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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.88 by root, Tue Dec 26 09:37:00 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.19 2006/09/08 17:14:07 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 1);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 472/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 478 * will point at garbage.
580 */ 479 */
581 480void
582void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
583{ 482{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 485
587 op2->clone (op); 486 *(object_copy *)dst = *this;
588 487
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
591 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
592 if (op2->speed < 0) 494 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 496
595 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 498 if (key_values)
597 { 499 {
598 key_value *tail = NULL; 500 key_value *tail = 0;
599 key_value *i; 501 key_value *i;
600 502
601 op->key_values = NULL; 503 dst->key_values = 0;
602 504
603 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
604 { 506 {
605 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
606 508
607 new_link->next = NULL; 509 new_link->next = 0;
608 new_link->key = i->key; 510 new_link->key = i->key;
609 new_link->value = i->value; 511 new_link->value = i->value;
610 512
611 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 514 if (!dst->key_values)
613 { 515 {
614 op->key_values = new_link; 516 dst->key_values = new_link;
615 tail = new_link; 517 tail = new_link;
616 } 518 }
617 else 519 else
618 { 520 {
619 tail->next = new_link; 521 tail->next = new_link;
620 tail = new_link; 522 tail = new_link;
621 } 523 }
622 } 524 }
623 } 525 }
624 526
625 update_ob_speed (op); 527 dst->set_speed (dst->speed);
626} 528}
627 529
530object *
628object::object () 531object::clone ()
629{ 532{
630 count = ++ob_count; 533 object *neu = create ();
631 534 copy_to (neu);
632 next = objects; 535 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 536}
649 537
650/* 538/*
651 * 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
652 * 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
653 * 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.
654 */ 542 */
655 543
544void
656void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 548 return;
659 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
661} 551}
662 552
663/* 553/*
664 * 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
665 * 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.
666 * 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.
667 */ 557 */
668 558void
669void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
670 extern int arch_init; 561 extern int arch_init;
671 562
672 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 564 * since they never really need to be updated.
674 */ 565 */
675 566 if (flag [FLAG_FREED] && speed)
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
678#ifdef MANY_CORES
679 abort();
680#else
681 op->speed = 0; 569 speed = 0;
682#endif
683 } 570 }
571
572 this->speed = speed;
573
684 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)
685 return; 581 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 582
692 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 584 * of the list. */
694 op->active_next = active_objects; 585 active_next = active_objects;
586
695 if (op->active_next!=NULL) 587 if (active_next)
696 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
697 active_objects = op; 590 active_objects = this;
591 }
592 else
698 } 593 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
702 return; 596 return;
703 597
704 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
705 active_objects = op->active_next; 600 active_objects = active_next;
601
706 if (op->active_next!=NULL) 602 if (active_next)
707 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
708 } 604 }
709 else { 605 else
606 {
710 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
711 if (op->active_next) 609 if (active_next)
712 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
713 } 611 }
612
714 op->active_next = NULL; 613 active_next = 0;
715 op->active_prev = NULL; 614 active_prev = 0;
716 } 615 }
717} 616}
718 617
719/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
720 * objects. 619 * objects.
722 * 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
723 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
725 * 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.
726 */ 625 */
626void
727void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
728{ 628{
729 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 631 return;
732 632
733 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
734 active_objects = op->active_next; 635 active_objects = op->active_next;
735 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
737 } 640 {
738 else {
739 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 642 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
742 } 644 }
743 op->active_next = NULL; 645 op->active_next = NULL;
744 op->active_prev = NULL; 646 op->active_prev = NULL;
745} 647}
746 648
747/* 649/*
748 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
750 * 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
751 * invisible object, etc...) 653 * invisible object, etc...)
752 * 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
753 * 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
754 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
755 * 657 *
756 * 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.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 659 * current action are:
762 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
764 * 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
765 * 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.
766 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
767 */ 665 */
768 666void
769void update_object(object *op, int action) { 667update_object (object *op, int action)
770 int update_now=0, flags; 668{
771 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
772 670
773 if (op == NULL) { 671 if (op == NULL)
672 {
774 /* this should never happen */ 673 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 675 return;
777 }
778 676 }
779 if(op->env!=NULL) { 677
678 if (op->env)
679 {
780 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
781 * to do in this case. 681 * to do in this case.
782 */ 682 */
783 return; 683 return;
784 } 684 }
785 685
786 /* 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
787 * going to get freed anyways. 687 * going to get freed anyways.
788 */ 688 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
790 690 return;
691
791 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
792 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)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 696#ifdef MANY_CORES
796 abort(); 697 abort ();
797#endif 698#endif
798 return; 699 return;
799 }
800 700 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
808 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if ((move_on | op->move_on) != move_on) update_now=1;
822 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
823 /* 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
824 * to have move_allow right now. 719 * to have move_allow right now.
825 */ 720 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
827 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
829 } 724 }
830 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 727 * that is being removed.
833 */ 728 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
836 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
838 }
839 else { 733 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 735
843 if (update_now) {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y);
846 }
847
848 if(op->more!=NULL) 736 if (op->more)
849 update_object(op->more, action); 737 update_object (op->more, action);
850} 738}
851 739
740object::vector object::objects; // not yet used
741object *object::first;
852 742
853/* 743object::object ()
854 * free_object() frees everything allocated by an object, removes 744{
855 * it from the list of used objects, and puts it on the list of 745 SET_FLAG (this, FLAG_REMOVED);
856 * free objects. The IS_FREED() flag is set in the object. 746
857 * The object must have been removed by remove_ob() first for 747 expmul = 1.0;
858 * this function to succeed. 748 face = blank_face;
859 * 749}
860 * If free_inventory is set, free inventory as well. Else drop items in 750
861 * inventory to the ground. 751object::~object ()
862 */ 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
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788}
863 789
864void 790void
865free_object (object * ob) 791object::do_destroy ()
866{ 792{
867 free_object2 (ob, 0); 793 attachable::do_destroy ();
868}
869 794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
805 return;
806
807 flag [FLAG_FREED] = 1;
808
809 while (inv)
810 inv->destroy ();
811
812 set_speed (0);
813 unlink ();
814
815 // hack to ensure that freed objects still have a valid map
816 {
817 static maptile *freed_map; // freed objects are moved here to avoid crashes
818
819 if (!freed_map)
820 {
821 freed_map = new maptile;
822
823 freed_map->name = "/internal/freed_objects_map";
824 freed_map->width = 3;
825 freed_map->height = 3;
826
827 freed_map->allocate ();
828 }
829
830 map = freed_map;
831 x = 1;
832 y = 1;
833 }
834
835 head = 0;
836
837 if (more)
838 {
839 more->destroy ();
840 more = 0;
841 }
842
843 // clear those pointers that likely might have circular references to us
844 owner = 0;
845 enemy = 0;
846 attacked_by = 0;
847
848 // only relevant for players(?), but make sure of it anyways
849 contr = 0;
850}
851
852/*
853 * Remove and free all objects in the inventory of the given object.
854 * object.c ?
855 */
870void 856void
871free_object2 (object * ob, int free_inventory) 857object::destroy_inv (bool drop_to_ground)
872{ 858{
873 object *tmp, *op;
874
875 if (!QUERY_FLAG (ob, FLAG_REMOVED))
876 {
877 LOG (llevDebug, "Free object called with non removed object\n");
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
885 {
886 LOG (llevMonster, "Warning: tried to free friendly object.\n");
887 remove_friendly_object (ob);
888 }
889
890 if (QUERY_FLAG (ob, FLAG_FREED))
891 {
892 dump_object (ob);
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
894 return;
895 }
896
897 if (ob->more != NULL)
898 {
899 free_object2 (ob->more, free_inventory);
900 ob->more = NULL;
901 }
902
903 if (ob->inv)
904 {
905 /* Only if the space blocks everything do we not process - 859 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects 860 * if some form of movement is allowed, let objects
907 * drop on that space. 861 * drop on that space.
