 if(owner==NULL||op==NULL) 439 if (!owner)
430 return; 440 return;
431 441
432 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
433 /* 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
434 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
435 * 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
436 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
437 * 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.
438 */ 448 */
439 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
440 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
441 451
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 452 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 453}
477 454
478/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 456 * refcounts and freeing the links.
480 */ 457 */
458static void
481static void free_key_values(object * op) 459free_key_values (object *op)
482{ 460{
483 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
484 { 462 {
485 key_value *next = i->next; 463 key_value *next = i->next;
486 delete i; 464 delete i;
465
487 i = next; 466 i = next;
488 } 467 }
489 468
490 op->key_values = 0; 469 op->key_values = 0;
491} 470}
492 471
493void object::clear ()
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 472/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
559 * 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,
560 * 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
561 * will point at garbage. 478 * will point at garbage.
562 */ 479 */
563 480void
564void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
565{ 482{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
568 485
569 op2->clone (op); 486 *(object_copy *)dst = *this;
570 487
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
573 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
574 if (op2->speed < 0) 494 if (speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
576 496
577 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 498 if (key_values)
579 { 499 {
580 key_value *tail = NULL; 500 key_value *tail = 0;
581 key_value *i; 501 key_value *i;
582 502
583 op->key_values = NULL; 503 dst->key_values = 0;
584 504
585 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
586 { 506 {
587 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
588 508
589 new_link->next = NULL; 509 new_link->next = 0;
590 new_link->key = i->key; 510 new_link->key = i->key;
591 new_link->value = i->value; 511 new_link->value = i->value;
592 512
593 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 514 if (!dst->key_values)
595 { 515 {
596 op->key_values = new_link; 516 dst->key_values = new_link;
597 tail = new_link; 517 tail = new_link;
598 } 518 }
599 else 519 else
600 { 520 {
601 tail->next = new_link; 521 tail->next = new_link;
602 tail = new_link; 522 tail = new_link;
603 } 523 }
604 } 524 }
605 } 525 }
606 526
607 update_ob_speed (op); 527 dst->set_speed (dst->speed);
608} 528}
609 529
610/* 530object *
611 * get_object() grabs an object from the list of unused objects, makes 531object::clone ()
612 * sure it is initialised, and returns it.
613 * If there are no free objects, expand_objects() is called to get more.
614 */
615
616object *get_object ()
617{ 532{
618 object *op = new object; 533 object *neu = create ();
619 534 copy_to (neu);
620 op->count = ++ob_count;
621
622 op->active_next = 0;
623 op->active_prev = 0;
624
625 op->next = objects;
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 return op; 535 return neu;
640} 536}
641 537
642/* 538/*
643 * 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
644 * 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
645 * 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.
646 */ 542 */
647 543
544void
648void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
650 return; 548 return;
651 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
652 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
653} 551}
654 552
655/* 553/*
656 * 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
657 * 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.
658 * 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.
659 */ 557 */
660 558void
661void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
662 extern int arch_init; 561 extern int arch_init;
663 562
664 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated. 564 * since they never really need to be updated.
666 */ 565 */
667 566 if (flag [FLAG_FREED] && speed)
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
670#ifdef MANY_CORES
671 abort();
672#else
673 op->speed = 0; 569 speed = 0;
674#endif
675 } 570 }
571
572 this->speed = speed;
573
676 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)
677 return; 581 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683 582
684 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
685 * of the list. */ 584 * of the list. */
686 op->active_next = active_objects; 585 active_next = active_objects;
586
687 if (op->active_next!=NULL) 587 if (active_next)
688 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
689 active_objects = op; 590 active_objects = this;
591 }
592 else
690 } 593 {
691 else {
692 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
694 return; 596 return;
695 597
696 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
697 active_objects = op->active_next; 600 active_objects = active_next;
601
698 if (op->active_next!=NULL) 602 if (active_next)
699 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
700 } 604 }
701 else { 605 else
606 {
702 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
703 if (op->active_next) 609 if (active_next)
704 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
705 } 611 }
612
706 op->active_next = NULL; 613 active_next = 0;
707 op->active_prev = NULL; 614 active_prev = 0;
708 } 615 }
709} 616}
710 617
711/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
712 * objects. 619 * objects.
714 * 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
715 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
717 * 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.
718 */ 625 */
626void
719void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
720{ 628{
721 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
723 return; 631 return;
724 632
725 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
726 active_objects = op->active_next; 635 active_objects = op->active_next;
727 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
728 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
729 } 640 {
730 else {
731 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
732 if (op->active_next) 642 if (op->active_next)
733 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
734 } 644 }
735 op->active_next = NULL; 645 op->active_next = NULL;
736 op->active_prev = NULL; 646 op->active_prev = NULL;
737} 647}
738 648
739/* 649/*
740 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
741 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
742 * 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
743 * invisible object, etc...) 653 * invisible object, etc...)
744 * 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
745 * 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
746 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
747 * 657 *
748 * 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.
749 * For example, if the only thing that has changed is the face (due to
750 * an animation), we don't need to call update_position until that actually
751 * comes into view of a player. OTOH, many other things, like addition/removal
752 * of walls or living creatures may need us to update the flags now.
753 * current action are: 659 * current action are:
754 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
755 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
756 * 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
757 * 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.
758 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
759 */ 665 */
760 666void
761void update_object(object *op, int action) { 667update_object (object *op, int action)
762 int update_now=0, flags; 668{
763 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
764 670
765 if (op == NULL) { 671 if (op == NULL)
672 {
766 /* this should never happen */ 673 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
768 return; 675 return;
769 }
770 676 }
771 if(op->env!=NULL) { 677
678 if (op->env)
679 {
772 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
773 * to do in this case. 681 * to do in this case.
774 */ 682 */
775 return; 683 return;
776 } 684 }
777 685
778 /* 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
779 * going to get freed anyways. 687 * going to get freed anyways.
780 */ 688 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
782 690 return;
691
783 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
784 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)
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 696#ifdef MANY_CORES
788 abort(); 697 abort ();
789#endif 698#endif
790 return; 699 return;
791 }
792 700 }
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
800 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
802 update_now=1;
803
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
805 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
806 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
808 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
809
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1;
812
813 if ((move_on | op->move_on) != move_on) update_now=1;
814 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
815 /* 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
816 * to have move_allow right now. 719 * to have move_allow right now.
817 */ 720 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
819 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
820 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
821 } 724 }
822 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 727 * that is being removed.
825 */ 728 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
828 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
830 }
831 else { 733 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 735
835 if (update_now) {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y);
838 }
839
840 if(op->more!=NULL) 736 if (op->more)
841 update_object(op->more, action); 737 update_object (op->more, action);
842} 738}
843 739
740object::vector object::objects; // not yet used
741object *object::first;
844 742
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
845/* 783/*
846 * free_object() frees everything allocated by an object, removes 784 * Remove and free all objects in the inventory of the given object.
847 * it from the list of used objects, and puts it on the list of 785 * object.c ?
848 * free objects. The IS_FREED() flag is set in the object.
849 * The object must have been removed by remove_ob() first for
850 * this function to succeed.
851 * 786 */
852 * If free_inventory is set, free inventory as well. Else drop items in
853 * inventory to the ground.
