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Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.92 by root, Tue Dec 26 17:39:29 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.20 2006/09/08 18:26:22 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 (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1;
823
824 if ((move_on | op->move_on) != move_on) update_now=1;
825
826 if ((move_off | op->move_off) != move_off) update_now=1; 716 || (m.move_off | op->move_off ) != m.move_off
827 717 || (m.move_slow | op->move_slow) != m.move_slow
828 /* 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
829 * to have move_allow right now. 719 * to have move_allow right now.
830 */ 720 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
832 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
833 723 m.flags_ = P_NEED_UPDATE;
834 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1;
836 } 724 }
837 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 727 * that is being removed.
840 */ 728 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
843 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
845 }
846 else { 733 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 735
850 if (update_now) {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y);
853 }
854
855 if(op->more!=NULL) 736 if (op->more)
856 update_object(op->more, action); 737 update_object (op->more, action);
857} 738}
858 739
740object::vector object::objects; // not yet used
741object *object::first;
859 742
743object::object ()
744{
745 SET_FLAG (this, FLAG_REMOVED);
746
747 expmul = 1.0;
748 face = blank_face;
749}
750
751object::~object ()
752{
753 free_key_values (this);
754}
755
756void object::link ()
757{
758 count = ++ob_count;
759 uuid = gen_uuid ();
760
761 prev = 0;
762 next = object::first;
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768}
769
770void object::unlink ()
771{
772 if (this == object::first)
773 object::first = next;
774
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
860/* 783/*
861 * free_object() frees everything allocated by an object, removes 784 * Remove and free all objects in the inventory of the given object.
862 * it from the list of used objects, and puts it on the list of 785 * object.c ?
863 * free objects. The IS_FREED() flag is set in the object.
864 * The object must have been removed by remove_ob() first for
865 * this function to succeed.
866 * 786 */
867 * If free_inventory is set, free inventory as well. Else drop items in
868 * inventory to the ground.
869 */
870
871void 787void
872free_object (object * ob) 788object::destroy_inv (bool drop_to_ground)
873{ 789{
874 free_object2 (ob, 0); 790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->at (x, y).move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE])
816 op->destroy ();
817 else
818 {
819 op->remove ();
820 op->x = x;
821 op->y = y;
822 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
823 }
824 }
825 }
826}
827
828object *object::create ()
829{
830 object *op = new object;
831 op->link ();
832 return op;
875} 833}
876 834
877void 835void
878free_object2 (object * ob, int free_inventory) 836object::do_destroy ()
879{ 837{
880 object *tmp, *op; 838 if (flag [FLAG_IS_LINKED])
839 remove_button_link (this);
881 840
882 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 841 if (flag [FLAG_FRIENDLY])
883 {
884 LOG (llevDebug, "Free object called with non removed object\n");
885 dump_object (ob);
886#ifdef MANY_CORES
887 abort ();
888#endif
889 }
890
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY))
892 {
893 LOG (llevMonster, "Warning: tried to free friendly object.\n");
894 remove_friendly_object (ob); 842 remove_friendly_object (this);
895 }
896 843
897 if (QUERY_FLAG (ob, FLAG_FREED)) 844 if (!flag [FLAG_REMOVED])
898 { 845 remove ();
899 dump_object (ob); 846
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 847 if (flag [FLAG_FREED])
901 return; 848 return;
902 }
903 849
904 if (ob->more != NULL) 850 set_speed (0);
851
852 flag [FLAG_FREED] = 1;
853
854 attachable::do_destroy ();
855
856 destroy_inv (true);
857 unlink ();
858
859 // hack to ensure that freed objects still have a valid map
860 {
861 static maptile *freed_map; // freed objects are moved here to avoid crashes
862
863 if (!freed_map)
905 { 864 {
906 free_object2 (ob->more, free_inventory); 865 freed_map = new maptile;
907 ob->more = NULL; 866
867 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3;
869 freed_map->height = 3;
870
871 freed_map->allocate ();
908 } 872 }
909 873
910 if (ob->inv) 874 map = freed_map;
911 { 875 x = 1;
912 /* Only if the space blocks everything do we not process - 876 y = 1;
913 * if some form of movement is allowed, let objects 877 }
914 * drop on that space.
915 */
916 if (free_inventory || ob->map == NULL
917 || ob->map->in_memory != MAP_IN_MEMORY
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
919 {
920 op = ob->inv;
921 878
922 while (op != NULL) 879 head = 0;
880
881 if (more)
923 { 882 {
924 tmp = op->below; 883 more->destroy ();
925 remove_ob (op); 884 more = 0;
926 free_object2 (op, free_inventory);
927 op = tmp;
928 } 885 }
929 }
930 else
931 { /* Put objects in inventory onto this space */
932 op = ob->inv;
933 886
934 while (op != NULL) 887 // clear those pointers that likely might have circular references to us
935 { 888 owner = 0;
936 tmp = op->below; 889 enemy = 0;
937 remove_ob (op); 890 attacked_by = 0;
938 891
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 892 // only relevant for players(?), but make sure of it anyways
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 893 contr = 0;
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 894}
942 free_object (op);
943 else
944 {
945 op->x = ob->x;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
948 }
949 895
950 op = tmp; 896void
951 } 897object::destroy (bool destroy_inventory)
952 } 898{
953 } 899 if (destroyed ())
900 return;
954 901
955 /* Remove object from the active list */ 902 if (destroy_inventory)
956 ob->speed = 0; 903 destroy_inv (false);
957 update_ob_speed (ob);
958 904
959 SET_FLAG (ob, FLAG_FREED); 905 attachable::destroy ();
960 ob->count = 0;
961
962 /* Remove this object from the list of used objects */
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 }
970 else
971 {
972 ob->prev->next = ob->next;
973
974 if (ob->next != NULL)
975 ob->next->prev = ob->prev;
976 }
977
978 free_key_values (ob);
979
980 /* Now link it with the free_objects list: */
981 ob->prev = 0;
982 ob->next = 0;
983
984 delete ob;
985} 906}
986 907
987/* 908/*
988 * sub_weight() recursively (outwards) subtracts a number from the 909 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)). 910 * weight of an object (and what is carried by it's environment(s)).
990 */ 911 */
991 912void
992void sub_weight (object *op, signed long weight) { 913sub_weight (object *op, signed long weight)
914{
993 while (op != NULL) { 915 while (op != NULL)
916 {
994 if (op->type == CONTAINER) { 917 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 918 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 919
997 op->carrying-=weight; 920 op->carrying -= weight;
998 op = op->env; 921 op = op->env;
999 } 922 }
1000} 923}
1001 924
1002/* remove_ob(op): 925/* op->remove ():
1003 * This function removes the object op from the linked list of objects 926 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 927 * which it is currently tied to. When this function is done, the
1005 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 930 * the previous environment.
1008 * Beware: This function is called from the editor as well! 931 * Beware: This function is called from the editor as well!
1009 */ 932 */
1010 933void
1011void remove_ob(object *op) { 934object::remove ()
935{
1012 object *tmp,*last=NULL; 936 object *tmp, *last = 0;
1013 object *otmp; 937 object *otmp;
1014 tag_t tag;
1015 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 938
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 939 if (QUERY_FLAG (this, FLAG_REMOVED))
1021 dump_object(op); 940 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 941
1024 /* Changed it to always dump core in this case. As has been learned
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038
1039 SET_FLAG(op, FLAG_REMOVED); 942 SET_FLAG (this, FLAG_REMOVED);
943 INVOKE_OBJECT (REMOVE, this);
1040 944
945 if (more)
946 more->remove ();
947
1041 /* 948 /*
1042 * In this case, the object to be removed is in someones 949 * In this case, the object to be removed is in someones
1043 * inventory. 950 * inventory.
1044 */ 951 */
1045 if(op->env!=NULL) { 952 if (env)
953 {
1046 if(op->nrof) 954 if (nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 955 sub_weight (env, weight * nrof);
1048 else 956 else
1049 sub_weight(op->env, op->weight+op->carrying); 957 sub_weight (env, weight + carrying);
1050 958
1051 /* NO_FIX_PLAYER is set when a great many changes are being 959 /* NO_FIX_PLAYER is set when a great many changes are being
1052 * made to players inventory. If set, avoiding the call 960 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 961 * to save cpu time.