908 */ 862 */
909 if (free_inventory || ob->map == NULL 863 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
910 || ob->map->in_memory != MAP_IN_MEMORY
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
912 {
913 op = ob->inv;
914
915 while (op != NULL)
916 { 864 {
917 tmp = op->below; 865 while (inv)
918 remove_ob (op); 866 inv->destroy ();
919 free_object2 (op, free_inventory);
920 op = tmp;
921 }
922 }
923 else
924 { /* Put objects in inventory onto this space */
925 op = ob->inv;
926
927 while (op != NULL)
928 {
929 tmp = op->below;
930 remove_ob (op);
931
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
935 free_object (op);
936 else
937 {
938 op->x = ob->x;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
941 }
942
943 op = tmp;
944 }
945 }
946 }
947
948 /* Remove object from the active list */
949 ob->speed = 0;
950 update_ob_speed (ob);
951
952 SET_FLAG (ob, FLAG_FREED);
953 ob->count = 0;
954
955 /* Remove this object from the list of used objects */
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 } 867 }
963 else 868 else
869 { /* Put objects in inventory onto this space */
870 while (inv)
871 {
872 object *op = inv;
873
874 if (op->flag [FLAG_STARTEQUIP]
875 || op->flag [FLAG_NO_DROP]
876 || op->type == RUNE
877 || op->type == TRAP
878 || op->flag [FLAG_IS_A_TEMPLATE])
879 op->destroy ();
880 else
881 {
882 op->remove ();
883 op->x = x;
884 op->y = y;
885 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
886 }
887 }
964 { 888 }
965 ob->prev->next = ob->next; 889}
966 890
967 if (ob->next != NULL) 891void
968 ob->next->prev = ob->prev; 892object::destroy (bool destroy_inventory)
969 } 893{
894 if (destroyed ())
895 return;
970 896
971 free_key_values (ob); 897 if (destroy_inventory)
898 destroy_inv (true);
972 899
973 /* Now link it with the free_objects list: */ 900 attachable::destroy ();
974 ob->prev = 0;
975 ob->next = 0;
976
977 delete ob;
978} 901}
979 902
980/* 903/*
981 * sub_weight() recursively (outwards) subtracts a number from the 904 * sub_weight() recursively (outwards) subtracts a number from the
982 * weight of an object (and what is carried by it's environment(s)). 905 * weight of an object (and what is carried by it's environment(s)).
983 */ 906 */
984 907void
985void sub_weight (object *op, signed long weight) { 908sub_weight (object *op, signed long weight)
909{
986 while (op != NULL) { 910 while (op != NULL)
911 {
987 if (op->type == CONTAINER) { 912 if (op->type == CONTAINER)
988 weight=(signed long)(weight*(100-op->stats.Str)/100); 913 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
989 } 914
990 op->carrying-=weight; 915 op->carrying -= weight;
991 op = op->env; 916 op = op->env;
992 } 917 }
993} 918}
994 919
995/* remove_ob(op): 920/* op->remove ():
996 * This function removes the object op from the linked list of objects 921 * This function removes the object op from the linked list of objects
997 * which it is currently tied to. When this function is done, the 922 * which it is currently tied to. When this function is done, the
998 * object will have no environment. If the object previously had an 923 * object will have no environment. If the object previously had an
999 * environment, the x and y coordinates will be updated to 924 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 925 * the previous environment.
1001 * Beware: This function is called from the editor as well! 926 * Beware: This function is called from the editor as well!
1002 */ 927 */
1003 928void
1004void remove_ob(object *op) { 929object::remove ()
930{
1005 object *tmp,*last=NULL; 931 object *tmp, *last = 0;
1006 object *otmp; 932 object *otmp;
1007 tag_t tag;
1008 int check_walk_off;
1009 mapstruct *m;
1010 sint16 x,y;
1011
1012 933
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 934 if (QUERY_FLAG (this, FLAG_REMOVED))
1014 dump_object(op); 935 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 936
1017 /* Changed it to always dump core in this case. As has been learned
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031
1032 SET_FLAG(op, FLAG_REMOVED); 937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this);
1033 939
940 if (more)
941 more->remove ();
942
1034 /* 943 /*
1035 * In this case, the object to be removed is in someones 944 * In this case, the object to be removed is in someones
1036 * inventory. 945 * inventory.
1037 */ 946 */
1038 if(op->env!=NULL) { 947 if (env)
948 {
1039 if(op->nrof) 949 if (nrof)
1040 sub_weight(op->env, op->weight*op->nrof); 950 sub_weight (env, weight * nrof);
1041 else 951 else
1042 sub_weight(op->env, op->weight+op->carrying); 952 sub_weight (env, weight + carrying);
1043 953
1044 /* NO_FIX_PLAYER is set when a great many changes are being 954 /* NO_FIX_PLAYER is set when a great many changes are being
1045 * made to players inventory. If set, avoiding the call 955 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 956 * to save cpu time.
1047 */ 957 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 959 otmp->update_stats ();
1050 fix_player(otmp);
1051 960
1052 if(op->above!=NULL) 961 if (above != NULL)
1053 op->above->below=op->below; 962 above->below = below;
1054 else 963 else
1055 op->env->inv=op->below; 964 env->inv = below;
1056 965
1057 if(op->below!=NULL) 966 if (below != NULL)
1058 op->below->above=op->above; 967 below->above = above;
1059 968
1060 /* we set up values so that it could be inserted into 969 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up 970 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do. 971 * to the caller to decide what we want to do.
972 */
973 x = env->x, y = env->y;
974 map = env->map;
975 above = 0, below = 0;
976 env = 0;
977 }
978 else if (map)
979 {
980 /* Re did the following section of code - it looks like it had
981 * lots of logic for things we no longer care about
982 */
983
984 /* link the object above us */
985 if (above)
986 above->below = below;
987 else
988 map->at (x, y).top = below; /* we were top, set new top */
989
990 /* Relink the object below us, if there is one */
991 if (below)
992 below->above = above;
993 else
994 {
995 /* Nothing below, which means we need to relink map object for this space
996 * use translated coordinates in case some oddness with map tiling is
997 * evident
1063 */ 998 */
1064 op->x=op->env->x,op->y=op->env->y; 999 if (GET_MAP_OB (map, x, y) != this)
1065 op->map=op->env->map; 1000 {
1066 op->above=NULL,op->below=NULL; 1001 char *dump = dump_object (this);
1067 op->env=NULL; 1002 LOG (llevError,
1003 "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);
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009
1010 map->at (x, y).bot = above; /* goes on above it. */
1011 }
1012
1013 above = 0;
1014 below = 0;
1015
1016 if (map->in_memory == MAP_SAVING)
1068 return; 1017 return;
1069 }
1070 1018
1071 /* If we get here, we are removing it from a map */ 1019 int check_walk_off = !flag [FLAG_NO_APPLY];
1072 if (op->map == NULL) return;
1073 1020
1074 x = op->x; 1021 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1075 y = op->y; 1022 {
1076 m = get_map_from_coord(op->map, &x, &y); 1023 /* No point updating the players look faces if he is the object
1077 1024 * being removed.
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */ 1025 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091 1026
1092 /* Re did the following section of code - it looks like it had 1027 if (tmp->type == PLAYER && tmp != this)
1093 * lots of logic for things we no longer care about 1028 {
1094 */ 1029 /* If a container that the player is currently using somehow gets
1095 1030 * removed (most likely destroyed), update the player view
1096 /* link the object above us */ 1031 * appropriately.
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */ 1032 */
1110 if(GET_MAP_OB(m,x,y)!=op) { 1033 if (tmp->container == this)
1111 dump_object(op); 1034 {
1112 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); 1035 flag [FLAG_APPLIED] = 0;
1113 dump_object(GET_MAP_OB(m,x,y)); 1036 tmp->container = 0;
1114 LOG(llevError,"%s\n",errmsg); 1037 }
1038
1039 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update ();
1041 }
1042
1043 /* See if player moving off should effect something */
1044 if (check_walk_off
1045 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 {
1048 move_apply (tmp, this, 0);
1049
1050 if (destroyed ())
1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1052 }
1053
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055
1056 if (tmp->above == tmp)
1057 tmp->above = 0;
1058
1059 last = tmp;
1115 } 1060 }
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120 1061
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1127 /* No point updating the players look faces if he is the object
1128 * being removed.
1129 */
1130
1131 if(tmp->type==PLAYER && tmp!=op) {
1132 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view
1134 * appropriately.
1135 */
1136 if (tmp->container==op) {
1137 CLEAR_FLAG(op, FLAG_APPLIED);
1138 tmp->container=NULL;
1139 }
1140 tmp->contr->socket.update_look=1;
1141 }
1142 /* See if player moving off should effect something */
1143 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1145
1146 move_apply(tmp, op, NULL);
1147 if (was_destroyed (op, tag)) {
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 }
1151 }
1152
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154
1155 if(tmp->above == tmp)
1156 tmp->above = NULL;
1157 last=tmp;
1158 }
1159 /* last == NULL of there are no objects on this space */ 1062 /* last == NULL of there are no objects on this space */
1160 if (last==NULL) { 1063 if (!last)
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1064 map->at (x, y).flags_ = P_NEED_UPDATE;
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1163 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways.