854 */
855
856void 787void
857free_object (object * ob) 788object::destroy_inv (bool drop_to_ground)
858{ 789{
859 free_object2 (ob, 0); 790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->at (x, y).move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
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 {
819 op->remove ();
820 op->x = x;
821 op->y = y;
822 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
823 }
824 }
825 }
826}
827
828object *object::create ()
829{
830 object *op = new object;
831 op->link ();
832 return op;
860} 833}
861 834
862void 835void
863free_object2 (object * ob, int free_inventory) 836object::do_destroy ()
864{ 837{
865 object *tmp, *op; 838 if (flag [FLAG_IS_LINKED])
839 remove_button_link (this);
866 840
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 841 if (flag [FLAG_FRIENDLY])
868 {
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 }
875
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
877 {
878 LOG (llevMonster, "Warning: tried to free friendly object.\n");
879 remove_friendly_object (ob); 842 remove_friendly_object (this);
880 }
881 843
882 if (QUERY_FLAG (ob, FLAG_FREED)) 844 if (!flag [FLAG_REMOVED])
883 { 845 remove ();
884 dump_object (ob); 846
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 847 if (flag [FLAG_FREED])
886 return; 848 return;
887 }
888 849
889 if (ob->more != NULL) 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)
890 { 864 {
891 free_object2 (ob->more, free_inventory); 865 freed_map = new maptile;
892 ob->more = NULL; 866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->allocate ();
893 } 872 }
894 873
895 if (ob->inv) 874 map = freed_map;
896 { 875 x = 1;
897 /* Only if the space blocks everything do we not process - 876 y = 1;
898 * if some form of movemnt is allowed, let objects 877 }
899 * drop on that space.
900 */
901 if (free_inventory || ob->map == NULL
902 || ob->map->in_memory != MAP_IN_MEMORY
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
904 {
905 op = ob->inv;
906 878
907 while (op != NULL) 879 head = 0;
880
881 if (more)
908 { 882 {
909 tmp = op->below; 883 more->destroy ();
910 remove_ob (op); 884 more = 0;
911 free_object2 (op, free_inventory);
912 op = tmp;
913 } 885 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 op = ob->inv;
918 886
919 while (op != NULL) 887 // clear those pointers that likely might have circular references to us
920 { 888 owner = 0;
921 tmp = op->below; 889 enemy = 0;
922 remove_ob (op); 890 attacked_by = 0;
923 891
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 892 // only relevant for players(?), but make sure of it anyways
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 893 contr = 0;
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 894}
927 free_object (op);
928 else
929 {
930 op->x = ob->x;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
933 }
934 895
935 op = tmp; 896void
936 } 897object::destroy (bool destroy_inventory)
937 } 898{
938 } 899 if (destroyed ())
900 return;
939 901
940 /* Remove object from the active list */ 902 if (destroy_inventory)
941 ob->speed = 0; 903 destroy_inv (false);
942 update_ob_speed (ob);
943 904
944 SET_FLAG (ob, FLAG_FREED); 905 attachable::destroy ();
945 ob->count = 0;
946
947 /* Remove this object from the list of used objects */
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 906}
971 907
972/* 908/*
973 * sub_weight() recursively (outwards) subtracts a number from the 909 * sub_weight() recursively (outwards) subtracts a number from the
974 * 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)).
975 */ 911 */
976 912void
977void sub_weight (object *op, signed long weight) { 913sub_weight (object *op, signed long weight)
914{
978 while (op != NULL) { 915 while (op != NULL)
916 {
979 if (op->type == CONTAINER) { 917 if (op->type == CONTAINER)
980 weight=(signed long)(weight*(100-op->stats.Str)/100); 918 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
981 } 919
982 op->carrying-=weight; 920 op->carrying -= weight;
983 op = op->env; 921 op = op->env;
984 } 922 }
985} 923}
986 924
987/* remove_ob(op): 925/* op->remove ():
988 * 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
989 * 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
990 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
992 * the previous environment. 930 * the previous environment.
993 * Beware: This function is called from the editor as well! 931 * Beware: This function is called from the editor as well!
994 */ 932 */
995 933void
996void remove_ob(object *op) { 934object::remove ()
935{
997 object *tmp,*last=NULL; 936 object *tmp, *last = 0;
998 object *otmp; 937 object *otmp;
999 tag_t tag;
1000 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 938
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 939 if (QUERY_FLAG (this, FLAG_REMOVED))
1006 dump_object(op); 940 return;
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 941
1009 /* Changed it to always dump core in this case. As has been learned
1010 * in the past, trying to recover from errors almost always
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023
1024 SET_FLAG(op, FLAG_REMOVED); 942 SET_FLAG (this, FLAG_REMOVED);
943 INVOKE_OBJECT (REMOVE, this);
1025 944
945 if (more)
946 more->remove ();
947
1026 /* 948 /*
1027 * In this case, the object to be removed is in someones 949 * In this case, the object to be removed is in someones
1028 * inventory. 950 * inventory.
1029 */ 951 */
1030 if(op->env!=NULL) { 952 if (env)
953 {
1031 if(op->nrof) 954 if (nrof)
1032 sub_weight(op->env, op->weight*op->nrof); 955 sub_weight (env, weight * nrof);
1033 else 956 else
1034 sub_weight(op->env, op->weight+op->carrying); 957 sub_weight (env, weight + carrying);
1035 958
1036 /* 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
1037 * made to players inventory. If set, avoiding the call 960 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 961 * to save cpu time.
1039 */ 962 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 963 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 964 otmp->update_stats ();
1042 fix_player(otmp);
1043 965
1044 if(op->above!=NULL) 966 if (above != NULL)
1045 op->above->below=op->below; 967 above->below = below;
1046 else 968 else
1047 op->env->inv=op->below; 969 env->inv = below;
1048 970
1049 if(op->below!=NULL) 971 if (below != NULL)
1050 op->below->above=op->above; 972 below->above = above;
1051 973
1052 /* we set up values so that it could be inserted into 974 /* we set up values so that it could be inserted into
1053 * 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
1054 * 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
1055 */ 1003 */
1056 op->x=op->env->x,op->y=op->env->y; 1004 if (GET_MAP_OB (map, x, y) != this)
1057 op->map=op->env->map; 1005 {
1058 op->above=NULL,op->below=NULL; 1006 char *dump = dump_object (this);
1059 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)
1060 return; 1022 return;
1061 }
1062 1023
1063 /* If we get here, we are removing it from a map */ 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1064 if (op->map == NULL) return;
1065 1025
1066 x = op->x; 1026 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1067 y = op->y; 1027 {
1068 m = get_map_from_coord(op->map, &x, &y); 1028 /* No point updating the players look faces if he is the object
1069 1029 * being removed.
1070 if (!m) {
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */ 1030 */
1077 abort();
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083 1031
1084 /* Re did the following section of code - it looks like it had 1032 if (tmp->type == PLAYER && tmp != this)
1085 * lots of logic for things we no longer care about 1033 {
1086 */ 1034 /* If a container that the player is currently using somehow gets
1087 1035 * removed (most likely destroyed), update the player view
1088 /* link the object above us */ 1036 * appropriately.
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */ 1037 */
1102 if(GET_MAP_OB(m,x,y)!=op) { 1038 if (tmp->container == this)
1103 dump_object(op); 1039 {
1104 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;
1105 dump_object(GET_MAP_OB(m,x,y)); 1041 tmp->container = 0;
1106 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;
1107 } 1065 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1109 }
1110 op->above=NULL;
1111 op->below=NULL;
1112 1066
1113 if (op->map->in_memory == MAP_SAVING)
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1119 /* No point updating the players look faces if he is the object
1120 * being removed.
1121 */
1122
1123 if(tmp->type==PLAYER && tmp!=op) {
1124 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view
1126 * appropriately.
1127 */
1128 if (tmp->container==op) {
1129 CLEAR_FLAG(op, FLAG_APPLIED);
1130 tmp->container=NULL;
1131 }
1132 tmp->contr->socket.update_look=1;
1133 }
1134 /* See if player moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1137
1138 move_apply(tmp, op, NULL);
1139 if (was_destroyed (op, tag)) {
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 }
1143 }
1144
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1146
1147 if(tmp->above == tmp)
1148 tmp->above = NULL;
1149 last=tmp;
1150 }
1151 /* last == NULL of there are no objects on this space */ 1067 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) { 1068 if (!last)
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1069 map->at (x, y).flags_ = P_NEED_UPDATE;
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways.