1054 */ 962 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 963 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 964 otmp->update_stats ();
1057 fix_player(otmp);
1058 965
1059 if(op->above!=NULL) 966 if (above != NULL)
1060 op->above->below=op->below; 967 above->below = below;
1061 else 968 else
1062 op->env->inv=op->below; 969 env->inv = below;
1063 970
1064 if(op->below!=NULL) 971 if (below != NULL)
1065 op->below->above=op->above; 972 below->above = above;
1066 973
1067 /* we set up values so that it could be inserted into 974 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 975 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 976 * to the caller to decide what we want to do.
977 */
978 x = env->x, y = env->y;
979 map = env->map;
980 above = 0, below = 0;
981 env = 0;
982 }
983 else if (map)
984 {
985 /* Re did the following section of code - it looks like it had
986 * lots of logic for things we no longer care about
987 */
988
989 /* link the object above us */
990 if (above)
991 above->below = below;
992 else
993 map->at (x, y).top = below; /* we were top, set new top */
994
995 /* Relink the object below us, if there is one */
996 if (below)
997 below->above = above;
998 else
999 {
1000 /* Nothing below, which means we need to relink map object for this space
1001 * use translated coordinates in case some oddness with map tiling is
1002 * evident
1070 */ 1003 */
1071 op->x=op->env->x,op->y=op->env->y; 1004 if (GET_MAP_OB (map, x, y) != this)
1072 op->map=op->env->map; 1005 {
1073 op->above=NULL,op->below=NULL; 1006 char *dump = dump_object (this);
1074 op->env=NULL; 1007 LOG (llevError,
1008 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1009 free (dump);
1010 dump = dump_object (GET_MAP_OB (map, x, y));
1011 LOG (llevError, "%s\n", dump);
1012 free (dump);
1013 }
1014
1015 map->at (x, y).bot = above; /* goes on above it. */
1016 }
1017
1018 above = 0;
1019 below = 0;
1020
1021 if (map->in_memory == MAP_SAVING)
1075 return; 1022 return;
1076 }
1077 1023
1078 /* If we get here, we are removing it from a map */ 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 if (op->map == NULL) return;
1080 1025
1081 x = op->x; 1026 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1082 y = op->y; 1027 {
1083 m = get_map_from_coord(op->map, &x, &y); 1028 /* No point updating the players look faces if he is the object
1084 1029 * being removed.
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */ 1030 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098 1031
1099 /* Re did the following section of code - it looks like it had 1032 if (tmp->type == PLAYER && tmp != this)
1100 * lots of logic for things we no longer care about 1033 {
1101 */ 1034 /* If a container that the player is currently using somehow gets
1102 1035 * removed (most likely destroyed), update the player view
1103 /* link the object above us */ 1036 * appropriately.
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */ 1037 */
1117 if(GET_MAP_OB(m,x,y)!=op) { 1038 if (tmp->container == this)
1118 dump_object(op); 1039 {
1119 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1040 flag [FLAG_APPLIED] = 0;
1120 dump_object(GET_MAP_OB(m,x,y)); 1041 tmp->container = 0;
1121 LOG(llevError,"%s\n",errmsg); 1042 }
1043
1044 if (tmp->contr->ns)
1045 tmp->contr->ns->floorbox_update ();
1046 }
1047
1048 /* See if player moving off should effect something */
1049 if (check_walk_off
1050 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1052 {
1053 move_apply (tmp, this, 0);
1054
1055 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 }
1058
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1060
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp;
1122 } 1065 }
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127 1066
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1134 /* No point updating the players look faces if he is the object
1135 * being removed.
1136 */
1137
1138 if(tmp->type==PLAYER && tmp!=op) {
1139 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view
1141 * appropriately.
1142 */
1143 if (tmp->container==op) {
1144 CLEAR_FLAG(op, FLAG_APPLIED);
1145 tmp->container=NULL;
1146 }
1147 tmp->contr->socket.update_look=1;
1148 }
1149 /* See if player moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1152
1153 move_apply(tmp, op, NULL);
1154 if (was_destroyed (op, tag)) {
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 }
1158 }
1159
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161
1162 if(tmp->above == tmp)
1163 tmp->above = NULL;
1164 last=tmp;
1165 }
1166 /* last == NULL of there are no objects on this space */ 1067 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) { 1068 if (!last)
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1069 map->at (x, y).flags_ = P_NEED_UPDATE;
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y);
1175 }
1176 else 1070 else
1177 update_object(last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1178 1072
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los(op->map, op->x, op->y); 1074 update_all_los (map, x, y);
1181 1075 }
1182} 1076}
1183 1077
1184/* 1078/*
1185 * merge_ob(op,top): 1079 * merge_ob(op,top):
1186 * 1080 *
1187 * This function goes through all objects below and including top, and 1081 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1082 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1083 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1084 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1085 */
1192 1086object *
1193object *merge_ob(object *op, object *top) { 1087merge_ob (object *op, object *top)
1088{
1194 if(!op->nrof) 1089 if (!op->nrof)
1195 return 0; 1090 return 0;
1196 if(top==NULL) 1091
1092 if (top)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1093 for (top = op; top && top->above; top = top->above)
1094 ;
1095
1198 for(;top!=NULL;top=top->below) { 1096 for (; top; top = top->below)
1097 {
1199 if(top==op) 1098 if (top == op)
1200 continue; 1099 continue;
1201 if (CAN_MERGE(op,top)) 1100
1202 { 1101 if (object::can_merge (op, top))
1102 {
1203 top->nrof+=op->nrof; 1103 top->nrof += op->nrof;
1104
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1106 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1107 op->destroy ();
1207 free_object(op);
1208 return top; 1108 return top;
1209 } 1109 }
1210 } 1110 }
1111
1211 return NULL; 1112 return 0;
1212} 1113}
1213 1114
1214/* 1115/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1116 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1216 * job preparing multi-part monsters 1117 * job preparing multi-part monsters
1217 */ 1118 */
1119object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1120insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1121{
1219 object* tmp; 1122 object *tmp;
1123
1220 if (op->head) 1124 if (op->head)
1221 op=op->head; 1125 op = op->head;
1126
1222 for (tmp=op;tmp;tmp=tmp->more){ 1127 for (tmp = op; tmp; tmp = tmp->more)
1128 {
1223 tmp->x=x+tmp->arch->clone.x; 1129 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1130 tmp->y = y + tmp->arch->clone.y;
1225 } 1131 }
1132
1226 return insert_ob_in_map (op, m, originator, flag); 1133 return insert_ob_in_map (op, m, originator, flag);
1227} 1134}
1228 1135
1229/* 1136/*
1230 * insert_ob_in_map (op, map, originator, flag): 1137 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1138 * This function inserts the object in the two-way linked list
1244 * Return value: 1151 * Return value:
1245 * new object if 'op' was merged with other object 1152 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1153 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1154 * just 'op' otherwise
1248 */ 1155 */
1249 1156object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1157insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1158{
1252 object *tmp, *top, *floor=NULL; 1159 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1160 sint16 x, y;
1254 1161
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1162 if (QUERY_FLAG (op, FLAG_FREED))
1163 {
1256 LOG (llevError, "Trying to insert freed object!\n"); 1164 LOG (llevError, "Trying to insert freed object!\n");
1257 return NULL; 1165 return NULL;
1166 }
1167
1168 if (m == NULL)
1258 } 1169 {
1259 if(m==NULL) {
1260 dump_object(op); 1170 char *dump = dump_object (op);
1261 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1262 return op; 1173 return op;
1263 } 1174 }
1175
1264 if(out_of_map(m,op->x,op->y)) { 1176 if (out_of_map (m, op->x, op->y))
1177 {
1265 dump_object(op); 1178 char *dump = dump_object (op);
1266 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1267#ifdef MANY_CORES 1180#ifdef MANY_CORES
1268 /* Better to catch this here, as otherwise the next use of this object 1181 /* Better to catch this here, as otherwise the next use of this object
1269 * is likely to cause a crash. Better to find out where it is getting 1182 * is likely to cause a crash. Better to find out where it is getting
1270 * improperly inserted. 1183 * improperly inserted.