1165 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y);
1168 }
1169 else 1065 else
1170 update_object(last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1171 1067
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1173 update_all_los(op->map, op->x, op->y); 1069 update_all_los (map, x, y);
1174 1070 }
1175} 1071}
1176 1072
1177/* 1073/*
1178 * merge_ob(op,top): 1074 * merge_ob(op,top):
1179 * 1075 *
1180 * This function goes through all objects below and including top, and 1076 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1077 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1078 * If top is NULL, it is calculated.
1183 * Returns pointer to object if it succeded in the merge, otherwise NULL 1079 * Returns pointer to object if it succeded in the merge, otherwise NULL
1184 */ 1080 */
1185 1081object *
1186object *merge_ob(object *op, object *top) { 1082merge_ob (object *op, object *top)
1083{
1187 if(!op->nrof) 1084 if (!op->nrof)
1188 return 0; 1085 return 0;
1189 if(top==NULL) 1086
1087 if (top)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1088 for (top = op; top && top->above; top = top->above)
1089 ;
1090
1191 for(;top!=NULL;top=top->below) { 1091 for (; top; top = top->below)
1092 {
1192 if(top==op) 1093 if (top == op)
1193 continue; 1094 continue;
1194 if (CAN_MERGE(op,top)) 1095
1195 { 1096 if (object::can_merge (op, top))
1097 {
1196 top->nrof+=op->nrof; 1098 top->nrof += op->nrof;
1099
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1101 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1102 op->destroy ();
1200 free_object(op);
1201 return top; 1103 return top;
1202 } 1104 }
1203 } 1105 }
1106
1204 return NULL; 1107 return 0;
1205} 1108}
1206 1109
1207/* 1110/*
1208 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1209 * job preparing multi-part monsters 1112 * job preparing multi-part monsters
1210 */ 1113 */
1114object *
1211object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1116{
1212 object* tmp; 1117 object *tmp;
1118
1213 if (op->head) 1119 if (op->head)
1214 op=op->head; 1120 op = op->head;
1121
1215 for (tmp=op;tmp;tmp=tmp->more){ 1122 for (tmp = op; tmp; tmp = tmp->more)
1123 {
1216 tmp->x=x+tmp->arch->clone.x; 1124 tmp->x = x + tmp->arch->clone.x;
1217 tmp->y=y+tmp->arch->clone.y; 1125 tmp->y = y + tmp->arch->clone.y;
1218 } 1126 }
1127
1219 return insert_ob_in_map (op, m, originator, flag); 1128 return insert_ob_in_map (op, m, originator, flag);
1220} 1129}
1221 1130
1222/* 1131/*
1223 * insert_ob_in_map (op, map, originator, flag): 1132 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1133 * This function inserts the object in the two-way linked list
1237 * Return value: 1146 * Return value:
1238 * new object if 'op' was merged with other object 1147 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1148 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1149 * just 'op' otherwise
1241 */ 1150 */
1242 1151object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1152insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1153{
1245 object *tmp, *top, *floor=NULL; 1154 object *tmp, *top, *floor = NULL;
1246 sint16 x,y; 1155 sint16 x, y;
1247 1156
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1157 if (QUERY_FLAG (op, FLAG_FREED))
1158 {
1249 LOG (llevError, "Trying to insert freed object!\n"); 1159 LOG (llevError, "Trying to insert freed object!\n");
1250 return NULL; 1160 return NULL;
1161 }
1162
1163 if (m == NULL)
1251 } 1164 {
1252 if(m==NULL) {
1253 dump_object(op); 1165 char *dump = dump_object (op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1166 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1167 free (dump);
1255 return op; 1168 return op;
1256 } 1169 }
1170
1257 if(out_of_map(m,op->x,op->y)) { 1171 if (out_of_map (m, op->x, op->y))
1172 {
1258 dump_object(op); 1173 char *dump = dump_object (op);
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1260#ifdef MANY_CORES 1175#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object 1176 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting 1177 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted. 1178 * improperly inserted.
1264 */ 1179 */
1265 abort(); 1180 abort ();
1266#endif 1181#endif
1182 free (dump);
1267 return op; 1183 return op;
1268 } 1184 }
1185
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1186 if (!QUERY_FLAG (op, FLAG_REMOVED))
1187 {
1270 dump_object(op); 1188 char *dump = dump_object (op);
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1189 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1190 free (dump);
1272 return op; 1191 return op;
1192 }
1193
1194 if (op->more)
1273 } 1195 {
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */ 1196 /* The part may be on a different map. */
1276 1197
1277 object *more = op->more; 1198 object *more = op->more;
1278 1199
1279 /* We really need the caller to normalize coordinates - if 1200 /* We really need the caller to normalize coordinates - if
1280 * we set the map, that doesn't work if the location is within 1201 * we set the map, that doesn't work if the location is within
1281 * a map and this is straddling an edge. So only if coordinate 1202 * a map and this is straddling an edge. So only if coordinate
1282 * is clear wrong do we normalize it. 1203 * is clear wrong do we normalize it.
1283 */ 1204 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1205 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1285 more->map = get_map_from_coord(m, &more->x, &more->y); 1206 more->map = get_map_from_coord (m, &more->x, &more->y);
1286 } else if (!more->map) { 1207 else if (!more->map)
1208 {
1287 /* For backwards compatibility - when not dealing with tiled maps, 1209 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent. 1210 * more->map should always point to the parent.
1289 */ 1211 */
1290 more->map = m; 1212 more->map = m;
1291 } 1213 }
1292 1214
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1215 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1216 {
1294 if ( ! op->head) 1217 if (!op->head)
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1218 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1219
1296 return NULL; 1220 return 0;
1297 } 1221 }
1298 } 1222 }
1223
1299 CLEAR_FLAG(op,FLAG_REMOVED); 1224 CLEAR_FLAG (op, FLAG_REMOVED);
1300 1225
1301 /* Ideally, the caller figures this out. However, it complicates a lot 1226 /* Ideally, the caller figures this out. However, it complicates a lot
1302 * of areas of callers (eg, anything that uses find_free_spot would now 1227 * of areas of callers (eg, anything that uses find_free_spot would now
1303 * need extra work 1228 * need extra work
1304 */ 1229 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y); 1230 op->map = get_map_from_coord (m, &op->x, &op->y);
1306 x = op->x; 1231 x = op->x;
1307 y = op->y; 1232 y = op->y;
1308 1233
1309 /* this has to be done after we translate the coordinates. 1234 /* this has to be done after we translate the coordinates.
1310 */ 1235 */
1311 if(op->nrof && !(flag & INS_NO_MERGE)) { 1236 if (op->nrof && !(flag & INS_NO_MERGE))
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1237 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1313 if (CAN_MERGE(op,tmp)) { 1238 if (object::can_merge (op, tmp))
1239 {
1314 op->nrof+=tmp->nrof; 1240 op->nrof += tmp->nrof;
1315 remove_ob(tmp); 1241 tmp->destroy ();
1316 free_object(tmp); 1242 }
1243
1244 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1245 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1246
1247 if (!QUERY_FLAG (op, FLAG_ALIVE))
1248 CLEAR_FLAG (op, FLAG_NO_STEAL);
1249
1250 if (flag & INS_BELOW_ORIGINATOR)
1251 {
1252 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1253 {
1254 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1255 abort ();
1256 }
1257
1258 op->above = originator;
1259 op->below = originator->below;
1260
1261 if (op->below)
1262 op->below->above = op;
1263 else
1264 op->ms ().bot = op;
1265
1266 /* since *below* originator, no need to update top */
1267 originator->below = op;
1268 }
1269 else
1270 {
1271 /* If there are other objects, then */
1272 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1273 {
1274 object *last = NULL;
1275
1276 /*
1277 * If there are multiple objects on this space, we do some trickier handling.
1278 * We've already dealt with merging if appropriate.
1279 * Generally, we want to put the new object on top. But if
1280 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1281 * floor, we want to insert above that and no further.
1282 * Also, if there are spell objects on this space, we stop processing
1283 * once we get to them. This reduces the need to traverse over all of
1284 * them when adding another one - this saves quite a bit of cpu time
1285 * when lots of spells are cast in one area. Currently, it is presumed
1286 * that flying non pickable objects are spell objects.
1287 */
1288
1289 while (top != NULL)
1290 {
1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1292 floor = top;
1293
1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1295 {
1296 /* We insert above top, so we want this object below this */
1297 top = top->below;
1298 break;
1299 }
1300
1301 last = top;
1302 top = top->above;
1317 } 1303 }
1318 }
1319 1304
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1305 /* Don't want top to be NULL, so set it to the last valid object */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1306 top = last;
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324 1307
1325 if (flag & INS_BELOW_ORIGINATOR) { 1308 /* We let update_position deal with figuring out what the space
1326 if (originator->map != op->map || originator->x != op->x || 1309 * looks like instead of lots of conditions here.