1157 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y);
1160 }
1161 else 1070 else
1162 update_object(last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1163 1072
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1165 update_all_los(op->map, op->x, op->y); 1074 update_all_los (map, x, y);
1166 1075 }
1167} 1076}
1168 1077
1169/* 1078/*
1170 * merge_ob(op,top): 1079 * merge_ob(op,top):
1171 * 1080 *
1172 * This function goes through all objects below and including top, and 1081 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1082 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1083 * If top is NULL, it is calculated.
1175 * 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
1176 */ 1085 */
1177 1086object *
1178object *merge_ob(object *op, object *top) { 1087merge_ob (object *op, object *top)
1088{
1179 if(!op->nrof) 1089 if (!op->nrof)
1180 return 0; 1090 return 0;
1181 if(top==NULL) 1091
1092 if (top)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1093 for (top = op; top && top->above; top = top->above)
1094 ;
1095
1183 for(;top!=NULL;top=top->below) { 1096 for (; top; top = top->below)
1097 {
1184 if(top==op) 1098 if (top == op)
1185 continue; 1099 continue;
1186 if (CAN_MERGE(op,top)) 1100
1187 { 1101 if (object::can_merge (op, top))
1102 {
1188 top->nrof+=op->nrof; 1103 top->nrof += op->nrof;
1104
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1190 op->weight = 0; /* Don't want any adjustements now */ 1106 op->weight = 0; /* Don't want any adjustements now */
1191 remove_ob(op); 1107 op->destroy ();
1192 free_object(op);
1193 return top; 1108 return top;
1194 } 1109 }
1195 } 1110 }
1111
1196 return NULL; 1112 return 0;
1197} 1113}
1198 1114
1199/* 1115/*
1200 * 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
1201 * job preparing multi-part monsters 1117 * job preparing multi-part monsters
1202 */ 1118 */
1119object *
1203object *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{
1204 object* tmp; 1122 object *tmp;
1123
1205 if (op->head) 1124 if (op->head)
1206 op=op->head; 1125 op = op->head;
1126
1207 for (tmp=op;tmp;tmp=tmp->more){ 1127 for (tmp = op; tmp; tmp = tmp->more)
1128 {
1208 tmp->x=x+tmp->arch->clone.x; 1129 tmp->x = x + tmp->arch->clone.x;
1209 tmp->y=y+tmp->arch->clone.y; 1130 tmp->y = y + tmp->arch->clone.y;
1210 } 1131 }
1132
1211 return insert_ob_in_map (op, m, originator, flag); 1133 return insert_ob_in_map (op, m, originator, flag);
1212} 1134}
1213 1135
1214/* 1136/*
1215 * insert_ob_in_map (op, map, originator, flag): 1137 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1138 * This function inserts the object in the two-way linked list
1229 * Return value: 1151 * Return value:
1230 * new object if 'op' was merged with other object 1152 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1153 * NULL if 'op' was destroyed
1232 * just 'op' otherwise 1154 * just 'op' otherwise
1233 */ 1155 */
1234 1156object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1157insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1158{
1237 object *tmp, *top, *floor=NULL; 1159 object *tmp, *top, *floor = NULL;
1238 sint16 x,y; 1160 sint16 x, y;
1239 1161
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1162 if (QUERY_FLAG (op, FLAG_FREED))
1163 {
1241 LOG (llevError, "Trying to insert freed object!\n"); 1164 LOG (llevError, "Trying to insert freed object!\n");
1242 return NULL; 1165 return NULL;
1166 }
1167
1168 if (m == NULL)
1243 } 1169 {
1244 if(m==NULL) {
1245 dump_object(op); 1170 char *dump = dump_object (op);
1246 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);
1247 return op; 1173 return op;
1248 } 1174 }
1175
1249 if(out_of_map(m,op->x,op->y)) { 1176 if (out_of_map (m, op->x, op->y))
1177 {
1250 dump_object(op); 1178 char *dump = dump_object (op);
1251 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);
1252#ifdef MANY_CORES 1180#ifdef MANY_CORES
1253 /* 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
1254 * 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
1255 * improperly inserted. 1183 * improperly inserted.
1256 */ 1184 */
1257 abort(); 1185 abort ();
1258#endif 1186#endif
1187 free (dump);
1259 return op; 1188 return op;
1260 } 1189 }
1190
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1191 if (!QUERY_FLAG (op, FLAG_REMOVED))
1192 {
1262 dump_object(op); 1193 char *dump = dump_object (op);
1263 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);
1264 return op; 1196 return op;
1197 }
1198
1199 if (op->more)
1265 } 1200 {
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */ 1201 /* The part may be on a different map. */
1268 1202
1269 object *more = op->more; 1203 object *more = op->more;
1270 1204
1271 /* We really need the caller to normalize coordinates - if 1205 /* We really need the caller to normalize coordinates - if
1272 * 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
1273 * 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
1274 * is clear wrong do we normalize it. 1208 * is clear wrong do we normalize it.
1275 */ 1209 */
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1210 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1277 more->map = get_map_from_coord(m, &more->x, &more->y); 1211 more->map = get_map_from_coord (m, &more->x, &more->y);
1278 } else if (!more->map) { 1212 else if (!more->map)
1213 {
1279 /* For backwards compatibility - when not dealing with tiled maps, 1214 /* For backwards compatibility - when not dealing with tiled maps,
1280 * more->map should always point to the parent. 1215 * more->map should always point to the parent.
1281 */ 1216 */
1282 more->map = m; 1217 more->map = m;
1283 } 1218 }
1284 1219
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1220 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1221 {
1286 if ( ! op->head) 1222 if (!op->head)
1287 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
1288 return NULL; 1225 return 0;
1289 } 1226 }
1290 } 1227 }
1228
1291 CLEAR_FLAG(op,FLAG_REMOVED); 1229 CLEAR_FLAG (op, FLAG_REMOVED);
1292 1230
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1231 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * 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
1295 * need extra work 1233 * need extra work
1296 */ 1234 */
1297 op->map=get_map_from_coord(m, &op->x, &op->y); 1235 op->map = get_map_from_coord (m, &op->x, &op->y);
1298 x = op->x; 1236 x = op->x;
1299 y = op->y; 1237 y = op->y;
1300 1238
1301 /* this has to be done after we translate the coordinates. 1239 /* this has to be done after we translate the coordinates.
1302 */ 1240 */
1303 if(op->nrof && !(flag & INS_NO_MERGE)) { 1241 if (op->nrof && !(flag & INS_NO_MERGE))
1304 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)
1305 if (CAN_MERGE(op,tmp)) { 1243 if (object::can_merge (op, tmp))
1244 {
1306 op->nrof+=tmp->nrof; 1245 op->nrof += tmp->nrof;
1307 remove_ob(tmp); 1246 tmp->destroy ();
1308 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;
1309 } 1308 }
1310 }
1311 1309
1312 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 */
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1311 top = last;
1314 if (!QUERY_FLAG(op, FLAG_ALIVE))
1315 CLEAR_FLAG(op, FLAG_NO_STEAL);
1316 1312
1317 if (flag & INS_BELOW_ORIGINATOR) { 1313 /* We let update_position deal with figuring out what the space
1318 if (originator->map != op->map || originator->x != op->x || 1314 * looks like instead of lots of conditions here.
1319 originator->y != op->y) { 1315 * makes things faster, and effectively the same result.
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1316 */
1321 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;
1322 } 1359 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else { 1360 else
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */ 1361 { /* get inserted into the stack above top */
1401 op->above = top->above; 1362 op->above = top->above;
1363
1364 if (op->above)
1402 if (op->above) op->above->below = op; 1365 op->above->below = op;
1366
1403 op->below = top; 1367 op->below = top;
1404 top->above = op; 1368 top->above = op;
1405 } 1369 }
1370
1406 if (op->above==NULL) 1371 if (op->above == NULL)
1407 SET_MAP_TOP(op->map,op->x, op->y, op); 1372 op->ms ().top = op;
1408 } /* else not INS_BELOW_ORIGINATOR */ 1373 } /* else not INS_BELOW_ORIGINATOR */
1409 1374
1410 if(op->type==PLAYER) 1375 if (op->type == PLAYER)
1411 op->contr->do_los=1; 1376 op->contr->do_los = 1;
1412 1377
1413 /* 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
1414 * it, so save a few ticks and start from there. 1379 * it, so save a few ticks and start from there.