1271 */ 1184 */
1272 abort(); 1185 abort ();
1273#endif 1186#endif
1187 free (dump);
1274 return op; 1188 return op;
1275 } 1189 }
1190
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1191 if (!QUERY_FLAG (op, FLAG_REMOVED))
1192 {
1277 dump_object(op); 1193 char *dump = dump_object (op);
1278 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1195 free (dump);
1279 return op; 1196 return op;
1197 }
1198
1199 if (op->more)
1280 } 1200 {
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */ 1201 /* The part may be on a different map. */
1283 1202
1284 object *more = op->more; 1203 object *more = op->more;
1285 1204
1286 /* We really need the caller to normalize coordinates - if 1205 /* We really need the caller to normalize coordinates - if
1287 * we set the map, that doesn't work if the location is within 1206 * we set the map, that doesn't work if the location is within
1288 * a map and this is straddling an edge. So only if coordinate 1207 * a map and this is straddling an edge. So only if coordinate
1289 * is clear wrong do we normalize it. 1208 * is clear wrong do we normalize it.
1290 */ 1209 */
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1210 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1292 more->map = get_map_from_coord(m, &more->x, &more->y); 1211 more->map = get_map_from_coord (m, &more->x, &more->y);
1293 } else if (!more->map) { 1212 else if (!more->map)
1213 {
1294 /* For backwards compatibility - when not dealing with tiled maps, 1214 /* For backwards compatibility - when not dealing with tiled maps,
1295 * more->map should always point to the parent. 1215 * more->map should always point to the parent.
1296 */ 1216 */
1297 more->map = m; 1217 more->map = m;
1298 } 1218 }
1299 1219
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1220 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1221 {
1301 if ( ! op->head) 1222 if (!op->head)
1302 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1223 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1224
1303 return NULL; 1225 return 0;
1304 } 1226 }
1305 } 1227 }
1228
1306 CLEAR_FLAG(op,FLAG_REMOVED); 1229 CLEAR_FLAG (op, FLAG_REMOVED);
1307 1230
1308 /* Ideally, the caller figures this out. However, it complicates a lot 1231 /* Ideally, the caller figures this out. However, it complicates a lot
1309 * of areas of callers (eg, anything that uses find_free_spot would now 1232 * of areas of callers (eg, anything that uses find_free_spot would now
1310 * need extra work 1233 * need extra work
1311 */ 1234 */
1312 op->map=get_map_from_coord(m, &op->x, &op->y); 1235 op->map = get_map_from_coord (m, &op->x, &op->y);
1313 x = op->x; 1236 x = op->x;
1314 y = op->y; 1237 y = op->y;
1315 1238
1316 /* this has to be done after we translate the coordinates. 1239 /* this has to be done after we translate the coordinates.
1317 */ 1240 */
1318 if(op->nrof && !(flag & INS_NO_MERGE)) { 1241 if (op->nrof && !(flag & INS_NO_MERGE))
1319 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1242 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1320 if (CAN_MERGE(op,tmp)) { 1243 if (object::can_merge (op, tmp))
1244 {
1321 op->nrof+=tmp->nrof; 1245 op->nrof += tmp->nrof;
1322 remove_ob(tmp); 1246 tmp->destroy ();
1323 free_object(tmp); 1247 }
1248
1249 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1250 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1251
1252 if (!QUERY_FLAG (op, FLAG_ALIVE))
1253 CLEAR_FLAG (op, FLAG_NO_STEAL);
1254
1255 if (flag & INS_BELOW_ORIGINATOR)
1256 {
1257 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1258 {
1259 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1260 abort ();
1261 }
1262
1263 op->above = originator;
1264 op->below = originator->below;
1265
1266 if (op->below)
1267 op->below->above = op;
1268 else
1269 op->ms ().bot = op;
1270
1271 /* since *below* originator, no need to update top */
1272 originator->below = op;
1273 }
1274 else
1275 {
1276 /* If there are other objects, then */
1277 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1278 {
1279 object *last = NULL;
1280
1281 /*
1282 * If there are multiple objects on this space, we do some trickier handling.
1283 * We've already dealt with merging if appropriate.
1284 * Generally, we want to put the new object on top. But if
1285 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1286 * floor, we want to insert above that and no further.
1287 * Also, if there are spell objects on this space, we stop processing
1288 * once we get to them. This reduces the need to traverse over all of
1289 * them when adding another one - this saves quite a bit of cpu time
1290 * when lots of spells are cast in one area. Currently, it is presumed
1291 * that flying non pickable objects are spell objects.
1292 */
1293
1294 while (top != NULL)
1295 {
1296 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1297 floor = top;
1298
1299 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1300 {
1301 /* We insert above top, so we want this object below this */
1302 top = top->below;
1303 break;
1304 }
1305
1306 last = top;
1307 top = top->above;
1324 } 1308 }
1325 }
1326 1309
1327 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1310 /* Don't want top to be NULL, so set it to the last valid object */
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1311 top = last;
1329 if (!QUERY_FLAG(op, FLAG_ALIVE))
1330 CLEAR_FLAG(op, FLAG_NO_STEAL);
1331 1312
1332 if (flag & INS_BELOW_ORIGINATOR) { 1313 /* We let update_position deal with figuring out what the space
1333 if (originator->map != op->map || originator->x != op->x || 1314 * looks like instead of lots of conditions here.
1334 originator->y != op->y) { 1315 * makes things faster, and effectively the same result.
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1316 */
1336 abort(); 1317
1318 /* Have object 'fall below' other objects that block view.
1319 * Unless those objects are exits, type 66
1320 * If INS_ON_TOP is used, don't do this processing
1321 * Need to find the object that in fact blocks view, otherwise
1322 * stacking is a bit odd.
1323 */
1324 if (!(flag & INS_ON_TOP) &&
1325 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1326 {
1327 for (last = top; last != floor; last = last->below)
1328 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1329 break;
1330 /* Check to see if we found the object that blocks view,
1331 * and make sure we have a below pointer for it so that
1332 * we can get inserted below this one, which requires we
1333 * set top to the object below us.
1334 */
1335 if (last && last->below && last != floor)
1336 top = last->below;
1337 }
1338 } /* If objects on this space */
1339
1340 if (flag & INS_MAP_LOAD)
1341 top = GET_MAP_TOP (op->map, op->x, op->y);
1342
1343 if (flag & INS_ABOVE_FLOOR_ONLY)
1344 top = floor;
1345
1346 /* Top is the object that our object (op) is going to get inserted above.
1347 */
1348
1349 /* First object on this space */
1350 if (!top)
1351 {
1352 op->above = GET_MAP_OB (op->map, op->x, op->y);
1353
1354 if (op->above)
1355 op->above->below = op;
1356
1357 op->below = NULL;
1358 op->ms ().bot = op;
1337 } 1359 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else { 1360 else
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above;
1374 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */
1402 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y);
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1405
1406 /* Top is the object that our object (op) is going to get inserted above.
1407 */
1408
1409 /* First object on this space */
1410 if (!top) {
1411 op->above = GET_MAP_OB(op->map, op->x, op->y);
1412 if (op->above) op->above->below = op;
1413 op->below = NULL;
1414 SET_MAP_OB(op->map, op->x, op->y, op);
1415 } else { /* get inserted into the stack above top */ 1361 { /* get inserted into the stack above top */
1416 op->above = top->above; 1362 op->above = top->above;
1363
1364 if (op->above)
1417 if (op->above) op->above->below = op; 1365 op->above->below = op;
1366
1418 op->below = top; 1367 op->below = top;
1419 top->above = op; 1368 top->above = op;
1420 } 1369 }
1370
1421 if (op->above==NULL) 1371 if (op->above == NULL)
1422 SET_MAP_TOP(op->map,op->x, op->y, op); 1372 op->ms ().top = op;
1423 } /* else not INS_BELOW_ORIGINATOR */ 1373 } /* else not INS_BELOW_ORIGINATOR */
1424 1374
1425 if(op->type==PLAYER) 1375 if (op->type == PLAYER)
1426 op->contr->do_los=1; 1376 op->contr->do_los = 1;
1427 1377
1428 /* If we have a floor, we know the player, if any, will be above 1378 /* If we have a floor, we know the player, if any, will be above
1429 * it, so save a few ticks and start from there. 1379 * it, so save a few ticks and start from there.