1327 originator->y != op->y) { 1310 * makes things faster, and effectively the same result.
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 */
1329 abort(); 1312
1313 /* Have object 'fall below' other objects that block view.
1314 * Unless those objects are exits, type 66
1315 * If INS_ON_TOP is used, don't do this processing
1316 * Need to find the object that in fact blocks view, otherwise
1317 * stacking is a bit odd.
1318 */
1319 if (!(flag & INS_ON_TOP) &&
1320 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1321 {
1322 for (last = top; last != floor; last = last->below)
1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1324 break;
1325 /* Check to see if we found the object that blocks view,
1326 * and make sure we have a below pointer for it so that
1327 * we can get inserted below this one, which requires we
1328 * set top to the object below us.
1329 */
1330 if (last && last->below && last != floor)
1331 top = last->below;
1332 }
1333 } /* If objects on this space */
1334
1335 if (flag & INS_MAP_LOAD)
1336 top = GET_MAP_TOP (op->map, op->x, op->y);
1337
1338 if (flag & INS_ABOVE_FLOOR_ONLY)
1339 top = floor;
1340
1341 /* Top is the object that our object (op) is going to get inserted above.
1342 */
1343
1344 /* First object on this space */
1345 if (!top)
1346 {
1347 op->above = GET_MAP_OB (op->map, op->x, op->y);
1348
1349 if (op->above)
1350 op->above->below = op;
1351
1352 op->below = NULL;
1353 op->ms ().bot = op;
1330 } 1354 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else { 1355 else
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /*
1342 * If there are multiple objects on this space, we do some trickier handling.
1343 * We've already dealt with merging if appropriate.
1344 * Generally, we want to put the new object on top. But if
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1346 * floor, we want to insert above that and no further.
1347 * Also, if there are spell objects on this space, we stop processing
1348 * once we get to them. This reduces the need to traverse over all of
1349 * them when adding another one - this saves quite a bit of cpu time
1350 * when lots of spells are cast in one area. Currently, it is presumed
1351 * that flying non pickable objects are spell objects.
1352 */
1353
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above;
1367 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */
1395 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y);
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1398
1399 /* Top is the object that our object (op) is going to get inserted above.
1400 */
1401
1402 /* First object on this space */
1403 if (!top) {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y);
1405 if (op->above) op->above->below = op;
1406 op->below = NULL;
1407 SET_MAP_OB(op->map, op->x, op->y, op);
1408 } else { /* get inserted into the stack above top */ 1356 { /* get inserted into the stack above top */
1409 op->above = top->above; 1357 op->above = top->above;
1358
1359 if (op->above)
1410 if (op->above) op->above->below = op; 1360 op->above->below = op;
1361
1411 op->below = top; 1362 op->below = top;
1412 top->above = op; 1363 top->above = op;
1413 } 1364 }
1365
1414 if (op->above==NULL) 1366 if (op->above == NULL)
1415 SET_MAP_TOP(op->map,op->x, op->y, op); 1367 op->ms ().top = op;
1416 } /* else not INS_BELOW_ORIGINATOR */ 1368 } /* else not INS_BELOW_ORIGINATOR */
1417 1369
1418 if(op->type==PLAYER) 1370 if (op->type == PLAYER)
1419 op->contr->do_los=1; 1371 op->contr->do_los = 1;
1420 1372
1421 /* If we have a floor, we know the player, if any, will be above 1373 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there. 1374 * it, so save a few ticks and start from there.
1423 */ 1375 */
1424 if (!(flag & INS_MAP_LOAD)) 1376 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1377 if (object *pl = op->ms ().player ())
1426 if (tmp->type == PLAYER) 1378 if (pl->contr->ns)
1427 tmp->contr->socket.update_look=1; 1379 pl->contr->ns->floorbox_update ();
1428 }
1429 1380
1430 /* If this object glows, it may affect lighting conditions that are 1381 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really 1382 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players 1383 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well 1384 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way - 1385 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range, 1386 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area 1387 * or just updating the P_NEED_UPDATE for spaces within this area
1437 * of effect may be sufficient. 1388 * of effect may be sufficient.
1438 */ 1389 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1390 if (op->map->darkness && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y); 1391 update_all_los (op->map, op->x, op->y);
1441 1392
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1393 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT); 1394 update_object (op, UP_OBJ_INSERT);
1445 1395
1396 INVOKE_OBJECT (INSERT, op);
1446 1397
1447 /* Don't know if moving this to the end will break anything. However, 1398 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this. 1399 * we want to have floorbox_update called before calling this.
1449 * 1400 *
1450 * check_move_on() must be after this because code called from 1401 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like 1402 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by 1403 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object(). 1404 * update_object().
1454 */ 1405 */
1455 1406
1456 /* if this is not the head or flag has been passed, don't check walk on status */ 1407 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1408 if (!(flag & INS_NO_WALK_ON) && !op->head)
1409 {
1459 if (check_move_on(op, originator)) 1410 if (check_move_on (op, originator))
1460 return NULL; 1411 return 0;
1461 1412
1462 /* If we are a multi part object, lets work our way through the check 1413 /* If we are a multi part object, lets work our way through the check
1463 * walk on's. 1414 * walk on's.
1464 */ 1415 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1416 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1417 if (check_move_on (tmp, originator))
1467 return NULL; 1418 return 0;
1468 } 1419 }
1420
1469 return op; 1421 return op;
1470} 1422}
1471 1423
1472/* this function inserts an object in the map, but if it 1424/* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first. 1425 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map. 1426 * op is the object to insert it under: supplies x and the map.
1475 */ 1427 */
1428void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1429replace_insert_ob_in_map (const char *arch_string, object *op)
1477 object *tmp; 1430{
1478 object *tmp1; 1431 object *tmp, *tmp1;
1479 1432
1480 /* first search for itself and remove any old instances */ 1433 /* first search for itself and remove any old instances */
1481 1434
1482 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1435 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1436 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1484 remove_ob(tmp); 1437 tmp->destroy ();
1485 free_object(tmp);
1486 }
1487 }
1488 1438
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1439 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1440
1491 1441 tmp1->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1442 tmp1->y = op->y;
1493 insert_ob_in_map(tmp1,op->map,op,0); 1443 insert_ob_in_map (tmp1, op->map, op, 0);
1494} 1444}
1495 1445
1496/* 1446/*
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1447 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1498 * is returned contains nr objects, and the remaining parts contains 1448 * is returned contains nr objects, and the remaining parts contains
1499 * the rest (or is removed and freed if that number is 0). 1449 * the rest (or is removed and freed if that number is 0).
1500 * On failure, NULL is returned, and the reason put into the 1450 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array. 1451 * global static errmsg array.
1502 */ 1452 */
1503 1453
1454object *
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1505 object *newob; 1457 object *newob;
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507 1459
1508 if(orig_ob->nrof<nr) { 1460 if (orig_ob->nrof < nr)
1509 sprintf(errmsg,"There are only %d %ss.", 1461 {
1510 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1511 return NULL; 1463 return NULL;
1512 } 1464 }
1465
1513 newob = object_create_clone(orig_ob); 1466 newob = object_create_clone (orig_ob);
1467
1514 if((orig_ob->nrof-=nr)<1) { 1468 if ((orig_ob->nrof -= nr) < 1)
1515 if ( ! is_removed) 1469 orig_ob->destroy (1);
1516 remove_ob(orig_ob);
1517 free_object2(orig_ob, 1);
1518 }
1519 else if ( ! is_removed) { 1470 else if (!is_removed)
1471 {
1520 if(orig_ob->env!=NULL) 1472 if (orig_ob->env != NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1522 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475 {
1523 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1476 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1524 LOG(llevDebug,
1525 "Error, Tried to split object whose map is not in memory.\n"); 1477 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1526 return NULL; 1478 return NULL;
1527 } 1479 }
1528 } 1480 }
1481
1529 newob->nrof=nr; 1482 newob->nrof = nr;
1530 1483
1531 return newob; 1484 return newob;
1532} 1485}
1533 1486
1534/* 1487/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1488 * decrease_ob_nr(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1489 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1490 * is subsequently removed and freed.