1415 */ 1380 */
1416 if (!(flag & INS_MAP_LOAD)) 1381 if (!(flag & INS_MAP_LOAD))
1417 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 ())
1418 if (tmp->type == PLAYER) 1383 if (pl->contr->ns)
1419 tmp->contr->socket.update_look=1; 1384 pl->contr->ns->floorbox_update ();
1420 }
1421 1385
1422 /* If this object glows, it may affect lighting conditions that are 1386 /* If this object glows, it may affect lighting conditions that are
1423 * 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
1424 * 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
1425 * on the map will get recalculated. The players could very well 1389 * on the map will get recalculated. The players could very well
1426 * 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 -
1427 * this should get redone to only look for players within range, 1391 * this should get redone to only look for players within range,
1428 * 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
1429 * of effect may be sufficient. 1393 * of effect may be sufficient.
1430 */ 1394 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1395 if (op->map->darkness && (op->glow_radius != 0))
1432 update_all_los(op->map, op->x, op->y); 1396 update_all_los (op->map, op->x, op->y);
1433 1397
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1398 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT); 1399 update_object (op, UP_OBJ_INSERT);
1437 1400
1401 INVOKE_OBJECT (INSERT, op);
1438 1402
1439 /* 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,
1440 * we want to have update_look set above before calling this. 1404 * we want to have floorbox_update called before calling this.
1441 * 1405 *
1442 * check_move_on() must be after this because code called from 1406 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like 1407 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by 1408 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1409 * update_object().
1446 */ 1410 */
1447 1411
1448 /* 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 */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1413 if (!(flag & INS_NO_WALK_ON) && !op->head)
1414 {
1451 if (check_move_on(op, originator)) 1415 if (check_move_on (op, originator))
1452 return NULL; 1416 return 0;
1453 1417
1454 /* 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
1455 * walk on's. 1419 * walk on's.
1456 */ 1420 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1421 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1422 if (check_move_on (tmp, originator))
1459 return NULL; 1423 return 0;
1460 } 1424 }
1425
1461 return op; 1426 return op;
1462} 1427}
1463 1428
1464/* this function inserts an object in the map, but if it 1429/* this function inserts an object in the map, but if it
1465 * 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.
1466 * 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.
1467 */ 1432 */
1433void
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1434replace_insert_ob_in_map (const char *arch_string, object *op)
1469 object *tmp; 1435{
1470 object *tmp1; 1436 object *tmp, *tmp1;
1471 1437
1472 /* first search for itself and remove any old instances */ 1438 /* first search for itself and remove any old instances */
1473 1439
1474 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)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1441 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1476 remove_ob(tmp); 1442 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1443
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1444 tmp1 = arch_to_object (archetype::find (arch_string));
1482 1445
1483 1446 tmp1->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1447 tmp1->y = op->y;
1485 insert_ob_in_map(tmp1,op->map,op,0); 1448 insert_ob_in_map (tmp1, op->map, op, 0);
1486} 1449}
1487 1450
1488/* 1451/*
1489 * 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
1490 * is returned contains nr objects, and the remaining parts contains 1453 * is returned contains nr objects, and the remaining parts contains
1491 * 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).
1492 * On failure, NULL is returned, and the reason put into the 1455 * On failure, NULL is returned, and the reason put into the
1493 * global static errmsg array. 1456 * global static errmsg array.
1494 */ 1457 */
1495 1458
1459object *
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1460get_split_ob (object *orig_ob, uint32 nr)
1461{
1497 object *newob; 1462 object *newob;
1498 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1463 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1499 1464
1500 if(orig_ob->nrof<nr) { 1465 if (orig_ob->nrof < nr)
1501 sprintf(errmsg,"There are only %d %ss.", 1466 {
1502 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);
1503 return NULL; 1468 return NULL;
1504 } 1469 }
1470
1505 newob = object_create_clone(orig_ob); 1471 newob = object_create_clone (orig_ob);
1472
1506 if((orig_ob->nrof-=nr)<1) { 1473 if ((orig_ob->nrof -= nr) < 1)
1507 if ( ! is_removed) 1474 orig_ob->destroy (1);
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) { 1475 else if (!is_removed)
1476 {
1512 if(orig_ob->env!=NULL) 1477 if (orig_ob->env != NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr); 1478 sub_weight (orig_ob->env, orig_ob->weight * nr);
1514 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 {
1515 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.");
1516 LOG(llevDebug,
1517 "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");
1518 return NULL; 1483 return NULL;
1519 } 1484 }
1520 } 1485 }
1486
1521 newob->nrof=nr; 1487 newob->nrof = nr;
1522 1488
1523 return newob; 1489 return newob;
1524} 1490}
1525 1491
1526/* 1492/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1493 * decrease_ob_nr(object, number) decreases a specified number from
1528 * 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
1529 * is subsequently removed and freed. 1495 * is subsequently removed and freed.
1530 * 1496 *
1531 * 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
1532 */ 1498 */
1533 1499
1500object *
1534object *decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1535{ 1502{
1536 object *tmp; 1503 object *tmp;
1537 player *pl;
1538 1504
1539 if (i == 0) /* objects with op->nrof require this check */ 1505 if (i == 0) /* objects with op->nrof require this check */
1540 return op; 1506 return op;
1541 1507
1542 if (i > op->nrof) 1508 if (i > op->nrof)
1543 i = op->nrof; 1509 i = op->nrof;
1544 1510
1545 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 }
1546 { 1547 }
1548 else
1549 {
1550 object *above = op->above;
1551
1552 if (i < op->nrof)
1547 op->nrof -= i; 1553 op->nrof -= i;
1548 } 1554 else
1549 else if (op->env != NULL)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */ 1555 {
1554 tmp = is_player_inv (op->env); 1556 op->remove ();
1555 /* nope. Is this a container the player has opened? 1557 op->nrof = 0;
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 } 1558 }
1567 1559
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op);
1576 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */ 1560 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above) 1561 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER) { 1562 if (tmp->type == PLAYER)
1563 {
1595 if (op->nrof) 1564 if (op->nrof)
1596 esrv_send_item(tmp, op); 1565 esrv_send_item (tmp, op);
1597 else 1566 else
1598 esrv_del_item(tmp->contr, op->count); 1567 esrv_del_item (tmp->contr, op->count);
1599 } 1568 }
1600 } 1569 }
1601 1570
1602 if (op->nrof) { 1571 if (op->nrof)
1603 return op; 1572 return op;
1604 } else { 1573 else
1605 free_object (op); 1574 {
1575 op->destroy ();
1606 return NULL; 1576 return 0;
1607 } 1577 }
1608} 1578}
1609 1579
1610/* 1580/*
1611 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1613 */ 1583 */
1614 1584
1585void
1615void add_weight (object *op, signed long weight) { 1586add_weight (object *op, signed long weight)
1587{
1616 while (op!=NULL) { 1588 while (op != NULL)
1589 {
1617 if (op->type == CONTAINER) { 1590 if (op->type == CONTAINER)
1618 weight=(signed long)(weight*(100-op->stats.Str)/100); 1591 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1619 } 1592
1620 op->carrying+=weight; 1593 op->carrying += weight;
1621 op=op->env; 1594 op = op->env;
1622 } 1595 }
1623} 1596}
1624 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
1625/* 1618/*
1626 * insert_ob_in_ob(op,environment): 1619 * env->insert (op)
1627 * This function inserts the object op in the linked list 1620 * This function inserts the object op in the linked list
1628 * inside the object environment. 1621 * inside the object environment.