1430 */ 1380 */
1431 if (!(flag & INS_MAP_LOAD)) 1381 if (!(flag & INS_MAP_LOAD))
1432 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1382 if (object *pl = op->ms ().player ())
1433 if (tmp->type == PLAYER) 1383 if (pl->contr->ns)
1434 tmp->contr->socket.update_look=1; 1384 pl->contr->ns->floorbox_update ();
1435 }
1436 1385
1437 /* If this object glows, it may affect lighting conditions that are 1386 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1387 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1388 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1389 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1390 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1391 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1392 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient. 1393 * of effect may be sufficient.
1445 */ 1394 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1395 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y); 1396 update_all_los (op->map, op->x, op->y);
1448 1397
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1398 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT); 1399 update_object (op, UP_OBJ_INSERT);
1452 1400
1401 INVOKE_OBJECT (INSERT, op);
1453 1402
1454 /* Don't know if moving this to the end will break anything. However, 1403 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have update_look set above before calling this. 1404 * we want to have floorbox_update called before calling this.
1456 * 1405 *
1457 * check_move_on() must be after this because code called from 1406 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like 1407 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by 1408 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1409 * update_object().
1461 */ 1410 */
1462 1411
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1412 /* if this is not the head or flag has been passed, don't check walk on status */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1413 if (!(flag & INS_NO_WALK_ON) && !op->head)
1414 {
1466 if (check_move_on(op, originator)) 1415 if (check_move_on (op, originator))
1467 return NULL; 1416 return 0;
1468 1417
1469 /* If we are a multi part object, lets work our way through the check 1418 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1419 * walk on's.
1471 */ 1420 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1421 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1422 if (check_move_on (tmp, originator))
1474 return NULL; 1423 return 0;
1475 } 1424 }
1425
1476 return op; 1426 return op;
1477} 1427}
1478 1428
1479/* this function inserts an object in the map, but if it 1429/* this function inserts an object in the map, but if it
1480 * finds an object of its own type, it'll remove that one first. 1430 * finds an object of its own type, it'll remove that one first.
1481 * op is the object to insert it under: supplies x and the map. 1431 * op is the object to insert it under: supplies x and the map.
1482 */ 1432 */
1433void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1434replace_insert_ob_in_map (const char *arch_string, object *op)
1484 object *tmp; 1435{
1485 object *tmp1; 1436 object *tmp, *tmp1;
1486 1437
1487 /* first search for itself and remove any old instances */ 1438 /* first search for itself and remove any old instances */
1488 1439
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1440 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1441 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 remove_ob(tmp); 1442 tmp->destroy ();
1492 free_object(tmp);
1493 }
1494 }
1495 1443
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1444 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1445
1498 1446 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1447 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1448 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1449}
1502 1450
1503/* 1451/*
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1452 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1505 * is returned contains nr objects, and the remaining parts contains 1453 * is returned contains nr objects, and the remaining parts contains
1506 * the rest (or is removed and freed if that number is 0). 1454 * the rest (or is removed and freed if that number is 0).
1507 * On failure, NULL is returned, and the reason put into the 1455 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1456 * global static errmsg array.
1509 */ 1457 */
1510 1458
1459object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1460get_split_ob (object *orig_ob, uint32 nr)
1461{
1512 object *newob; 1462 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1463 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1464
1515 if(orig_ob->nrof<nr) { 1465 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1466 {
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1467 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1518 return NULL; 1468 return NULL;
1519 } 1469 }
1470
1520 newob = object_create_clone(orig_ob); 1471 newob = object_create_clone (orig_ob);
1472
1521 if((orig_ob->nrof-=nr)<1) { 1473 if ((orig_ob->nrof -= nr) < 1)
1522 if ( ! is_removed) 1474 orig_ob->destroy (1);
1523 remove_ob(orig_ob);
1524 free_object2(orig_ob, 1);
1525 }
1526 else if ( ! is_removed) { 1475 else if (!is_removed)
1476 {
1527 if(orig_ob->env!=NULL) 1477 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1478 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1479 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1480 {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1481 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531 LOG(llevDebug,
1532 "Error, Tried to split object whose map is not in memory.\n"); 1482 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL; 1483 return NULL;
1534 } 1484 }
1535 } 1485 }
1486
1536 newob->nrof=nr; 1487 newob->nrof = nr;
1537 1488
1538 return newob; 1489 return newob;
1539} 1490}
1540 1491
1541/* 1492/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1493 * decrease_ob_nr(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1494 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1495 * is subsequently removed and freed.
1545 * 1496 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1497 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1498 */
1548 1499
1500object *
1549object *decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1550{ 1502{
1551 object *tmp; 1503 object *tmp;
1552 player *pl;
1553 1504
1554 if (i == 0) /* objects with op->nrof require this check */ 1505 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1506 return op;
1556 1507
1557 if (i > op->nrof) 1508 if (i > op->nrof)
1558 i = op->nrof; 1509 i = op->nrof;
1559 1510
1560 if (QUERY_FLAG (op, FLAG_REMOVED)) 1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1512 op->nrof -= i;
1513 else if (op->env)
1514 {
1515 /* is this object in the players inventory, or sub container
1516 * therein?
1517 */
1518 tmp = op->in_player ();
1519 /* nope. Is this a container the player has opened?
1520 * If so, set tmp to that player.
1521 * IMO, searching through all the players will mostly
1522 * likely be quicker than following op->env to the map,
1523 * and then searching the map for a player.
1524 */
1525 if (!tmp)
1526 for_all_players (pl)
1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1530 break;
1531 }
1532
1533 if (i < op->nrof)
1534 {
1535 sub_weight (op->env, op->weight * i);
1536 op->nrof -= i;
1537 if (tmp)
1538 esrv_send_item (tmp, op);
1539 }
1540 else
1541 {
1542 op->remove ();
1543 op->nrof = 0;
1544 if (tmp)
1545 esrv_del_item (tmp->contr, op->count);
1546 }
1561 { 1547 }
1548 else
1549 {
1550 object *above = op->above;
1551
1552 if (i < op->nrof)
1562 op->nrof -= i; 1553 op->nrof -= i;
1563 } 1554 else
1564 else if (op->env != NULL)
1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */ 1555 {
1569 tmp = is_player_inv (op->env); 1556 op->remove ();
1570 /* nope. Is this a container the player has opened? 1557 op->nrof = 0;
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 } 1558 }
1582 1559
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op);
1591 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */ 1560 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1561 for (tmp = above; tmp; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1562 if (tmp->type == PLAYER)
1563 {
1610 if (op->nrof) 1564 if (op->nrof)
1611 esrv_send_item(tmp, op); 1565 esrv_send_item (tmp, op);
1612 else 1566 else
1613 esrv_del_item(tmp->contr, op->count); 1567 esrv_del_item (tmp->contr, op->count);
1614 } 1568 }
1615 } 1569 }
1616 1570
1617 if (op->nrof) { 1571 if (op->nrof)
1618 return op; 1572 return op;
1619 } else { 1573 else
1620 free_object (op); 1574 {
1575 op->destroy ();
1621 return NULL; 1576 return 0;
1622 } 1577 }
1623} 1578}
1624 1579
1625/* 1580/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1628 */ 1583 */
1629 1584
1585void
1630void add_weight (object *op, signed long weight) { 1586add_weight (object *op, signed long weight)
1587{
1631 while (op!=NULL) { 1588 while (op != NULL)
1589 {
1632 if (op->type == CONTAINER) { 1590 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1591 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1592
1635 op->carrying+=weight; 1593 op->carrying += weight;
1636 op=op->env; 1594 op = op->env;
1637 } 1595 }
1638} 1596}
1639 1597
1598object *
1599insert_ob_in_ob (object *op, object *where)
1600{
1601 if (!where)
1602 {
1603 char *dump = dump_object (op);
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump);
1606 return op;
1607 }
1608
1609 if (where->head)
1610 {
1611 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head;
1613 }
1614
1615 return where->insert (op);
1616}
1617
1640/* 1618/*
1641 * insert_ob_in_ob(op,environment): 1619 * env->insert (op)
1642 * This function inserts the object op in the linked list 1620 * This function inserts the object op in the linked list
1643 * inside the object environment. 1621 * inside the object environment.