1538 * 1491 *
1539 * Return value: 'op' if something is left, NULL if the amount reached 0 1492 * Return value: 'op' if something is left, NULL if the amount reached 0
1540 */ 1493 */
1541 1494
1495object *
1542object *decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1543{ 1497{
1544 object *tmp; 1498 object *tmp;
1545 player *pl;
1546 1499
1547 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1548 return op; 1501 return op;
1549 1502
1550 if (i > op->nrof) 1503 if (i > op->nrof)
1551 i = op->nrof; 1504 i = op->nrof;
1552 1505
1553 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove ();
1538 op->nrof = 0;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1554 { 1542 }
1543 else
1544 {
1545 object *above = op->above;
1546
1547 if (i < op->nrof)
1555 op->nrof -= i; 1548 op->nrof -= i;
1556 } 1549 else
1557 else if (op->env != NULL)
1558 {
1559 /* is this object in the players inventory, or sub container
1560 * therein?
1561 */ 1550 {
1562 tmp = is_player_inv (op->env); 1551 op->remove ();
1563 /* nope. Is this a container the player has opened? 1552 op->nrof = 0;
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 } 1553 }
1575 1554
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op);
1584 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER) { 1557 if (tmp->type == PLAYER)
1558 {
1603 if (op->nrof) 1559 if (op->nrof)
1604 esrv_send_item(tmp, op); 1560 esrv_send_item (tmp, op);
1605 else 1561 else
1606 esrv_del_item(tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1607 } 1563 }
1608 } 1564 }
1609 1565
1610 if (op->nrof) { 1566 if (op->nrof)
1611 return op; 1567 return op;
1612 } else { 1568 else
1613 free_object (op); 1569 {
1570 op->destroy ();
1614 return NULL; 1571 return 0;
1615 } 1572 }
1616} 1573}
1617 1574
1618/* 1575/*
1619 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying. 1577 * and also updates how much the environment(s) is/are carrying.
1621 */ 1578 */
1622 1579
1580void
1623void add_weight (object *op, signed long weight) { 1581add_weight (object *op, signed long weight)
1582{
1624 while (op!=NULL) { 1583 while (op != NULL)
1584 {
1625 if (op->type == CONTAINER) { 1585 if (op->type == CONTAINER)
1626 weight=(signed long)(weight*(100-op->stats.Str)/100); 1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627 } 1587
1628 op->carrying+=weight; 1588 op->carrying += weight;
1629 op=op->env; 1589 op = op->env;
1630 } 1590 }
1631} 1591}
1632 1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611}
1612
1633/* 1613/*
1634 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1635 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1636 * inside the object environment. 1616 * inside the object environment.
1637 * 1617 *
1638 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1639 * the inventory at the last position or next to other objects of the same
1640 * type.
1641 * Frank: Now sorted by type, archetype and magic!
1642 *
1643 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1645 */ 1620 */
1646 1621
1647object *insert_ob_in_ob(object *op,object *where) { 1622object *
1623object::insert (object *op)
1624{
1648 object *tmp, *otmp; 1625 object *tmp, *otmp;
1649 1626
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1651 dump_object(op); 1628 op->remove ();
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1629
1653 return op;
1654 }
1655 if(where==NULL) {
1656 dump_object(op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1658 return op;
1659 }
1660 if (where->head) {
1661 LOG(llevDebug,
1662 "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665 if (op->more) { 1630 if (op->more)
1631 {
1666 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 &op->name, op->count);
1668 return op; 1633 return op;
1669 } 1634 }
1635
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1672 if(op->nrof) { 1638 if (op->nrof)
1639 {
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1641 if (object::can_merge (tmp, op))
1642 {
1675 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1644 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1680 */ 1648 */
1681 add_weight (where, op->weight*op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1684 op = tmp; 1652 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1686 CLEAR_FLAG(op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break; 1655 break;
1688 } 1656 }
1689 1657
1690 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do 1661 * the weight, so we need to add it in again, since we actually do
1694 * the linking below 1662 * the linking below
1695 */ 1663 */
1696 add_weight (where, op->weight*op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1665 }
1697 } else 1666 else
1698 add_weight (where, (op->weight+op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1699 1668
1700 otmp=is_player_inv(where); 1669 otmp = this->in_player ();
1701 if (otmp&&otmp->contr!=NULL) { 1670 if (otmp && otmp->contr)
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp); 1672 otmp->update_stats ();
1704 }
1705 1673
1706 op->map=NULL; 1674 op->map = 0;
1707 op->env=where; 1675 op->env = this;
1708 op->above=NULL; 1676 op->above = 0;
1709 op->below=NULL; 1677 op->below = 0;
1710 op->x=0,op->y=0; 1678 op->x = 0, op->y = 0;
1711 1679
1712 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1713 if((op->glow_radius!=0)&&where->map) 1681 if ((op->glow_radius != 0) && map)
1714 { 1682 {
1715#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1716 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1719 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1686 if (map->darkness)
1687 update_all_los (map, x, y);
1720 } 1688 }
1721 1689
1722 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function... 1691 * It sure simplifies this function...
1724 */ 1692 */
1725 if (where->inv==NULL) 1693 if (!inv)
1726 where->inv=op; 1694 inv = op;
1727 else { 1695 else
1696 {
1728 op->below = where->inv; 1697 op->below = inv;
1729 op->below->above = op; 1698 op->below->above = op;
1730 where->inv = op; 1699 inv = op;
1731 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1732 return op; 1704 return op;
1733} 1705}
1734 1706
1735/* 1707/*
1736 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1751 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1752 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1753 * on top. 1725 * on top.
1754 */ 1726 */
1755 1727
1728int
1756int check_move_on (object *op, object *originator) 1729check_move_on (object *op, object *originator)
1757{ 1730{
1758 object *tmp; 1731 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1732 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1733 int x = op->x, y = op->y;
1734
1762 MoveType move_on, move_slow, move_block; 1735 MoveType move_on, move_slow, move_block;
1763 1736
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1737 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1738 return 0;
1766 1739
1767 tag = op->count;
1768
1769 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1740 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1741 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1742 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772 1743
1773 /* if nothing on this space will slow op down or be applied, 1744 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1745 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1746 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1747 * as walking.
1777 */ 1748 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1749 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0; 1750 return 0;
1780 1751
1781 /* This is basically inverse logic of that below - basically, 1752 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so, 1753 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is 1754 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct. 1755 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1756 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && 1757 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1758 return 0;
1788 1759
1789 /* The objects have to be checked from top to bottom. 1760 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1761 * Hence, we first go to the top:
1791 */ 1762 */
1792 1763
1793 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1764 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1794 tmp->above!=NULL; tmp=tmp->above) { 1765 {
1795 /* Trim the search when we find the first other spell effect 1766 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects, 1767 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them. 1768 * we don't need to check all of them.
1798 */ 1769 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1770 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1771 break;
1772 }
1773
1774 for (; tmp; tmp = tmp->below)
1800 } 1775 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1776 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1777 continue; /* Can't apply yourself */
1803 1778
1804 /* Check to see if one of the movement types should be slowed down. 1779 /* Check to see if one of the movement types should be slowed down.
1805 * Second check makes sure that the movement types not being slowed 1780 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1781 * (~slow_move) is not blocked on this space - just because the
1807 * space doesn't slow down swimming (for example), if you can't actually 1782 * space doesn't slow down swimming (for example), if you can't actually
1808 * swim on that space, can't use it to avoid the penalty. 1783 * swim on that space, can't use it to avoid the penalty.
1809 */ 1784 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1785 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1786 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1787 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1788 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1789 {
1814 1790
1815 float diff; 1791 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1792 diff = tmp->move_slow_penalty * FABS (op->speed);
1793
1818 if (op->type == PLAYER) { 1794 if (op->type == PLAYER)
1819 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1795 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1796 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1797 diff /= 4.0;
1822 } 1798
1823 }
1824 op->speed_left -= diff; 1799 op->speed_left -= diff;
1825 } 1800 }
1826 } 1801 }
1827 1802
1828 /* Basically same logic as above, except now for actual apply. */ 1803 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1805 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1832 1806 {
1833 move_apply(tmp, op, originator); 1807 move_apply (tmp, op, originator);
1808
1834 if (was_destroyed (op, tag)) 1809 if (op->destroyed ())
1835 return 1; 1810 return 1;
1836 1811
1837 /* what the person/creature stepped onto has moved the object 1812 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1813 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1814 * have a feeling strange problems would result.