1629 * 1622 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * 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
1636 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1637 */ 1625 */
1638 1626
1639object *insert_ob_in_ob(object *op,object *where) { 1627object *
1628object::insert (object *op)
1629{
1640 object *tmp, *otmp; 1630 object *tmp, *otmp;
1641 1631
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1632 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 dump_object(op); 1633 op->remove ();
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1634
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1635 if (op->more)
1636 {
1658 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);
1659 &op->name, op->count);
1660 return op; 1638 return op;
1661 } 1639 }
1640
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1642 CLEAR_FLAG (op, FLAG_REMOVED);
1664 if(op->nrof) { 1643 if (op->nrof)
1644 {
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1645 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1646 if (object::can_merge (tmp, op))
1647 {
1667 /* return the original object and remove inserted object 1648 /* return the original object and remove inserted object
1668 (client needs the original object) */ 1649 (client needs the original object) */
1669 tmp->nrof += op->nrof; 1650 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1651 /* Weight handling gets pretty funky. Since we are adding to
1671 * tmp->nrof, we need to increase the weight. 1652 * tmp->nrof, we need to increase the weight.
1672 */ 1653 */
1673 add_weight (where, op->weight*op->nrof); 1654 add_weight (this, op->weight * op->nrof);
1674 SET_FLAG(op, FLAG_REMOVED); 1655 SET_FLAG (op, FLAG_REMOVED);
1675 free_object(op); /* free the inserted object */ 1656 op->destroy (); /* free the inserted object */
1676 op = tmp; 1657 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1658 op->remove (); /* and fix old object's links */
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1679 break; 1660 break;
1680 } 1661 }
1681 1662
1682 /* I assume combined objects have no inventory 1663 /* I assume combined objects have no inventory
1683 * We add the weight - this object could have just been removed 1664 * We add the weight - this object could have just been removed
1684 * (if it was possible to merge). calling remove_ob will subtract 1665 * (if it was possible to merge). calling remove_ob will subtract
1685 * 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
1686 * the linking below 1667 * the linking below
1687 */ 1668 */
1688 add_weight (where, op->weight*op->nrof); 1669 add_weight (this, op->weight * op->nrof);
1670 }
1689 } else 1671 else
1690 add_weight (where, (op->weight+op->carrying)); 1672 add_weight (this, (op->weight + op->carrying));
1691 1673
1692 otmp=is_player_inv(where); 1674 otmp = this->in_player ();
1693 if (otmp&&otmp->contr!=NULL) { 1675 if (otmp && otmp->contr)
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp); 1677 otmp->update_stats ();
1696 }
1697 1678
1698 op->map=NULL; 1679 op->map = 0;
1699 op->env=where; 1680 op->env = this;
1700 op->above=NULL; 1681 op->above = 0;
1701 op->below=NULL; 1682 op->below = 0;
1702 op->x=0,op->y=0; 1683 op->x = 0, op->y = 0;
1703 1684
1704 /* 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 */
1705 if((op->glow_radius!=0)&&where->map) 1686 if ((op->glow_radius != 0) && map)
1706 { 1687 {
1707#ifdef DEBUG_LIGHTS 1688#ifdef DEBUG_LIGHTS
1708 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);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */ 1690#endif /* DEBUG_LIGHTS */
1711 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);
1712 } 1693 }
1713 1694
1714 /* 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.
1715 * It sure simplifies this function... 1696 * It sure simplifies this function...
1716 */ 1697 */
1717 if (where->inv==NULL) 1698 if (!inv)
1718 where->inv=op; 1699 inv = op;
1719 else { 1700 else
1701 {
1720 op->below = where->inv; 1702 op->below = inv;
1721 op->below->above = op; 1703 op->below->above = op;
1722 where->inv = op; 1704 inv = op;
1723 } 1705 }
1706
1707 INVOKE_OBJECT (INSERT, this);
1708
1724 return op; 1709 return op;
1725} 1710}
1726 1711
1727/* 1712/*
1728 * Checks if any objects has a move_type that matches objects 1713 * Checks if any objects has a move_type that matches objects
1743 * 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
1744 * 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
1745 * on top. 1730 * on top.
1746 */ 1731 */
1747 1732
1733int
1748int check_move_on (object *op, object *originator) 1734check_move_on (object *op, object *originator)
1749{ 1735{
1750 object *tmp; 1736 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1737 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1738 int x = op->x, y = op->y;
1739
1754 MoveType move_on, move_slow, move_block; 1740 MoveType move_on, move_slow, move_block;
1755 1741
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1742 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757 return 0; 1743 return 0;
1758 1744
1759 tag = op->count;
1760
1761 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);
1762 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);
1763 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);
1764 1748
1765 /* 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,
1766 * 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
1767 * 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
1768 * as walking. 1752 * as walking.
1769 */ 1753 */
1770 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))
1771 return 0; 1755 return 0;
1772 1756
1773 /* This is basically inverse logic of that below - basically, 1757 /* This is basically inverse logic of that below - basically,
1774 * 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,
1775 * 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
1776 * blocked. Logic on this seems confusing, but does seem correct. 1760 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1761 */
1778 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)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1763 return 0;
1780 1764
1781 /* The objects have to be checked from top to bottom. 1765 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1766 * Hence, we first go to the top:
1783 */ 1767 */
1784 1768
1785 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)
1786 tmp->above!=NULL; tmp=tmp->above) { 1770 {
1787 /* Trim the search when we find the first other spell effect 1771 /* Trim the search when we find the first other spell effect
1788 * 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,
1789 * we don't need to check all of them. 1773 * we don't need to check all of them.
1790 */ 1774 */
1791 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)
1792 } 1780 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1781 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1782 continue; /* Can't apply yourself */
1795 1783
1796 /* 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.
1797 * Second check makes sure that the movement types not being slowed 1785 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1786 * (~slow_move) is not blocked on this space - just because the
1799 * 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
1800 * 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.
1801 */ 1789 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1790 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1791 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1792 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (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 {
1806 1795
1807 float diff; 1796 float
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1797 diff = tmp->move_slow_penalty * FABS (op->speed);
1798
1810 if (op->type == PLAYER) { 1799 if (op->type == PLAYER)
1811 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)) ||
1812 (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)))
1813 diff /= 4.0; 1802 diff /= 4.0;
1814 } 1803
1815 }
1816 op->speed_left -= diff; 1804 op->speed_left -= diff;
1817 } 1805 }
1818 } 1806 }
1819 1807
1820 /* Basically same logic as above, except now for actual apply. */ 1808 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1809 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (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))
1824 1811 {
1825 move_apply(tmp, op, originator); 1812 move_apply (tmp, op, originator);
1813
1826 if (was_destroyed (op, tag)) 1814 if (op->destroyed ())
1827 return 1; 1815 return 1;
1828 1816
1829 /* what the person/creature stepped onto has moved the object 1817 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1818 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1819 * have a feeling strange problems would result.
1832 */ 1820 */
1833 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;
1834 } 1823 }
1835 } 1824 }
1825
1836 return 0; 1826 return 0;
1837} 1827}
1838 1828
1839/* 1829/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1830 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1831 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1843 */ 1833 */
1844 1834object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1835present_arch (const archetype *at, maptile *m, int x, int y)
1846 object *tmp; 1836{
1847 if(m==NULL || out_of_map(m,x,y)) { 1837 if (m == NULL || out_of_map (m, x, y))
1838 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1839 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1840 return NULL;
1850 } 1841 }
1842
1851 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)
1852 if(tmp->arch == at) 1844 if (tmp->arch == at)
1853 return tmp; 1845 return tmp;
1846
1854 return NULL; 1847 return NULL;
1855} 1848}
1856 1849
1857/* 1850/*
1858 * present(type, map, x, y) searches for any objects with 1851 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1852 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
1861 */ 1854 */
1862 1855object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1856present (unsigned char type, maptile *m, int x, int y)
1864 object *tmp; 1857{
1865 if(out_of_map(m,x,y)) { 1858 if (out_of_map (m, x, y))
1859 {
1866 LOG(llevError,"Present called outside map.\n"); 1860 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1861 return NULL;
1868 } 1862 }
1863
1869 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)
1870 if(tmp->type==type) 1865 if (tmp->type == type)
1871 return tmp; 1866 return tmp;
1867
1872 return NULL; 1868 return NULL;
1873} 1869}
1874 1870
1875/* 1871/*
1876 * present_in_ob(type, object) searches for any objects with 1872 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1873 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
1879 */ 1875 */
1880 1876object *
1881object *present_in_ob(unsigned char type, const object *op) { 1877present_in_ob (unsigned char type, const object *op)
1882 object *tmp; 1878{
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1879 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1880 if (tmp->type == type)
1885 return tmp; 1881 return tmp;
1882
1886 return NULL; 1883 return NULL;
1887} 1884}
1888 1885
1889/* 1886/*
1890 * present_in_ob (type, str, object) searches for any objects with 1887 * present_in_ob (type, str, object) searches for any objects with
1898 * 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
1899 * 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
1900 * 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
1901 * to be unique. 1898 * to be unique.