1644 * 1622 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1652 */ 1625 */
1653 1626
1654object *insert_ob_in_ob(object *op,object *where) { 1627object *
1628object::insert (object *op)
1629{
1655 object *tmp, *otmp; 1630 object *tmp, *otmp;
1656 1631
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1632 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 dump_object(op); 1633 op->remove ();
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1634
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1635 if (op->more)
1636 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1637 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1638 return op;
1676 } 1639 }
1640
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1642 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1643 if (op->nrof)
1644 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1645 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1646 if (object::can_merge (tmp, op))
1647 {
1682 /* return the original object and remove inserted object 1648 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1649 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1650 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1651 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1652 * tmp->nrof, we need to increase the weight.
1687 */ 1653 */
1688 add_weight (where, op->weight*op->nrof); 1654 add_weight (this, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1655 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1656 op->destroy (); /* free the inserted object */
1691 op = tmp; 1657 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1658 op->remove (); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1660 break;
1695 } 1661 }
1696 1662
1697 /* I assume combined objects have no inventory 1663 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1664 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1665 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do 1666 * the weight, so we need to add it in again, since we actually do
1701 * the linking below 1667 * the linking below
1702 */ 1668 */
1703 add_weight (where, op->weight*op->nrof); 1669 add_weight (this, op->weight * op->nrof);
1670 }
1704 } else 1671 else
1705 add_weight (where, (op->weight+op->carrying)); 1672 add_weight (this, (op->weight + op->carrying));
1706 1673
1707 otmp=is_player_inv(where); 1674 otmp = this->in_player ();
1708 if (otmp&&otmp->contr!=NULL) { 1675 if (otmp && otmp->contr)
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1677 otmp->update_stats ();
1711 }
1712 1678
1713 op->map=NULL; 1679 op->map = 0;
1714 op->env=where; 1680 op->env = this;
1715 op->above=NULL; 1681 op->above = 0;
1716 op->below=NULL; 1682 op->below = 0;
1717 op->x=0,op->y=0; 1683 op->x = 0, op->y = 0;
1718 1684
1719 /* reset the light list and los of the players on the map */ 1685 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1686 if ((op->glow_radius != 0) && map)
1721 { 1687 {
1722#ifdef DEBUG_LIGHTS 1688#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1690#endif /* DEBUG_LIGHTS */
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1691 if (map->darkness)
1692 update_all_los (map, x, y);
1727 } 1693 }
1728 1694
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1695 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function... 1696 * It sure simplifies this function...
1731 */ 1697 */
1732 if (where->inv==NULL) 1698 if (!inv)
1733 where->inv=op; 1699 inv = op;
1734 else { 1700 else
1701 {
1735 op->below = where->inv; 1702 op->below = inv;
1736 op->below->above = op; 1703 op->below->above = op;
1737 where->inv = op; 1704 inv = op;
1738 } 1705 }
1706
1707 INVOKE_OBJECT (INSERT, this);
1708
1739 return op; 1709 return op;
1740} 1710}
1741 1711
1742/* 1712/*
1743 * Checks if any objects has a move_type that matches objects 1713 * Checks if any objects has a move_type that matches objects
1758 * MSW 2001-07-08: Check all objects on space, not just those below 1728 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects 1729 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1730 * on top.
1761 */ 1731 */
1762 1732
1733int
1763int check_move_on (object *op, object *originator) 1734check_move_on (object *op, object *originator)
1764{ 1735{
1765 object *tmp; 1736 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1737 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1738 int x = op->x, y = op->y;
1739
1769 MoveType move_on, move_slow, move_block; 1740 MoveType move_on, move_slow, move_block;
1770 1741
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1742 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1743 return 0;
1773 1744
1774 tag = op->count;
1775
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1745 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1777 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1746 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1778 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1747 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1748
1780 /* if nothing on this space will slow op down or be applied, 1749 /* if nothing on this space will slow op down or be applied,
1781 * no need to do checking below. have to make sure move_type 1750 * no need to do checking below. have to make sure move_type
1782 * is set, as lots of objects don't have it set - we treat that 1751 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1752 * as walking.
1784 */ 1753 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1754 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1755 return 0;
1787 1756
1788 /* This is basically inverse logic of that below - basically, 1757 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1758 * if the object can avoid the move on or slow move, they do so,
1790 * but can't do it if the alternate movement they are using is 1759 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1760 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1761 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1762 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1763 return 0;
1795 1764
1796 /* The objects have to be checked from top to bottom. 1765 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1766 * Hence, we first go to the top:
1798 */ 1767 */
1799 1768
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1769 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1801 tmp->above!=NULL; tmp=tmp->above) { 1770 {
1802 /* Trim the search when we find the first other spell effect 1771 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1772 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1773 * we don't need to check all of them.
1805 */ 1774 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1775 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1776 break;
1777 }
1778
1779 for (; tmp; tmp = tmp->below)
1807 } 1780 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1781 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1782 continue; /* Can't apply yourself */
1810 1783
1811 /* Check to see if one of the movement types should be slowed down. 1784 /* Check to see if one of the movement types should be slowed down.
1812 * Second check makes sure that the movement types not being slowed 1785 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1786 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1787 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1788 * swim on that space, can't use it to avoid the penalty.
1816 */ 1789 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1790 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1791 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1792 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1793 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1794 {
1821 1795
1822 float diff; 1796 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1797 diff = tmp->move_slow_penalty * FABS (op->speed);
1798
1825 if (op->type == PLAYER) { 1799 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1800 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1801 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1802 diff /= 4.0;
1829 } 1803
1830 }
1831 op->speed_left -= diff; 1804 op->speed_left -= diff;
1832 } 1805 }
1833 } 1806 }
1834 1807
1835 /* Basically same logic as above, except now for actual apply. */ 1808 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1809 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1810 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 1811 {
1840 move_apply(tmp, op, originator); 1812 move_apply (tmp, op, originator);
1813
1841 if (was_destroyed (op, tag)) 1814 if (op->destroyed ())
1842 return 1; 1815 return 1;
1843 1816
1844 /* what the person/creature stepped onto has moved the object 1817 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1818 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1819 * have a feeling strange problems would result.
1847 */ 1820 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 1821 if (op->map != m || op->x != x || op->y != y)
1822 return 0;
1849 } 1823 }
1850 } 1824 }
1825
1851 return 0; 1826 return 0;
1852} 1827}
1853 1828
1854/* 1829/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1830 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1831 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1858 */ 1833 */
1859 1834object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1835present_arch (const archetype *at, maptile *m, int x, int y)
1861 object *tmp; 1836{
1862 if(m==NULL || out_of_map(m,x,y)) { 1837 if (m == NULL || out_of_map (m, x, y))
1838 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1839 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1840 return NULL;
1865 } 1841 }
1842
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1843 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1867 if(tmp->arch == at) 1844 if (tmp->arch == at)
1868 return tmp; 1845 return tmp;
1846
1869 return NULL; 1847 return NULL;
1870} 1848}
1871 1849
1872/* 1850/*
1873 * present(type, map, x, y) searches for any objects with 1851 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1852 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
1876 */ 1854 */
1877 1855object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1856present (unsigned char type, maptile *m, int x, int y)
1879 object *tmp; 1857{
1880 if(out_of_map(m,x,y)) { 1858 if (out_of_map (m, x, y))
1859 {
1881 LOG(llevError,"Present called outside map.\n"); 1860 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1861 return NULL;
1883 } 1862 }
1863
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1864 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1885 if(tmp->type==type) 1865 if (tmp->type == type)
1886 return tmp; 1866 return tmp;
1867
1887 return NULL; 1868 return NULL;
1888} 1869}
1889 1870
1890/* 1871/*
1891 * present_in_ob(type, object) searches for any objects with 1872 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1873 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
1894 */ 1875 */
1895 1876object *
1896object *present_in_ob(unsigned char type, const object *op) { 1877present_in_ob (unsigned char type, const object *op)
1897 object *tmp; 1878{
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1879 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 1880 if (tmp->type == type)
1900 return tmp; 1881 return tmp;
1882
1901 return NULL; 1883 return NULL;
1902} 1884}
1903 1885
1904/* 1886/*
1905 * present_in_ob (type, str, object) searches for any objects with 1887 * present_in_ob (type, str, object) searches for any objects with
1913 * str is the string to match against. Note that we match against 1895 * str is the string to match against. Note that we match against
1914 * the object name, not the archetype name. this is so that the 1896 * the object name, not the archetype name. this is so that the
1915 * spell code can use one object type (force), but change it's name 1897 * spell code can use one object type (force), but change it's name
1916 * to be unique. 1898 * to be unique.