1840 */ 1815 */
1841 if (op->map != m || op->x != x || op->y != y) return 0; 1816 if (op->map != m || op->x != x || op->y != y)
1817 return 0;
1842 } 1818 }
1843 } 1819 }
1820
1844 return 0; 1821 return 0;
1845} 1822}
1846 1823
1847/* 1824/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1825 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1826 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1851 */ 1828 */
1852 1829object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1830present_arch (const archetype *at, maptile *m, int x, int y)
1854 object *tmp; 1831{
1855 if(m==NULL || out_of_map(m,x,y)) { 1832 if (m == NULL || out_of_map (m, x, y))
1833 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1834 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1835 return NULL;
1858 } 1836 }
1837
1859 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1838 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1860 if(tmp->arch == at) 1839 if (tmp->arch == at)
1861 return tmp; 1840 return tmp;
1841
1862 return NULL; 1842 return NULL;
1863} 1843}
1864 1844
1865/* 1845/*
1866 * present(type, map, x, y) searches for any objects with 1846 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1847 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1869 */ 1849 */
1870 1850object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 1851present (unsigned char type, maptile *m, int x, int y)
1872 object *tmp; 1852{
1873 if(out_of_map(m,x,y)) { 1853 if (out_of_map (m, x, y))
1854 {
1874 LOG(llevError,"Present called outside map.\n"); 1855 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1856 return NULL;
1876 } 1857 }
1858
1877 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1878 if(tmp->type==type) 1860 if (tmp->type == type)
1879 return tmp; 1861 return tmp;
1862
1880 return NULL; 1863 return NULL;
1881} 1864}
1882 1865
1883/* 1866/*
1884 * present_in_ob(type, object) searches for any objects with 1867 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1868 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1887 */ 1870 */
1888 1871object *
1889object *present_in_ob(unsigned char type, const object *op) { 1872present_in_ob (unsigned char type, const object *op)
1890 object *tmp; 1873{
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1874 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 1875 if (tmp->type == type)
1893 return tmp; 1876 return tmp;
1877
1894 return NULL; 1878 return NULL;
1895} 1879}
1896 1880
1897/* 1881/*
1898 * present_in_ob (type, str, object) searches for any objects with 1882 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1890 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1891 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1892 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1893 * to be unique.
1910 */ 1894 */
1911 1895object *
1912object *present_in_ob_by_name(int type, const char *str, const object *op) { 1896present_in_ob_by_name (int type, const char *str, const object *op)
1913 object *tmp; 1897{
1914
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1899 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 1900 return tmp;
1918 } 1901
1919 return NULL; 1902 return 0;
1920} 1903}
1921 1904
1922/* 1905/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 1906 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 1907 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 1908 * The first matching object is returned, or NULL if none.
1926 */ 1909 */
1927 1910object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 1911present_arch_in_ob (const archetype *at, const object *op)
1929 object *tmp; 1912{
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 1914 if (tmp->arch == at)
1932 return tmp; 1915 return tmp;
1916
1933 return NULL; 1917 return NULL;
1934} 1918}
1935 1919
1936/* 1920/*
1937 * activate recursively a flag on an object inventory 1921 * activate recursively a flag on an object inventory
1938 */ 1922 */
1923void
1939void flag_inv(object*op, int flag){ 1924flag_inv (object *op, int flag)
1940 object *tmp; 1925{
1941 if(op->inv) 1926 if (op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 {
1943 SET_FLAG(tmp, flag); 1929 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 1930 flag_inv (tmp, flag);
1945 } 1931 }
1932}
1933
1946}/* 1934/*
1947 * desactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
1948 */ 1936 */
1937void
1949void unflag_inv(object*op, int flag){ 1938unflag_inv (object *op, int flag)
1950 object *tmp; 1939{
1951 if(op->inv) 1940 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 {
1953 CLEAR_FLAG(tmp, flag); 1943 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 1944 unflag_inv (tmp, flag);
1955 } 1945 }
1956} 1946}
1957 1947
1958/* 1948/*
1959 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1949 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960 * all it's inventory (recursively). 1950 * all it's inventory (recursively).
1961 * If checksums are used, a player will get set_cheat called for 1951 * If checksums are used, a player will get set_cheat called for
1962 * him/her-self and all object carried by a call to this function. 1952 * him/her-self and all object carried by a call to this function.
1963 */ 1953 */
1964 1954void
1965void set_cheat(object *op) { 1955set_cheat (object *op)
1956{
1966 SET_FLAG(op, FLAG_WAS_WIZ); 1957 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ); 1958 flag_inv (op, FLAG_WAS_WIZ);
1968} 1959}
1969 1960
1970/* 1961/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 1962 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 1963 * a spot at the given map and coordinates which will be able to contain
1986 * because arch_blocked (now ob_blocked) needs to know the movement type 1977 * because arch_blocked (now ob_blocked) needs to know the movement type
1987 * to know if the space in question will block the object. We can't use 1978 * to know if the space in question will block the object. We can't use
1988 * the archetype because that isn't correct if the monster has been 1979 * the archetype because that isn't correct if the monster has been
1989 * customized, changed states, etc. 1980 * customized, changed states, etc.
1990 */ 1981 */
1991 1982int
1992int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1983find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1984{
1993 int i,index=0, flag; 1985 int index = 0, flag;
1994 static int altern[SIZEOFFREE]; 1986 int altern[SIZEOFFREE];
1995 1987
1996 for(i=start;i<stop;i++) { 1988 for (int i = start; i < stop; i++)
1989 {
1997 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1990 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1998 if(!flag) 1991 if (!flag)
1999 altern[index++]=i; 1992 altern [index++] = i;
2000 1993
2001 /* Basically, if we find a wall on a space, we cut down the search size. 1994 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 1995 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 1996 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 1997 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 1998 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 1999 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2000 * won't look 2 spaces south of the target space.
2008 */ 2001 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2002 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2010 stop=maxfree[i]; 2003 stop = maxfree[i];
2011 } 2004 }
2012 if(!index) return -1; 2005
2006 if (!index)
2007 return -1;
2008
2013 return altern[RANDOM()%index]; 2009 return altern[RANDOM () % index];
2014} 2010}
2015 2011
2016/* 2012/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 2013 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 2014 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice. 2015 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2016 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */ 2017 */
2022 2018int
2023int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2019find_first_free_spot (const object *ob, maptile *m, int x, int y)
2024 int i; 2020{
2025 for(i=0;i<SIZEOFFREE;i++) { 2021 for (int i = 0; i < SIZEOFFREE; i++)
2026 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2022 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 2023 return i;
2028 } 2024
2029 return -1; 2025 return -1;
2030} 2026}
2031 2027
2032/* 2028/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2029 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2030 * arr[begin..end-1].
2031 * now uses a fisher-yates shuffle, old permute was broken
2035 */ 2032 */
2033static void
2036static void permute(int *arr, int begin, int end) 2034permute (int *arr, int begin, int end)
2037{ 2035{
2038 int i, j, tmp, len; 2036 arr += begin;
2037 end -= begin;
2039 2038
2040 len = end-begin; 2039 while (--end)
2041 for(i = begin; i < end; i++) 2040 swap (arr [end], arr [RANDOM () % (end + 1)]);
2042 {
2043 j = begin+RANDOM()%len;
2044
2045 tmp = arr[i];
2046 arr[i] = arr[j];
2047 arr[j] = tmp;
2048 }
2049} 2041}
2050 2042
2051/* new function to make monster searching more efficient, and effective! 2043/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2044 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2045 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2046 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2047 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2048 * the 3x3 area will be searched, just not in a predictable order.
2057 */ 2049 */
2050void
2058void get_search_arr(int *search_arr) 2051get_search_arr (int *search_arr)
2059{ 2052{
2060 int i; 2053 int i;
2061 2054
2062 for(i = 0; i < SIZEOFFREE; i++) 2055 for (i = 0; i < SIZEOFFREE; i++)
2063 {
2064 search_arr[i] = i; 2056 search_arr[i] = i;
2065 }
2066 2057
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2058 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2059 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2060 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2061}
2071 2062
2072/* 2063/*
2073 * find_dir(map, x, y, exclude) will search some close squares in the 2064 * find_dir(map, x, y, exclude) will search some close squares in the
2074 * given map at the given coordinates for live objects. 2065 * given map at the given coordinates for live objects.
2079 * Perhaps incorrectly, but I'm making the assumption that exclude 2070 * Perhaps incorrectly, but I'm making the assumption that exclude
2080 * is actually want is going to try and move there. We need this info 2071 * is actually want is going to try and move there. We need this info
2081 * because we have to know what movement the thing looking to move 2072 * because we have to know what movement the thing looking to move
2082 * there is capable of. 2073 * there is capable of.