1902 */ 1899 */
1903 1900object *
1904object *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)
1905 object *tmp; 1902{
1906
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1904 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 1905 return tmp;
1910 } 1906
1911 return NULL; 1907 return 0;
1912} 1908}
1913 1909
1914/* 1910/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 1911 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 1912 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 1913 * The first matching object is returned, or NULL if none.
1918 */ 1914 */
1919 1915object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 1916present_arch_in_ob (const archetype *at, const object *op)
1921 object *tmp; 1917{
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 if( tmp->arch == at) 1919 if (tmp->arch == at)
1924 return tmp; 1920 return tmp;
1921
1925 return NULL; 1922 return NULL;
1926} 1923}
1927 1924
1928/* 1925/*
1929 * activate recursively a flag on an object inventory 1926 * activate recursively a flag on an object inventory
1930 */ 1927 */
1928void
1931void flag_inv(object*op, int flag){ 1929flag_inv (object *op, int flag)
1932 object *tmp; 1930{
1933 if(op->inv) 1931 if (op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1933 {
1935 SET_FLAG(tmp, flag); 1934 SET_FLAG (tmp, flag);
1936 flag_inv(tmp,flag); 1935 flag_inv (tmp, flag);
1937 } 1936 }
1937}
1938
1938}/* 1939/*
1939 * desactivate recursively a flag on an object inventory 1940 * deactivate recursively a flag on an object inventory
1940 */ 1941 */
1942void
1941void unflag_inv(object*op, int flag){ 1943unflag_inv (object *op, int flag)
1942 object *tmp; 1944{
1943 if(op->inv) 1945 if (op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1947 {
1945 CLEAR_FLAG(tmp, flag); 1948 CLEAR_FLAG (tmp, flag);
1946 unflag_inv(tmp,flag); 1949 unflag_inv (tmp, flag);
1947 } 1950 }
1948} 1951}
1949 1952
1950/* 1953/*
1951 * 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
1952 * all it's inventory (recursively). 1955 * all it's inventory (recursively).
1953 * 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
1954 * 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.
1955 */ 1958 */
1956 1959void
1957void set_cheat(object *op) { 1960set_cheat (object *op)
1961{
1958 SET_FLAG(op, FLAG_WAS_WIZ); 1962 SET_FLAG (op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ); 1963 flag_inv (op, FLAG_WAS_WIZ);
1960} 1964}
1961 1965
1962/* 1966/*
1963 * 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
1964 * 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
1978 * 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
1979 * 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
1980 * 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
1981 * customized, changed states, etc. 1985 * customized, changed states, etc.
1982 */ 1986 */
1983 1987int
1984int 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{
1985 int i,index=0, flag; 1990 int index = 0, flag;
1986 static int altern[SIZEOFFREE]; 1991 int altern[SIZEOFFREE];
1987 1992
1988 for(i=start;i<stop;i++) { 1993 for (int i = start; i < stop; i++)
1994 {
1989 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]);
1990 if(!flag) 1996 if (!flag)
1991 altern[index++]=i; 1997 altern [index++] = i;
1992 1998
1993 /* 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.
1994 * 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.
1995 * 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 -
1996 * 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
1997 * 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
1998 * to only the spaces immediately surrounding the target area, and 2004 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2005 * won't look 2 spaces south of the target space.
2000 */ 2006 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2007 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2002 stop=maxfree[i]; 2008 stop = maxfree[i];
2003 } 2009 }
2004 if(!index) return -1; 2010
2011 if (!index)
2012 return -1;
2013
2005 return altern[RANDOM()%index]; 2014 return altern[RANDOM () % index];
2006} 2015}
2007 2016
2008/* 2017/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2018 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2019 * find_free_spot(), but it will search max number of squares.
2011 * 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.
2012 * 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.
2013 */ 2022 */
2014 2023int
2015int 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)
2016 int i; 2025{
2017 for(i=0;i<SIZEOFFREE;i++) { 2026 for (int i = 0; i < SIZEOFFREE; i++)
2018 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]))
2019 return i; 2028 return i;
2020 } 2029
2021 return -1; 2030 return -1;
2022} 2031}
2023 2032
2024/* 2033/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2034 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2035 * arr[begin..end-1].
2036 * now uses a fisher-yates shuffle, old permute was broken
2027 */ 2037 */
2038static void
2028static void permute(int *arr, int begin, int end) 2039permute (int *arr, int begin, int end)
2029{ 2040{
2030 int i, j, tmp, len; 2041 arr += begin;
2042 end -= begin;
2031 2043
2032 len = end-begin; 2044 while (--end)
2033 for(i = begin; i < end; i++) 2045 swap (arr [end], arr [RANDOM () % (end + 1)]);
2034 {
2035 j = begin+RANDOM()%len;
2036
2037 tmp = arr[i];
2038 arr[i] = arr[j];
2039 arr[j] = tmp;
2040 }
2041} 2046}
2042 2047
2043/* new function to make monster searching more efficient, and effective! 2048/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2049 * This basically returns a randomized array (in the passed pointer) of
2045 * 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
2046 * 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
2047 * 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
2048 * 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.
2049 */ 2054 */
2055void
2050void get_search_arr(int *search_arr) 2056get_search_arr (int *search_arr)
2051{ 2057{
2052 int i; 2058 int i;
2053 2059
2054 for(i = 0; i < SIZEOFFREE; i++) 2060 for (i = 0; i < SIZEOFFREE; i++)
2055 {
2056 search_arr[i] = i; 2061 search_arr[i] = i;
2057 }
2058 2062
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2063 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2064 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2065 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2066}
2063 2067
2064/* 2068/*
2065 * 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
2066 * given map at the given coordinates for live objects. 2070 * given map at the given coordinates for live objects.
2071 * Perhaps incorrectly, but I'm making the assumption that exclude 2075 * Perhaps incorrectly, but I'm making the assumption that exclude
2072 * 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
2073 * 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
2074 * there is capable of. 2078 * there is capable of.
2075 */ 2079 */
2076 2080int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2081find_dir (maptile *m, int x, int y, object *exclude)
2082{
2078 int i,max=SIZEOFFREE, mflags; 2083 int i, max = SIZEOFFREE, mflags;
2084
2079 sint16 nx, ny; 2085 sint16 nx, ny;
2080 object *tmp; 2086 object *tmp;
2081 mapstruct *mp; 2087 maptile *mp;
2088
2082 MoveType blocked, move_type; 2089 MoveType blocked, move_type;
2083 2090
2084 if (exclude && exclude->head) { 2091 if (exclude && exclude->head)
2092 {
2085 exclude = exclude->head; 2093 exclude = exclude->head;
2086 move_type = exclude->move_type; 2094 move_type = exclude->move_type;
2087 } else { 2095 }
2096 else
2097 {
2088 /* 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. */
2089 move_type=MOVE_ALL; 2099 move_type = MOVE_ALL;
2100 }
2101
2102 for (i = 1; i < max; i++)
2090 } 2103 {
2091
2092 for(i=1;i<max;i++) {
2093 mp = m; 2104 mp = m;
2094 nx = x + freearr_x[i]; 2105 nx = x + freearr_x[i];
2095 ny = y + freearr_y[i]; 2106 ny = y + freearr_y[i];
2096 2107
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2109
2098 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)
2099 max = maxfree[i]; 2119 max = maxfree[i];
2100 } else {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102
2103 if ((move_type & blocked) == move_type) {
2104 max=maxfree[i];
2105 } else if (mflags & P_IS_ALIVE) { 2120 else if (mflags & P_IS_ALIVE)
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2121 {
2122 for (tmp = ms.bot; tmp; tmp = tmp->above)
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2124 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2109 break; 2125 break;
2110 } 2126
2111 }
2112 if(tmp) { 2127 if (tmp)
2113 return freedir[i]; 2128 return freedir[i];
2114 }
2115 } 2129 }
2116 } 2130 }
2117 } 2131 }
2132
2118 return 0; 2133 return 0;
2119} 2134}
2120 2135
2121/* 2136/*
2122 * distance(object 1, object 2) will return the square of the 2137 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2138 * distance between the two given objects.
2124 */ 2139 */
2125 2140int
2126int distance(const object *ob1, const object *ob2) { 2141distance (const object *ob1, const object *ob2)
2127 int i; 2142{
2128 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);
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2130 return i;
2131} 2144}
2132 2145
2133/* 2146/*
2134 * 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
2135 * 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
2136 * object, needs to travel toward it. 2149 * object, needs to travel toward it.
2137 */ 2150 */
2138 2151int
2139int find_dir_2(int x, int y) { 2152find_dir_2 (int x, int y)
2153{
2140 int q; 2154 int q;
2141 2155
2142 if(y) 2156 if (y)
2143 q=x*100/y; 2157 q = x * 100 / y;
2144 else if (x) 2158 else if (x)
2145 q= -300*x; 2159 q = -300 * x;
2146 else 2160 else
2147 return 0; 2161 return 0;
2148 2162
2149 if(y>0) { 2163 if (y > 0)
2164 {
2150 if(q < -242) 2165 if (q < -242)
2151 return 3 ; 2166 return 3;
2152 if (q < -41) 2167 if (q < -41)
2153 return 2 ; 2168 return 2;
2154 if (q < 41) 2169 if (q < 41)
2155 return 1 ; 2170 return 1;
2156 if (q < 242) 2171 if (q < 242)
2157 return 8 ; 2172 return 8;
2158 return 7 ; 2173 return 7;
2159 } 2174 }
2160 2175
2161 if (q < -242) 2176 if (q < -242)
2162 return 7 ; 2177 return 7;
2163 if (q < -41) 2178 if (q < -41)
2164 return 6 ; 2179 return 6;
2165 if (q < 41) 2180 if (q < 41)
2166 return 5 ; 2181 return 5;
2167 if (q < 242) 2182 if (q < 242)
2168 return 4 ; 2183 return 4;
2169 2184
2170 return 3 ; 2185 return 3;
2171} 2186}
2172 2187
2173/* 2188/*
2174 * absdir(int): Returns a number between 1 and 8, which represent 2189 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of 2190 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction). 2191 * "overflow" in previous calculations of a direction).
2177 */ 2192 */
2178 2193
2194int
2179int absdir(int d) { 2195absdir (int d)
2180 while(d<1) d+=8; 2196{
2181 while(d>8) d-=8; 2197 while (d < 1)
2198 d += 8;
2199
2200 while (d > 8)
2201 d -= 8;
2202
2182 return d; 2203 return d;
2183} 2204}
2184 2205
2185/* 2206/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2207 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2208 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2209 */
2189 2210
2211int
2190int dirdiff(int dir1, int dir2) { 2212dirdiff (int dir1, int dir2)
2213{
2191 int d; 2214 int d;
2215
2192 d = abs(dir1 - dir2); 2216 d = abs (dir1 - dir2);
2193 if(d>4) 2217 if (d > 4)
2194 d = 8 - d; 2218 d = 8 - d;
2219
2195 return d; 2220 return d;
2196} 2221}
2197 2222
2198/* peterm: 2223/* peterm:
2199 * 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.
2202 * 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
2203 * 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.
2204 * 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
2205 * functions. 2230 * functions.
2206 */ 2231 */
2207
2208int reduction_dir[SIZEOFFREE][3] = { 2232int reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2233 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2234 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2235 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2236 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2237 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2238 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2239 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2240 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2241 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2242 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2243 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2244 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2245 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2246 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2247 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2248 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2249 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2250 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2251 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2252 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2253 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2254 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2255 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2256 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2257 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2258 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2259 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2260 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2261 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2262 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2263 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2264 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2265 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2266 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2267 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2268 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2269 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2270 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2271 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2272 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2273 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2274 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2275 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2276 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2277 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2278 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2279 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2280 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2281 {24, 9, -1}
2282}; /* 48 */
2258 2283
2259/* Recursive routine to step back and see if we can 2284/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2285 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2286 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2287 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2288 * Modified to be map tile aware -.MSW
2264 */ 2289 */
2265 2290int
2266
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2291can_see_monsterP (maptile *m, int x, int y, int dir)
2292{
2268 sint16 dx, dy; 2293 sint16 dx, dy;
2269 int mflags; 2294 int mflags;
2270 2295
2296 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2297 return 0; /* exit condition: invalid direction */
2272 2298
2273 dx = x + freearr_x[dir]; 2299 dx = x + freearr_x[dir];
2274 dy = y + freearr_y[dir]; 2300 dy = y + freearr_y[dir];
2275 2301
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2302 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2303
2278 /* This functional arguably was incorrect before - it was 2304 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2305 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2306 * we could move to the monster - this is being more
2281 * 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
2282 * 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
2283 * at least its move type. 2309 * at least its move type.
2284 */ 2310 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2311 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2312 return 0;
2286 2313
2287 /* yes, can see. */ 2314 /* yes, can see. */
2288 if(dir < 9) return 1; 2315 if (dir < 9)
2316 return 1;
2317
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2318 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2319 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2320 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292} 2321}
2293 2322
2294
2295
2296/* 2323/*
2297 * 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
2298 * picked up by the picker. Returnes 1 if it can be 2325 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2326 * picked up, otherwise 0.
2300 * 2327 *
2302 * core dumps if they do. 2329 * core dumps if they do.
2303 * 2330 *
2304 * 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)
2305 */ 2332 */
2306 2333
2334int
2307int can_pick(const object *who, const object *item) { 2335can_pick (const object *who, const object *item)
2336{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2337 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2338 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2339 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2311 (who->type==PLAYER||item->weight<who->weight/3));
2312} 2340}
2313
2314 2341
2315/* 2342/*
2316 * create clone from object to another 2343 * create clone from object to another
2317 */ 2344 */
2345object *
2318object *object_create_clone (object *asrc) { 2346object_create_clone (object *asrc)
2347{
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2348 object *dst = 0, *tmp, *src, *part, *prev, *item;
2320 2349
2321 if(!asrc) return NULL; 2350 if (!asrc)
2351 return 0;
2352
2322 src = asrc; 2353 src = asrc;
2323 if(src->head) 2354 if (src->head)
2324 src = src->head; 2355 src = src->head;
2325 2356
2326 prev = NULL; 2357 prev = 0;
2327 for(part = src; part; part = part->more) { 2358 for (part = src; part; part = part->more)
2328 tmp = get_object(); 2359 {
2329 copy_object(part,tmp); 2360 tmp = part->clone ();
2330 tmp->x -= src->x; 2361 tmp->x -= src->x;
2331 tmp->y -= src->y; 2362 tmp->y -= src->y;
2363
2332 if(!part->head) { 2364 if (!part->head)
2365 {
2333 dst = tmp; 2366 dst = tmp;
2334 tmp->head = NULL;
2335 } else {
2336 tmp->head = dst; 2367 tmp->head = 0;
2337 } 2368 }
2369 else
2370 tmp->head = dst;
2371
2338 tmp->more = NULL; 2372 tmp->more = 0;
2373
2339 if(prev) 2374 if (prev)
2340 prev->more = tmp; 2375 prev->more = tmp;
2376
2341 prev = tmp; 2377 prev = tmp;
2342 } 2378 }
2343 /*** copy inventory ***/ 2379
2344 for(item = src->inv; item; item = item->below) { 2380 for (item = src->inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2381 insert_ob_in_ob (object_create_clone (item), dst);
2346 }
2347 2382
2348 return dst; 2383 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357} 2384}
2358 2385
2359/* GROS - Creates an object using a string representing its content. */ 2386/* GROS - Creates an object using a string representing its content. */
2360/* 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 */
2361/* 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, */
2362/* 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. */
2363/* 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. */
2364/* Also remember that multiparts objects are not supported for now. */ 2391/* Also remember that multiparts objects are not supported for now. */
2365 2392object *
2366object* load_object_str(const char *obstr) 2393load_object_str (const char *obstr)
2367{ 2394{
2368 object *op; 2395 object *op;
2369 char filename[MAX_BUF]; 2396 char filename[MAX_BUF];
2397
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2398 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2371 2399
2372 FILE *tempfile=fopen(filename,"w"); 2400 FILE *tempfile = fopen (filename, "w");
2401
2373 if (tempfile == NULL) 2402 if (tempfile == NULL)
2374 { 2403 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n"); 2404 LOG (llevError, "Error - Unable to access load object temp file\n");
2376 return NULL; 2405 return NULL;
2377 }; 2406 }
2407
2378 fprintf(tempfile,obstr); 2408 fprintf (tempfile, obstr);
2379 fclose(tempfile); 2409 fclose (tempfile);
2380 2410
2381 op=get_object(); 2411 op = object::create ();
2382 2412
2383 object_thawer thawer (filename); 2413 object_thawer thawer (filename);
2384 2414
2385 if (thawer) 2415 if (thawer)
2386 load_object(thawer,op,0); 2416 load_object (thawer, op, 0);
2387 2417
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2418 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED); 2419 CLEAR_FLAG (op, FLAG_REMOVED);
2390 2420
2391 return op; 2421 return op;
2392} 2422}
2393 2423
2394/* This returns the first object in who's inventory that 2424/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2425 * has the same type and subtype match.
2396 * returns NULL if no match. 2426 * returns NULL if no match.
2397 */ 2427 */
2428object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2429find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2430{
2400 object *tmp;
2401
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2431 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2432 if (tmp->type == type && tmp->subtype == subtype)
2433 return tmp;
2404 2434
2405 return NULL; 2435 return 0;
2406} 2436}
2407 2437
2408/* 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,
2409 * otherwise return NULL. 2439 * otherwise return NULL.
2410 * 2440 *
2411 * 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
2412 * do the desired thing. 2442 * do the desired thing.
2413 */ 2443 */
2444key_value *
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2445get_ob_key_link (const object *ob, const char *key)
2415 key_value * link; 2446{
2416
2417 for (link = ob->key_values; link != NULL; link = link->next) { 2447 for (key_value *link = ob->key_values; link; link = link->next)
2418 if (link->key == key) { 2448 if (link->key == key)
2419 return link; 2449 return link;
2420 } 2450
2421 } 2451 return 0;
2422 2452}
2423 return NULL;
2424}
2425 2453
2426/* 2454/*
2427 * 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.
2428 * 2456 *
2429 * The argument doesn't need to be a shared string. 2457 * The argument doesn't need to be a shared string.
2430 * 2458 *
2431 * The returned string is shared. 2459 * The returned string is shared.
2432 */ 2460 */
2461const char *
2433const char * get_ob_key_value(const object * op, const char * const key) { 2462get_ob_key_value (const object *op, const char *const key)
2463{
2434 key_value * link; 2464 key_value *link;
2435 const char * canonical_key; 2465 shstr_cmp canonical_key (key);
2466
2467 if (!canonical_key)
2436 2468 {
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object 2469 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find. 2470 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field. 2471 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field. 2472 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2473 */
2445 return NULL; 2474 return 0;
2446 } 2475 }
2447 2476
2448 /* This is copied from get_ob_key_link() above - 2477 /* This is copied from get_ob_key_link() above -
2449 * only 4 lines, and saves the function call overhead. 2478 * only 4 lines, and saves the function call overhead.
2450 */ 2479 */
2451 for (link = op->key_values; link != NULL; link = link->next) { 2480 for (link = op->key_values; link; link = link->next)
2452 if (link->key == canonical_key) { 2481 if (link->key == canonical_key)
2453 return link->value; 2482 return link->value;
2454 } 2483
2455 } 2484 return 0;
2456 return NULL;
2457} 2485}
2458 2486
2459 2487
2460/* 2488/*
2461 * Updates the canonical_key in op to value. 2489 * Updates the canonical_key in op to value.
2465 * 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
2466 * keys. 2494 * keys.
2467 * 2495 *
2468 * Returns TRUE on success. 2496 * Returns TRUE on success.
2469 */ 2497 */
2498int
2470int 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{
2471 key_value * field = NULL, *last=NULL; 2501 key_value *field = NULL, *last = NULL;
2472 2502
2473 for (field=op->key_values; field != NULL; field=field->next) { 2503 for (field = op->key_values; field != NULL; field = field->next)
2504 {
2474 if (field->key != canonical_key) { 2505 if (field->key != canonical_key)
2506 {
2475 last = field; 2507 last = field;
2476 continue; 2508 continue;
2477 } 2509 }
2478 2510
2479 if (value) 2511 if (value)
2480 field->value = value; 2512 field->value = value;
2481 else { 2513 else
2514 {
2482 /* Basically, if the archetype has this key set, 2515 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save 2516 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load, 2517 * it, we save the empty value so that when we load,
2485 * we get this value back again. 2518 * we get this value back again.
2486 */ 2519 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2520 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0; 2521 field->value = 0;
2522 else
2523 {
2524 if (last)
2525 last->next = field->next;
2489 else 2526 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next; 2527 op->key_values = field->next;
2493 2528
2494 delete field; 2529 delete field;
2495 } 2530 }
2496 } 2531 }
2497 return TRUE; 2532 return TRUE;
2498 } 2533 }
2499 /* IF we get here, key doesn't exist */ 2534 /* IF we get here, key doesn't exist */
2500 2535
2501 /* No field, we'll have to add it. */ 2536 /* No field, we'll have to add it. */
2502 2537
2503 if (!add_key) { 2538 if (!add_key)
2504 return FALSE; 2539 return FALSE;
2505 } 2540
2506 /* There isn't any good reason to store a null 2541 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has 2542 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't 2543 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings, 2544 * be here. If user wants to store empty strings,
2510 * should pass in "" 2545 * should pass in ""
2511 */ 2546 */
2512 if (value == NULL) return TRUE; 2547 if (value == NULL)
2513
2514 field = new key_value;
2515
2516 field->key = canonical_key;
2517 field->value = value;
2518 /* Usual prepend-addition. */
2519 field->next = op->key_values;
2520 op->key_values = field;
2521
2522 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;
2523} 2559}
2524 2560
2525/* 2561/*
2526 * Updates the key in op to value. 2562 * Updates the key in op to value.
2527 * 2563 *
2529 * and not add new ones. 2565 * and not add new ones.
2530 * 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
2531 * 2567 *
2532 * Returns TRUE on success. 2568 * Returns TRUE on success.
2533 */ 2569 */
2570int
2534int 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)
2535{ 2572{
2536 shstr key_ (key); 2573 shstr key_ (key);
2574
2537 return set_ob_key_value_s (op, key_, value, add_key); 2575 return set_ob_key_value_s (op, key_, value, add_key);
2538} 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

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