1917 */ 1899 */
1918 1900object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 1901present_in_ob_by_name (int type, const char *str, const object *op)
1920 object *tmp; 1902{
1921
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1904 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1905 return tmp;
1925 } 1906
1926 return NULL; 1907 return 0;
1927} 1908}
1928 1909
1929/* 1910/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1911 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1912 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1913 * The first matching object is returned, or NULL if none.
1933 */ 1914 */
1934 1915object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 1916present_arch_in_ob (const archetype *at, const object *op)
1936 object *tmp; 1917{
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 1919 if (tmp->arch == at)
1939 return tmp; 1920 return tmp;
1921
1940 return NULL; 1922 return NULL;
1941} 1923}
1942 1924
1943/* 1925/*
1944 * activate recursively a flag on an object inventory 1926 * activate recursively a flag on an object inventory
1945 */ 1927 */
1928void
1946void flag_inv(object*op, int flag){ 1929flag_inv (object *op, int flag)
1947 object *tmp; 1930{
1948 if(op->inv) 1931 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1933 {
1950 SET_FLAG(tmp, flag); 1934 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 1935 flag_inv (tmp, flag);
1952 } 1936 }
1937}
1938
1953}/* 1939/*
1954 * desactivate recursively a flag on an object inventory 1940 * deactivate recursively a flag on an object inventory
1955 */ 1941 */
1942void
1956void unflag_inv(object*op, int flag){ 1943unflag_inv (object *op, int flag)
1957 object *tmp; 1944{
1958 if(op->inv) 1945 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1947 {
1960 CLEAR_FLAG(tmp, flag); 1948 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 1949 unflag_inv (tmp, flag);
1962 } 1950 }
1963} 1951}
1964 1952
1965/* 1953/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1954 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively). 1955 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for 1956 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function. 1957 * him/her-self and all object carried by a call to this function.
1970 */ 1958 */
1971 1959void
1972void set_cheat(object *op) { 1960set_cheat (object *op)
1961{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 1962 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 1963 flag_inv (op, FLAG_WAS_WIZ);
1975} 1964}
1976 1965
1977/* 1966/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 1967 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain 1968 * a spot at the given map and coordinates which will be able to contain
1993 * because arch_blocked (now ob_blocked) needs to know the movement type 1982 * because arch_blocked (now ob_blocked) needs to know the movement type
1994 * to know if the space in question will block the object. We can't use 1983 * to know if the space in question will block the object. We can't use
1995 * the archetype because that isn't correct if the monster has been 1984 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 1985 * customized, changed states, etc.
1997 */ 1986 */
1998 1987int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1988find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1989{
2000 int i,index=0, flag; 1990 int index = 0, flag;
2001 static int altern[SIZEOFFREE]; 1991 int altern[SIZEOFFREE];
2002 1992
2003 for(i=start;i<stop;i++) { 1993 for (int i = start; i < stop; i++)
1994 {
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1995 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2005 if(!flag) 1996 if (!flag)
2006 altern[index++]=i; 1997 altern [index++] = i;
2007 1998
2008 /* Basically, if we find a wall on a space, we cut down the search size. 1999 /* Basically, if we find a wall on a space, we cut down the search size.
2009 * In this way, we won't return spaces that are on another side of a wall. 2000 * In this way, we won't return spaces that are on another side of a wall.
2010 * This mostly work, but it cuts down the search size in all directions - 2001 * This mostly work, but it cuts down the search size in all directions -
2011 * if the space being examined only has a wall to the north and empty 2002 * if the space being examined only has a wall to the north and empty
2012 * spaces in all the other directions, this will reduce the search space 2003 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 2004 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2005 * won't look 2 spaces south of the target space.
2015 */ 2006 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2007 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2008 stop = maxfree[i];
2018 } 2009 }
2019 if(!index) return -1; 2010
2011 if (!index)
2012 return -1;
2013
2020 return altern[RANDOM()%index]; 2014 return altern[RANDOM () % index];
2021} 2015}
2022 2016
2023/* 2017/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2018 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2019 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2020 * But it will return the first available spot, not a random choice.
2027 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2021 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2022 */
2029 2023int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2024find_first_free_spot (const object *ob, maptile *m, int x, int y)
2031 int i; 2025{
2032 for(i=0;i<SIZEOFFREE;i++) { 2026 for (int i = 0; i < SIZEOFFREE; i++)
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2027 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2028 return i;
2035 } 2029
2036 return -1; 2030 return -1;
2037} 2031}
2038 2032
2039/* 2033/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2034 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2035 * arr[begin..end-1].
2036 * now uses a fisher-yates shuffle, old permute was broken
2042 */ 2037 */
2038static void
2043static void permute(int *arr, int begin, int end) 2039permute (int *arr, int begin, int end)
2044{ 2040{
2045 int i, j, tmp, len; 2041 arr += begin;
2042 end -= begin;
2046 2043
2047 len = end-begin; 2044 while (--end)
2048 for(i = begin; i < end; i++) 2045 swap (arr [end], arr [RANDOM () % (end + 1)]);
2049 {
2050 j = begin+RANDOM()%len;
2051
2052 tmp = arr[i];
2053 arr[i] = arr[j];
2054 arr[j] = tmp;
2055 }
2056} 2046}
2057 2047
2058/* new function to make monster searching more efficient, and effective! 2048/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2049 * This basically returns a randomized array (in the passed pointer) of
2060 * the spaces to find monsters. In this way, it won't always look for 2050 * the spaces to find monsters. In this way, it won't always look for
2061 * monsters to the north first. However, the size of the array passed 2051 * monsters to the north first. However, the size of the array passed
2062 * covers all the spaces, so within that size, all the spaces within 2052 * covers all the spaces, so within that size, all the spaces within
2063 * the 3x3 area will be searched, just not in a predictable order. 2053 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2054 */
2055void
2065void get_search_arr(int *search_arr) 2056get_search_arr (int *search_arr)
2066{ 2057{
2067 int i; 2058 int i;
2068 2059
2069 for(i = 0; i < SIZEOFFREE; i++) 2060 for (i = 0; i < SIZEOFFREE; i++)
2070 {
2071 search_arr[i] = i; 2061 search_arr[i] = i;
2072 }
2073 2062
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2063 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2064 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2065 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2066}
2078 2067
2079/* 2068/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2069 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2070 * given map at the given coordinates for live objects.
2086 * Perhaps incorrectly, but I'm making the assumption that exclude 2075 * Perhaps incorrectly, but I'm making the assumption that exclude
2087 * is actually want is going to try and move there. We need this info 2076 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move 2077 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2078 * there is capable of.
2090 */ 2079 */
2091 2080int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2081find_dir (maptile *m, int x, int y, object *exclude)
2082{
2093 int i,max=SIZEOFFREE, mflags; 2083 int i, max = SIZEOFFREE, mflags;
2084
2094 sint16 nx, ny; 2085 sint16 nx, ny;
2095 object *tmp; 2086 object *tmp;
2096 mapstruct *mp; 2087 maptile *mp;
2088
2097 MoveType blocked, move_type; 2089 MoveType blocked, move_type;
2098 2090
2099 if (exclude && exclude->head) { 2091 if (exclude && exclude->head)
2092 {
2100 exclude = exclude->head; 2093 exclude = exclude->head;
2101 move_type = exclude->move_type; 2094 move_type = exclude->move_type;
2102 } else { 2095 }
2096 else
2097 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2098 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2099 move_type = MOVE_ALL;
2100 }
2101
2102 for (i = 1; i < max; i++)
2105 } 2103 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2104 mp = m;
2109 nx = x + freearr_x[i]; 2105 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2106 ny = y + freearr_y[i];
2111 2107
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2109
2113 if (mflags & P_OUT_OF_MAP) { 2110 if (mflags & P_OUT_OF_MAP)
2111 max = maxfree[i];
2112 else
2113 {
2114 mapspace &ms = mp->at (nx, ny);
2115
2116 blocked = ms.move_block;
2117
2118 if ((move_type & blocked) == move_type)
2114 max = maxfree[i]; 2119 max = maxfree[i];
2115 } else {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2117
2118 if ((move_type & blocked) == move_type) {
2119 max=maxfree[i];
2120 } else if (mflags & P_IS_ALIVE) { 2120 else if (mflags & P_IS_ALIVE)
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2121 {
2122 for (tmp = ms.bot; tmp; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2124 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2124 break; 2125 break;
2125 } 2126
2126 }
2127 if(tmp) { 2127 if (tmp)
2128 return freedir[i]; 2128 return freedir[i];
2129 }
2130 } 2129 }
2131 } 2130 }
2132 } 2131 }
2132
2133 return 0; 2133 return 0;
2134} 2134}
2135 2135
2136/* 2136/*
2137 * distance(object 1, object 2) will return the square of the 2137 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2138 * distance between the two given objects.
2139 */ 2139 */
2140 2140int
2141int distance(const object *ob1, const object *ob2) { 2141distance (const object *ob1, const object *ob2)
2142 int i; 2142{
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2143 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2145 return i;
2146} 2144}
2147 2145
2148/* 2146/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2147 * find_dir_2(delta-x,delta-y) will return a direction in which
2150 * an object which has subtracted the x and y coordinates of another 2148 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2149 * object, needs to travel toward it.
2152 */ 2150 */
2153 2151int
2154int find_dir_2(int x, int y) { 2152find_dir_2 (int x, int y)
2153{
2155 int q; 2154 int q;
2156 2155
2157 if(y) 2156 if (y)
2158 q=x*100/y; 2157 q = x * 100 / y;
2159 else if (x) 2158 else if (x)
2160 q= -300*x; 2159 q = -300 * x;
2161 else 2160 else
2162 return 0; 2161 return 0;
2163 2162
2164 if(y>0) { 2163 if (y > 0)
2164 {
2165 if(q < -242) 2165 if (q < -242)
2166 return 3 ; 2166 return 3;
2167 if (q < -41) 2167 if (q < -41)
2168 return 2 ; 2168 return 2;
2169 if (q < 41) 2169 if (q < 41)
2170 return 1 ; 2170 return 1;
2171 if (q < 242) 2171 if (q < 242)
2172 return 8 ; 2172 return 8;
2173 return 7 ; 2173 return 7;
2174 } 2174 }
2175 2175
2176 if (q < -242) 2176 if (q < -242)
2177 return 7 ; 2177 return 7;
2178 if (q < -41) 2178 if (q < -41)
2179 return 6 ; 2179 return 6;
2180 if (q < 41) 2180 if (q < 41)
2181 return 5 ; 2181 return 5;
2182 if (q < 242) 2182 if (q < 242)
2183 return 4 ; 2183 return 4;
2184 2184
2185 return 3 ; 2185 return 3;
2186} 2186}
2187 2187
2188/* 2188/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2189 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2190 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2191 * "overflow" in previous calculations of a direction).
2192 */ 2192 */
2193 2193
2194int
2194int absdir(int d) { 2195absdir (int d)
2195 while(d<1) d+=8; 2196{
2196 while(d>8) d-=8; 2197 while (d < 1)
2198 d += 8;
2199
2200 while (d > 8)
2201 d -= 8;
2202
2197 return d; 2203 return d;
2198} 2204}
2199 2205
2200/* 2206/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2207 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2208 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2209 */
2204 2210
2211int
2205int dirdiff(int dir1, int dir2) { 2212dirdiff (int dir1, int dir2)
2213{
2206 int d; 2214 int d;
2215
2207 d = abs(dir1 - dir2); 2216 d = abs (dir1 - dir2);
2208 if(d>4) 2217 if (d > 4)
2209 d = 8 - d; 2218 d = 8 - d;
2219
2210 return d; 2220 return d;
2211} 2221}
2212 2222
2213/* peterm: 2223/* peterm:
2214 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2224 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2217 * This basically means that if direction is 15, then it could either go 2227 * This basically means that if direction is 15, then it could either go
2218 * direction 4, 14, or 16 to get back to where we are. 2228 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2229 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2230 * functions.
2221 */ 2231 */
2222
2223int reduction_dir[SIZEOFFREE][3] = { 2232int reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2233 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2234 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2235 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2236 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2237 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2238 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2239 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2240 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2241 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2242 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2243 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2244 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2245 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2246 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2247 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2248 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2249 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2250 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2251 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2252 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2253 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2254 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2255 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2256 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2257 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2258 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2259 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2260 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2261 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2262 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2263 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2264 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2265 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2266 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2267 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2268 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2269 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2270 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2271 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2272 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2273 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2274 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2275 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2276 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2277 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2278 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2279 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2280 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2281 {24, 9, -1}
2282}; /* 48 */
2273 2283
2274/* Recursive routine to step back and see if we can 2284/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2285 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2286 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2287 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2288 * Modified to be map tile aware -.MSW
2279 */ 2289 */
2280 2290int
2281
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2291can_see_monsterP (maptile *m, int x, int y, int dir)
2292{
2283 sint16 dx, dy; 2293 sint16 dx, dy;
2284 int mflags; 2294 int mflags;
2285 2295
2296 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2297 return 0; /* exit condition: invalid direction */
2287 2298
2288 dx = x + freearr_x[dir]; 2299 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2300 dy = y + freearr_y[dir];
2290 2301
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2302 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2303
2293 /* This functional arguably was incorrect before - it was 2304 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2305 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2306 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2307 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or 2308 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2309 * at least its move type.
2299 */ 2310 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2311 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2312 return 0;
2301 2313
2302 /* yes, can see. */ 2314 /* yes, can see. */
2303 if(dir < 9) return 1; 2315 if (dir < 9)
2316 return 1;
2317
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2318 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2319 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2320 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2307} 2321}
2308 2322
2309
2310
2311/* 2323/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2324 * can_pick(picker, item): finds out if an object is possible to be
2313 * picked up by the picker. Returnes 1 if it can be 2325 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2326 * picked up, otherwise 0.
2315 * 2327 *
2317 * core dumps if they do. 2329 * core dumps if they do.
2318 * 2330 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2331 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2332 */
2321 2333
2334int
2322int can_pick(const object *who, const object *item) { 2335can_pick (const object *who, const object *item)
2336{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2337 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2338 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2339 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2340}
2328
2329 2341
2330/* 2342/*
2331 * create clone from object to another 2343 * create clone from object to another
2332 */ 2344 */
2345object *
2333object *object_create_clone (object *asrc) { 2346object_create_clone (object *asrc)
2347{
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2348 object *dst = 0, *tmp, *src, *part, *prev, *item;
2335 2349
2336 if(!asrc) return NULL; 2350 if (!asrc)
2351 return 0;
2352
2337 src = asrc; 2353 src = asrc;
2338 if(src->head) 2354 if (src->head)
2339 src = src->head; 2355 src = src->head;
2340 2356
2341 prev = NULL; 2357 prev = 0;
2342 for(part = src; part; part = part->more) { 2358 for (part = src; part; part = part->more)
2343 tmp = get_object(); 2359 {
2344 copy_object(part,tmp); 2360 tmp = part->clone ();
2345 tmp->x -= src->x; 2361 tmp->x -= src->x;
2346 tmp->y -= src->y; 2362 tmp->y -= src->y;
2363
2347 if(!part->head) { 2364 if (!part->head)
2365 {
2348 dst = tmp; 2366 dst = tmp;
2349 tmp->head = NULL;
2350 } else {
2351 tmp->head = dst; 2367 tmp->head = 0;
2352 } 2368 }
2369 else
2370 tmp->head = dst;
2371
2353 tmp->more = NULL; 2372 tmp->more = 0;
2373
2354 if(prev) 2374 if (prev)
2355 prev->more = tmp; 2375 prev->more = tmp;
2376
2356 prev = tmp; 2377 prev = tmp;
2357 } 2378 }
2358 /*** copy inventory ***/ 2379
2359 for(item = src->inv; item; item = item->below) { 2380 for (item = src->inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2381 insert_ob_in_ob (object_create_clone (item), dst);
2361 }
2362 2382
2363 return dst; 2383 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372} 2384}
2373 2385
2374/* GROS - Creates an object using a string representing its content. */ 2386/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */ 2387/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */ 2388/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */ 2389/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */ 2390/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */ 2391/* Also remember that multiparts objects are not supported for now. */
2380 2392object *
2381object* load_object_str(const char *obstr) 2393load_object_str (const char *obstr)
2382{ 2394{
2383 object *op; 2395 object *op;
2384 char filename[MAX_BUF]; 2396 char filename[MAX_BUF];
2397
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2398 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2399
2387 FILE *tempfile=fopen(filename,"w"); 2400 FILE *tempfile = fopen (filename, "w");
2401
2388 if (tempfile == NULL) 2402 if (tempfile == NULL)
2389 { 2403 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2404 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2405 return NULL;
2392 }; 2406 }
2407
2393 fprintf(tempfile,obstr); 2408 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2409 fclose (tempfile);
2395 2410
2396 op=get_object(); 2411 op = object::create ();
2397 2412
2398 object_thawer thawer (filename); 2413 object_thawer thawer (filename);
2399 2414
2400 if (thawer) 2415 if (thawer)
2401 load_object(thawer,op,0); 2416 load_object (thawer, op, 0);
2402 2417
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2418 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2419 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2420
2406 return op; 2421 return op;
2407} 2422}
2408 2423
2409/* This returns the first object in who's inventory that 2424/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2425 * has the same type and subtype match.
2411 * returns NULL if no match. 2426 * returns NULL if no match.
2412 */ 2427 */
2428object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2429find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2430{
2415 object *tmp;
2416
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2431 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2432 if (tmp->type == type && tmp->subtype == subtype)
2433 return tmp;
2419 2434
2420 return NULL; 2435 return 0;
2421} 2436}
2422 2437
2423/* If ob has a field named key, return the link from the list, 2438/* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL. 2439 * otherwise return NULL.
2425 * 2440 *
2426 * key must be a passed in shared string - otherwise, this won't 2441 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing. 2442 * do the desired thing.
2428 */ 2443 */
2444key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2445get_ob_key_link (const object *ob, const char *key)
2430 key_value * link; 2446{
2431
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2447 for (key_value *link = ob->key_values; link; link = link->next)
2433 if (link->key == key) { 2448 if (link->key == key)
2434 return link; 2449 return link;
2435 } 2450
2436 } 2451 return 0;
2437 2452}
2438 return NULL;
2439}
2440 2453
2441/* 2454/*
2442 * Returns the value of op has an extra_field for key, or NULL. 2455 * Returns the value of op has an extra_field for key, or NULL.
2443 * 2456 *
2444 * The argument doesn't need to be a shared string. 2457 * The argument doesn't need to be a shared string.
2445 * 2458 *
2446 * The returned string is shared. 2459 * The returned string is shared.
2447 */ 2460 */
2461const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2462get_ob_key_value (const object *op, const char *const key)
2463{
2449 key_value * link; 2464 key_value *link;
2450 const char * canonical_key; 2465 shstr_cmp canonical_key (key);
2466
2467 if (!canonical_key)
2451 2468 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2469 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2470 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2471 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2472 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2473 */
2460 return NULL; 2474 return 0;
2461 } 2475 }
2462 2476
2463 /* This is copied from get_ob_key_link() above - 2477 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2478 * only 4 lines, and saves the function call overhead.
2465 */ 2479 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2480 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2481 if (link->key == canonical_key)
2468 return link->value; 2482 return link->value;
2469 } 2483
2470 } 2484 return 0;
2471 return NULL;
2472} 2485}
2473 2486
2474 2487
2475/* 2488/*
2476 * Updates the canonical_key in op to value. 2489 * Updates the canonical_key in op to value.
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2493 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2494 * keys.
2482 * 2495 *
2483 * Returns TRUE on success. 2496 * Returns TRUE on success.
2484 */ 2497 */
2498int
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2499set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2500{
2486 key_value * field = NULL, *last=NULL; 2501 key_value *field = NULL, *last = NULL;
2487 2502
2488 for (field=op->key_values; field != NULL; field=field->next) { 2503 for (field = op->key_values; field != NULL; field = field->next)
2504 {
2489 if (field->key != canonical_key) { 2505 if (field->key != canonical_key)
2506 {
2490 last = field; 2507 last = field;
2491 continue; 2508 continue;
2492 } 2509 }
2493 2510
2494 if (value) 2511 if (value)
2495 field->value = value; 2512 field->value = value;
2496 else { 2513 else
2514 {
2497 /* Basically, if the archetype has this key set, 2515 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2516 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2517 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2518 * we get this value back again.
2501 */ 2519 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2520 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2521 field->value = 0;
2522 else
2523 {
2524 if (last)
2525 last->next = field->next;
2504 else 2526 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2527 op->key_values = field->next;
2508 2528
2509 delete field; 2529 delete field;
2510 } 2530 }
2511 } 2531 }
2512 return TRUE; 2532 return TRUE;
2513 } 2533 }
2514 /* IF we get here, key doesn't exist */ 2534 /* IF we get here, key doesn't exist */
2515 2535
2516 /* No field, we'll have to add it. */ 2536 /* No field, we'll have to add it. */
2517 2537
2518 if (!add_key) { 2538 if (!add_key)
2519 return FALSE; 2539 return FALSE;
2520 } 2540
2521 /* There isn't any good reason to store a null 2541 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2542 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2543 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2544 * be here. If user wants to store empty strings,
2525 * should pass in "" 2545 * should pass in ""
2526 */ 2546 */
2527 if (value == NULL) return TRUE; 2547 if (value == NULL)
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE; 2548 return TRUE;
2549
2550 field = new key_value;
2551
2552 field->key = canonical_key;
2553 field->value = value;
2554 /* Usual prepend-addition. */
2555 field->next = op->key_values;
2556 op->key_values = field;
2557
2558 return TRUE;
2538} 2559}
2539 2560
2540/* 2561/*
2541 * Updates the key in op to value. 2562 * Updates the key in op to value.
2542 * 2563 *
2544 * and not add new ones. 2565 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key 2566 * In general, should be little reason FALSE is ever passed in for add_key
2546 * 2567 *
2547 * Returns TRUE on success. 2568 * Returns TRUE on success.
2548 */ 2569 */
2570int
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2571set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{ 2572{
2551 shstr key_ (key); 2573 shstr key_ (key);
2574
2552 return set_ob_key_value_s (op, key_, value, add_key); 2575 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2576}
2577
2578object::depth_iterator::depth_iterator (object *container)
2579: iterator_base (container)
2580{
2581 while (item->inv)
2582 item = item->inv;
2583}
2584
2585void
2586object::depth_iterator::next ()
2587{
2588 if (item->below)
2589 {
2590 item = item->below;
2591
2592 while (item->inv)
2593 item = item->inv;
2594 }
2595 else
2596 item = item->env;
2597}
2598
2599// return a suitable string describing an objetc in enough detail to find it
2600const char *
2601object::debug_desc (char *info) const
2602{
2603 char info2[256 * 3];
2604 char *p = info;
2605
2606 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2607 count,
2608 &name,
2609 title ? " " : "",
2610 title ? (const char *)title : "");
2611
2612 if (env)
2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2614
2615 if (map)
2616 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2617
2618 return info;
2619}
2620
2621const char *
2622object::debug_desc () const
2623{
2624 static char info[256 * 3];
2625 return debug_desc (info);
2626}
2627

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