2083 */ 2074 */
2084 2075int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2076find_dir (maptile *m, int x, int y, object *exclude)
2077{
2086 int i,max=SIZEOFFREE, mflags; 2078 int i, max = SIZEOFFREE, mflags;
2079
2087 sint16 nx, ny; 2080 sint16 nx, ny;
2088 object *tmp; 2081 object *tmp;
2089 mapstruct *mp; 2082 maptile *mp;
2083
2090 MoveType blocked, move_type; 2084 MoveType blocked, move_type;
2091 2085
2092 if (exclude && exclude->head) { 2086 if (exclude && exclude->head)
2087 {
2093 exclude = exclude->head; 2088 exclude = exclude->head;
2094 move_type = exclude->move_type; 2089 move_type = exclude->move_type;
2095 } else { 2090 }
2091 else
2092 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2093 /* If we don't have anything, presume it can use all movement types. */
2097 move_type=MOVE_ALL; 2094 move_type = MOVE_ALL;
2095 }
2096
2097 for (i = 1; i < max; i++)
2098 } 2098 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2099 mp = m;
2102 nx = x + freearr_x[i]; 2100 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2101 ny = y + freearr_y[i];
2104 2102
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2103 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2104
2106 if (mflags & P_OUT_OF_MAP) { 2105 if (mflags & P_OUT_OF_MAP)
2106 max = maxfree[i];
2107 else
2108 {
2109 mapspace &ms = mp->at (nx, ny);
2110
2111 blocked = ms.move_block;
2112
2113 if ((move_type & blocked) == move_type)
2107 max = maxfree[i]; 2114 max = maxfree[i];
2108 } else {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2110
2111 if ((move_type & blocked) == move_type) {
2112 max=maxfree[i];
2113 } else if (mflags & P_IS_ALIVE) { 2115 else if (mflags & P_IS_ALIVE)
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2116 {
2117 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2118 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2119 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2117 break; 2120 break;
2118 } 2121
2119 }
2120 if(tmp) { 2122 if (tmp)
2121 return freedir[i]; 2123 return freedir[i];
2122 }
2123 } 2124 }
2124 } 2125 }
2125 } 2126 }
2127
2126 return 0; 2128 return 0;
2127} 2129}
2128 2130
2129/* 2131/*
2130 * distance(object 1, object 2) will return the square of the 2132 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2133 * distance between the two given objects.
2132 */ 2134 */
2133 2135int
2134int distance(const object *ob1, const object *ob2) { 2136distance (const object *ob1, const object *ob2)
2135 int i; 2137{
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2138 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2138 return i;
2139} 2139}
2140 2140
2141/* 2141/*
2142 * find_dir_2(delta-x,delta-y) will return a direction in which 2142 * find_dir_2(delta-x,delta-y) will return a direction in which
2143 * an object which has subtracted the x and y coordinates of another 2143 * an object which has subtracted the x and y coordinates of another
2144 * object, needs to travel toward it. 2144 * object, needs to travel toward it.
2145 */ 2145 */
2146 2146int
2147int find_dir_2(int x, int y) { 2147find_dir_2 (int x, int y)
2148{
2148 int q; 2149 int q;
2149 2150
2150 if(y) 2151 if (y)
2151 q=x*100/y; 2152 q = x * 100 / y;
2152 else if (x) 2153 else if (x)
2153 q= -300*x; 2154 q = -300 * x;
2154 else 2155 else
2155 return 0; 2156 return 0;
2156 2157
2157 if(y>0) { 2158 if (y > 0)
2159 {
2158 if(q < -242) 2160 if (q < -242)
2159 return 3 ; 2161 return 3;
2160 if (q < -41) 2162 if (q < -41)
2161 return 2 ; 2163 return 2;
2162 if (q < 41) 2164 if (q < 41)
2163 return 1 ; 2165 return 1;
2164 if (q < 242) 2166 if (q < 242)
2165 return 8 ; 2167 return 8;
2166 return 7 ; 2168 return 7;
2167 } 2169 }
2168 2170
2169 if (q < -242) 2171 if (q < -242)
2170 return 7 ; 2172 return 7;
2171 if (q < -41) 2173 if (q < -41)
2172 return 6 ; 2174 return 6;
2173 if (q < 41) 2175 if (q < 41)
2174 return 5 ; 2176 return 5;
2175 if (q < 242) 2177 if (q < 242)
2176 return 4 ; 2178 return 4;
2177 2179
2178 return 3 ; 2180 return 3;
2179} 2181}
2180 2182
2181/* 2183/*
2182 * absdir(int): Returns a number between 1 and 8, which represent 2184 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of 2185 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction). 2186 * "overflow" in previous calculations of a direction).
2185 */ 2187 */
2186 2188
2189int
2187int absdir(int d) { 2190absdir (int d)
2188 while(d<1) d+=8; 2191{
2189 while(d>8) d-=8; 2192 while (d < 1)
2193 d += 8;
2194
2195 while (d > 8)
2196 d -= 8;
2197
2190 return d; 2198 return d;
2191} 2199}
2192 2200
2193/* 2201/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2203 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2204 */
2197 2205
2206int
2198int dirdiff(int dir1, int dir2) { 2207dirdiff (int dir1, int dir2)
2208{
2199 int d; 2209 int d;
2210
2200 d = abs(dir1 - dir2); 2211 d = abs (dir1 - dir2);
2201 if(d>4) 2212 if (d > 4)
2202 d = 8 - d; 2213 d = 8 - d;
2214
2203 return d; 2215 return d;
2204} 2216}
2205 2217
2206/* peterm: 2218/* peterm:
2207 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2210 * This basically means that if direction is 15, then it could either go 2222 * This basically means that if direction is 15, then it could either go
2211 * direction 4, 14, or 16 to get back to where we are. 2223 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2224 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2225 * functions.
2214 */ 2226 */
2215
2216int reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2233 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2234 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2235 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2236 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2237 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2238 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2239 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2240 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2241 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2242 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2243 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2244 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2245 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2246 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2247 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2248 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2249 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2250 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2251 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2252 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2253 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2254 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2255 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2256 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2257 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2258 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2259 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2260 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2261 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2262 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2263 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2264 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2265 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2266 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2267 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2268 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2269 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2270 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2271 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2272 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2273 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2274 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2275 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2276 {24, 9, -1}
2277}; /* 48 */
2266 2278
2267/* Recursive routine to step back and see if we can 2279/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2280 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2281 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2282 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2283 * Modified to be map tile aware -.MSW
2272 */ 2284 */
2273 2285int
2274
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2286can_see_monsterP (maptile *m, int x, int y, int dir)
2287{
2276 sint16 dx, dy; 2288 sint16 dx, dy;
2277 int mflags; 2289 int mflags;
2278 2290
2291 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2292 return 0; /* exit condition: invalid direction */
2280 2293
2281 dx = x + freearr_x[dir]; 2294 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2295 dy = y + freearr_y[dir];
2283 2296
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2297 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2298
2286 /* This functional arguably was incorrect before - it was 2299 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2300 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2301 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually 2302 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or 2303 * move to the monster, we'd need the monster passed in or
2291 * at least its move type. 2304 * at least its move type.
2292 */ 2305 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2306 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2307 return 0;
2294 2308
2295 /* yes, can see. */ 2309 /* yes, can see. */
2296 if(dir < 9) return 1; 2310 if (dir < 9)
2311 return 1;
2312
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2313 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2315 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2300} 2316}
2301 2317
2302
2303
2304/* 2318/*
2305 * can_pick(picker, item): finds out if an object is possible to be 2319 * can_pick(picker, item): finds out if an object is possible to be
2306 * picked up by the picker. Returnes 1 if it can be 2320 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2321 * picked up, otherwise 0.
2308 * 2322 *
2310 * core dumps if they do. 2324 * core dumps if they do.
2311 * 2325 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2326 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2327 */
2314 2328
2329int
2315int can_pick(const object *who, const object *item) { 2330can_pick (const object *who, const object *item)
2331{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2335}
2321
2322 2336
2323/* 2337/*
2324 * create clone from object to another 2338 * create clone from object to another
2325 */ 2339 */
2340object *
2326object *object_create_clone (object *asrc) { 2341object_create_clone (object *asrc)
2342{
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2343 object *dst = 0, *tmp, *src, *part, *prev, *item;
2328 2344
2329 if(!asrc) return NULL; 2345 if (!asrc)
2346 return 0;
2347
2330 src = asrc; 2348 src = asrc;
2331 if(src->head) 2349 if (src->head)
2332 src = src->head; 2350 src = src->head;
2333 2351
2334 prev = NULL; 2352 prev = 0;
2335 for(part = src; part; part = part->more) { 2353 for (part = src; part; part = part->more)
2336 tmp = get_object(); 2354 {
2337 copy_object(part,tmp); 2355 tmp = part->clone ();
2338 tmp->x -= src->x; 2356 tmp->x -= src->x;
2339 tmp->y -= src->y; 2357 tmp->y -= src->y;
2358
2340 if(!part->head) { 2359 if (!part->head)
2360 {
2341 dst = tmp; 2361 dst = tmp;
2342 tmp->head = NULL;
2343 } else {
2344 tmp->head = dst; 2362 tmp->head = 0;
2345 } 2363 }
2364 else
2365 tmp->head = dst;
2366
2346 tmp->more = NULL; 2367 tmp->more = 0;
2368
2347 if(prev) 2369 if (prev)
2348 prev->more = tmp; 2370 prev->more = tmp;
2371
2349 prev = tmp; 2372 prev = tmp;
2350 } 2373 }
2351 /*** copy inventory ***/ 2374
2352 for(item = src->inv; item; item = item->below) { 2375 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2377
2356 return dst; 2378 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365} 2379}
2366 2380
2367/* GROS - Creates an object using a string representing its content. */ 2381/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */ 2382/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */ 2383/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */ 2384/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */ 2385/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */ 2386/* Also remember that multiparts objects are not supported for now. */
2373 2387object *
2374object* load_object_str(const char *obstr) 2388load_object_str (const char *obstr)
2375{ 2389{
2376 object *op; 2390 object *op;
2377 char filename[MAX_BUF]; 2391 char filename[MAX_BUF];
2392
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2393 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2379 2394
2380 FILE *tempfile=fopen(filename,"w"); 2395 FILE *tempfile = fopen (filename, "w");
2396
2381 if (tempfile == NULL) 2397 if (tempfile == NULL)
2382 { 2398 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n"); 2399 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL; 2400 return NULL;
2385 }; 2401 }
2402
2386 fprintf(tempfile,obstr); 2403 fprintf (tempfile, obstr);
2387 fclose(tempfile); 2404 fclose (tempfile);
2388 2405
2389 op=get_object(); 2406 op = object::create ();
2390 2407
2391 object_thawer thawer (filename); 2408 object_thawer thawer (filename);
2392 2409
2393 if (thawer) 2410 if (thawer)
2394 load_object(thawer,op,0); 2411 load_object (thawer, op, 0);
2395 2412
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2413 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED); 2414 CLEAR_FLAG (op, FLAG_REMOVED);
2398 2415
2399 return op; 2416 return op;
2400} 2417}
2401 2418
2402/* This returns the first object in who's inventory that 2419/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2420 * has the same type and subtype match.
2404 * returns NULL if no match. 2421 * returns NULL if no match.
2405 */ 2422 */
2423object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2424find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2425{
2408 object *tmp;
2409
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2426 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2427 if (tmp->type == type && tmp->subtype == subtype)
2428 return tmp;
2412 2429
2413 return NULL; 2430 return 0;
2414} 2431}
2415 2432
2416/* If ob has a field named key, return the link from the list, 2433/* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL. 2434 * otherwise return NULL.
2418 * 2435 *
2419 * key must be a passed in shared string - otherwise, this won't 2436 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing. 2437 * do the desired thing.
2421 */ 2438 */
2439key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2440get_ob_key_link (const object *ob, const char *key)
2423 key_value * link; 2441{
2424
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2442 for (key_value *link = ob->key_values; link; link = link->next)
2426 if (link->key == key) { 2443 if (link->key == key)
2427 return link; 2444 return link;
2428 } 2445
2429 } 2446 return 0;
2430 2447}
2431 return NULL;
2432}
2433 2448
2434/* 2449/*
2435 * Returns the value of op has an extra_field for key, or NULL. 2450 * Returns the value of op has an extra_field for key, or NULL.
2436 * 2451 *
2437 * The argument doesn't need to be a shared string. 2452 * The argument doesn't need to be a shared string.
2438 * 2453 *
2439 * The returned string is shared. 2454 * The returned string is shared.
2440 */ 2455 */
2456const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2457get_ob_key_value (const object *op, const char *const key)
2458{
2442 key_value * link; 2459 key_value *link;
2443 const char * canonical_key; 2460 shstr_cmp canonical_key (key);
2461
2462 if (!canonical_key)
2444 2463 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2464 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2465 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2466 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2467 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2468 */
2453 return NULL; 2469 return 0;
2454 } 2470 }
2455 2471
2456 /* This is copied from get_ob_key_link() above - 2472 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2473 * only 4 lines, and saves the function call overhead.
2458 */ 2474 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2475 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2476 if (link->key == canonical_key)
2461 return link->value; 2477 return link->value;
2462 } 2478
2463 } 2479 return 0;
2464 return NULL;
2465} 2480}
2466 2481
2467 2482
2468/* 2483/*
2469 * Updates the canonical_key in op to value. 2484 * Updates the canonical_key in op to value.
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2488 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys. 2489 * keys.
2475 * 2490 *
2476 * Returns TRUE on success. 2491 * Returns TRUE on success.
2477 */ 2492 */
2493int
2478int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2494set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2495{
2479 key_value * field = NULL, *last=NULL; 2496 key_value *field = NULL, *last = NULL;
2480 2497
2481 for (field=op->key_values; field != NULL; field=field->next) { 2498 for (field = op->key_values; field != NULL; field = field->next)
2499 {
2482 if (field->key != canonical_key) { 2500 if (field->key != canonical_key)
2501 {
2483 last = field; 2502 last = field;
2484 continue; 2503 continue;
2485 } 2504 }
2486 2505
2487 if (value) 2506 if (value)
2488 field->value = value; 2507 field->value = value;
2489 else { 2508 else
2509 {
2490 /* Basically, if the archetype has this key set, 2510 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2511 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2512 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2513 * we get this value back again.
2494 */ 2514 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2515 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0; 2516 field->value = 0;
2517 else
2518 {
2519 if (last)
2520 last->next = field->next;
2497 else 2521 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2522 op->key_values = field->next;
2501 2523
2502 delete field; 2524 delete field;
2503 } 2525 }
2504 } 2526 }
2505 return TRUE; 2527 return TRUE;
2506 } 2528 }
2507 /* IF we get here, key doesn't exist */ 2529 /* IF we get here, key doesn't exist */
2508 2530
2509 /* No field, we'll have to add it. */ 2531 /* No field, we'll have to add it. */
2510 2532
2511 if (!add_key) { 2533 if (!add_key)
2512 return FALSE; 2534 return FALSE;
2513 } 2535
2514 /* There isn't any good reason to store a null 2536 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2537 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2538 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2539 * be here. If user wants to store empty strings,
2518 * should pass in "" 2540 * should pass in ""
2519 */ 2541 */
2520 if (value == NULL) return TRUE; 2542 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 return TRUE; 2543 return TRUE;
2544
2545 field = new key_value;
2546
2547 field->key = canonical_key;
2548 field->value = value;
2549 /* Usual prepend-addition. */
2550 field->next = op->key_values;
2551 op->key_values = field;
2552
2553 return TRUE;
2531} 2554}
2532 2555
2533/* 2556/*
2534 * Updates the key in op to value. 2557 * Updates the key in op to value.
2535 * 2558 *
2537 * and not add new ones. 2560 * and not add new ones.
2538 * In general, should be little reason FALSE is ever passed in for add_key 2561 * In general, should be little reason FALSE is ever passed in for add_key
2539 * 2562 *
2540 * Returns TRUE on success. 2563 * Returns TRUE on success.
2541 */ 2564 */
2565int
2542int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2566set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2543{ 2567{
2544 shstr key_ (key); 2568 shstr key_ (key);
2569
2545 return set_ob_key_value_s (op, key_, value, add_key); 2570 return set_ob_key_value_s (op, key_, value, add_key);
2546} 2571}
2572
2573object::depth_iterator::depth_iterator (object *container)
2574: iterator_base (container)
2575{
2576 while (item->inv)
2577 item = item->inv;
2578}
2579
2580void
2581object::depth_iterator::next ()
2582{
2583 if (item->below)
2584 {
2585 item = item->below;
2586
2587 while (item->inv)
2588 item = item->inv;
2589 }
2590 else
2591 item = item->env;
2592}
2593
2594// return a suitable string describing an objetc in enough detail to find it
2595const char *
2596object::debug_desc (char *info) const
2597{
2598 char info2[256 * 3];
2599 char *p = info;
2600
2601 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2602 count,
2603 &name,
2604 title ? " " : "",
2605 title ? (const char *)title : "");
2606
2607 if (env)
2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2609
2610 if (map)
2611 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2612
2613 return info;
2614}
2615
2616const char *
2617object::debug_desc () const
2618{
2619 static char info[256 * 3];
2620 return debug_desc (info);
2621}
2622

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines