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Comparing deliantra/server/common/object.C (file contents):
Revision 1.22 by root, Sun Sep 10 00:51:23 2006 UTC vs.
Revision 1.94 by root, Wed Dec 27 05:22:35 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.22 2006/09/10 00:51:23 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};
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}
59 133
60/* 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
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
62 key_value * wants_field; 138 key_value *wants_field;
63 139
64 /* 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
65 * 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
66 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
67 */ 143 */
68 144
69 /* For each field in wants, */ 145 /* For each field in wants, */
70 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 {
71 key_value * has_field; 148 key_value *has_field;
72 149
73 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
74 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)
75 154 {
76 if (has_field == NULL) {
77 /* No field with that name. */ 155 /* No field with that name. */
78 return FALSE; 156 return FALSE;
79 } 157 }
80 158
81 /* Found the matching field. */ 159 /* Found the matching field. */
82 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
83 /* 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. */
84 return FALSE; 163 return FALSE;
85 } 164 }
86 165
87 /* 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. */
88 }
89 167 }
168
90 /* 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. */
91 return TRUE; 170 return TRUE;
92} 171}
93 172
94/* 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
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
96 /* 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,
97 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
98 */ 179 */
99 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);
100} 181}
101 182
102/* 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
103 * they can be merged together. 184 * they can be merged together.
104 * 185 *
105 * 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
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
108 * 189 *
109 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
110 * 191 *
111 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
112 * check weight 193 * check weight
113 */ 194 */
114 195
115bool
116object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
117{ 197{
118 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
120 return 0; 204 return 0;
121 205
122 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
123 return 0;
124
125 /* 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
126 * 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
127 * used to store nrof). 209 * used to store nrof).
128 */ 210 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
140 222
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
143 225
144 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
160 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
166 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
168 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
182 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
183 { 257 {
184 /* 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 */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* 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
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
195 } 269 }
203 277
204 /* 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
205 * 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
206 * check? 280 * check?
207 */ 281 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 283 return 0;
211 284
212 switch (ob1->type) 285 switch (ob1->type)
213 { 286 {
214 case SCROLL: 287 case SCROLL:
215 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
216 return 0; 289 return 0;
217 break; 290 break;
218 } 291 }
219 292
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
221 { 294 {
222 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
224 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
225 return 0; 298 return 0;
226 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 300 return 0;
228 } 301 }
229 302
230 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
232 { 305 {
233 ob1->optimise (); 306 ob1->optimise ();
234 ob2->optimise (); 307 ob2->optimise ();
235 308
236 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
237 return 0; 310 return 0;
238 } 311 }
239 312
240 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
241 return 1; 314 return 1;
242} 315}
316
243/* 317/*
244 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
245 * 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
246 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
247 */ 321 */
248signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
249 signed long sum; 325 long sum;
250 object *inv; 326 object *inv;
327
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
252 if (inv->inv) 330 if (inv->inv)
253 sum_weight(inv); 331 sum_weight (inv);
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
255 } 333 }
334
256 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
257 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
258 if(op->carrying != sum) 338 if (op->carrying != sum)
259 op->carrying = sum; 339 op->carrying = sum;
340
260 return sum; 341 return sum;
261} 342}
262 343
263/** 344/**
264 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
265 */ 346 */
266 347
348object *
267object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
268 while (op->env != NULL) 351 while (op->env != NULL)
269 op = op->env; 352 op = op->env;
270 return op; 353 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284} 354}
285 355
286/* 356/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages. 358 * Some error messages.
289 * 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.
290 */ 360 */
291 361
292void dump_object2(object *op) { 362char *
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 363dump_object (object *op)
339 if(op==NULL) { 364{
340 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
341 return; 366 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 367
347void dump_all_objects(void) { 368 object_freezer freezer;
348 object *op; 369 save_object (freezer, op, 1);
349 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 371}
354 372
355/* 373/*
356 * 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
357 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
358 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
359 */ 377 */
360 378
379object *
361object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
362 object *tmp,*closest; 382 object *tmp, *closest;
363 int last_dist,i; 383 int last_dist, i;
384
364 if(op->more==NULL) 385 if (op->more == NULL)
365 return op; 386 return op;
366 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)
367 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
368 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
369 return closest; 390 return closest;
370} 391}
371 392
372/* 393/*
373 * 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.
374 */ 395 */
375 396
397object *
376object *find_object(tag_t i) { 398find_object (tag_t i)
377 object *op; 399{
378 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
379 if(op->count==i) 401 if (op->count == i)
380 break; 402 return op;
403
381 return op; 404 return 0;
382} 405}
383 406
384/* 407/*
385 * 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.
386 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
388 */ 411 */
389 412
413object *
390object *find_object_name(const char *str) { 414find_object_name (const char *str)
391 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
392 object *op; 417 object *op;
418
393 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
394 if(&op->name == name) 420 if (op->name == str_)
395 break; 421 break;
396 422
397 return op; 423 return op;
398} 424}
399 425
426void
400void free_all_object_data () 427free_all_object_data ()
401{ 428{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 430}
439 431
440/* 432/*
441 * 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
442 * skill and experience objects. 434 * skill and experience objects.
443 */ 435 */
444void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
445{ 438{
446 if(owner==NULL||op==NULL) 439 if (!owner)
447 return; 440 return;
448 441
449 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
450 /* 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
451 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
452 * 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
453 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
454 * 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.
455 */ 448 */
456 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
457 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
458 451
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner; 452 this->owner = owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493} 453}
494 454
495/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links. 456 * refcounts and freeing the links.
497 */ 457 */
458static void
498static void free_key_values(object * op) 459free_key_values (object *op)
499{ 460{
500 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
501 { 462 {
502 key_value *next = i->next; 463 key_value *next = i->next;
503 delete i; 464 delete i;
465
504 i = next; 466 i = next;
505 } 467 }
506 468
507 op->key_values = 0; 469 op->key_values = 0;
508} 470}
509 471
510void object::clear ()
511{
512 attachable_base::clear ();
513
514 free_key_values (this);
515
516 name = 0;
517 name_pl = 0;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530}
531
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *(object_copy *)this;
535 *(object_pod *)destination = *(object_pod *)this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/* 472/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
576 * 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,
577 * 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
578 * will point at garbage. 478 * will point at garbage.
579 */ 479 */
580 480void
581void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
582{ 482{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
585 485
586 op2->clone (op); 486 *(object_copy *)dst = *this;
587 487
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (is_freed)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 SET_FLAG (dst, FLAG_FREED);
590 490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
591 if (op2->speed < 0) 494 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 496
594 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
595 if (op2->key_values != NULL) 498 if (key_values)
596 { 499 {
597 key_value *tail = NULL; 500 key_value *tail = 0;
598 key_value *i; 501 key_value *i;
599 502
600 op->key_values = NULL; 503 dst->key_values = 0;
601 504
602 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
603 { 506 {
604 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
605 508
606 new_link->next = NULL; 509 new_link->next = 0;
607 new_link->key = i->key; 510 new_link->key = i->key;
608 new_link->value = i->value; 511 new_link->value = i->value;
609 512
610 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
611 if (op->key_values == NULL) 514 if (!dst->key_values)
612 { 515 {
613 op->key_values = new_link; 516 dst->key_values = new_link;
614 tail = new_link; 517 tail = new_link;
615 } 518 }
616 else 519 else
617 { 520 {
618 tail->next = new_link; 521 tail->next = new_link;
619 tail = new_link; 522 tail = new_link;
620 } 523 }
621 } 524 }
622 } 525 }
623 526
624 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
625} 536}
626 537
627/* 538/*
628 * 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
629 * 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
630 * 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.
631 */ 542 */
632 543
544void
633void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 548 return;
636 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
638} 551}
639 552
640/* 553/*
641 * 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
642 * 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.
643 * 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.
644 */ 557 */
645 558void
646void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
647 extern int arch_init; 561 extern int arch_init;
648 562
649 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 564 * since they never really need to be updated.
651 */ 565 */
652 566 if (flag [FLAG_FREED] && speed)
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0; 569 speed = 0;
659#endif
660 } 570 }
571
572 this->speed = speed;
573
661 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)
662 return; 581 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668 582
669 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 584 * of the list. */
671 op->active_next = active_objects; 585 active_next = active_objects;
586
672 if (op->active_next!=NULL) 587 if (active_next)
673 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
674 active_objects = op; 590 active_objects = this;
591 }
592 else
675 } 593 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
679 return; 596 return;
680 597
681 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
682 active_objects = op->active_next; 600 active_objects = active_next;
601
683 if (op->active_next!=NULL) 602 if (active_next)
684 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
685 } 604 }
686 else { 605 else
606 {
687 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
688 if (op->active_next) 609 if (active_next)
689 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
690 } 611 }
612
691 op->active_next = NULL; 613 active_next = 0;
692 op->active_prev = NULL; 614 active_prev = 0;
693 } 615 }
694} 616}
695 617
696/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
697 * objects. 619 * objects.
699 * 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
700 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
702 * 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.
703 */ 625 */
626void
704void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
705{ 628{
706 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 631 return;
709 632
710 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
711 active_objects = op->active_next; 635 active_objects = op->active_next;
712 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
714 } 640 {
715 else {
716 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 642 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
719 } 644 }
720 op->active_next = NULL; 645 op->active_next = NULL;
721 op->active_prev = NULL; 646 op->active_prev = NULL;
722} 647}
723 648
724/* 649/*
725 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
727 * 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
728 * invisible object, etc...) 653 * invisible object, etc...)
729 * 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
730 * 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
731 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
732 * 657 *
733 * 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.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 659 * current action are:
739 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
741 * 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
742 * 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.
743 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
744 */ 665 */
745 666void
746void update_object(object *op, int action) { 667update_object (object *op, int action)
747 int update_now=0, flags; 668{
748 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
749 670
750 if (op == NULL) { 671 if (op == NULL)
672 {
751 /* this should never happen */ 673 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 675 return;
754 }
755 676 }
756 if(op->env!=NULL) { 677
678 if (op->env)
679 {
757 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
758 * to do in this case. 681 * to do in this case.
759 */ 682 */
760 return; 683 return;
761 } 684 }
762 685
763 /* 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
764 * going to get freed anyways. 687 * going to get freed anyways.
765 */ 688 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
767 690 return;
691
768 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
769 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)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 696#ifdef MANY_CORES
773 abort(); 697 abort ();
774#endif 698#endif
775 return; 699 return;
776 }
777 700 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
785 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1;
788
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now=1;
800
801 if ((move_on | op->move_on) != move_on) update_now=1;
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 716 || (m.move_off | op->move_off ) != m.move_off
804 717 || (m.move_slow | op->move_slow) != m.move_slow
805 /* 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
806 * to have move_allow right now. 719 * to have move_allow right now.
807 */ 720 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 723 m.flags_ = P_NEED_UPDATE;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 724 }
814 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 727 * that is being removed.
817 */ 728 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
820 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
822 }
823 else { 733 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 735
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 736 if (op->more)
833 update_object(op->more, action); 737 update_object (op->more, action);
834} 738}
835 739
836static std::vector<object *> mortals; 740object::vector object::objects; // not yet used
837 741object *object::first;
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844}
845 742
846object::object () 743object::object ()
847{ 744{
848 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
849 746
850 expmul = 1.0; 747 expmul = 1.0;
851 face = blank_face; 748 face = blank_face;
852 attacked_by_count = -1;
853} 749}
854 750
855object::~object () 751object::~object ()
856{ 752{
857 free_key_values (this); 753 free_key_values (this);
858} 754}
859 755
860void
861object::link () 756void object::link ()
862{ 757{
863 count = ++ob_count; 758 count = ++ob_count;
759 uuid = gen_uuid ();
864 760
865 prev = 0; 761 prev = 0;
866 next = objects; 762 next = object::first;
867 763
868 if (objects) 764 if (object::first)
869 objects->prev = this; 765 object::first->prev = this;
870 766
871 objects = this; 767 object::first = this;
872} 768}
873 769
874void
875object::unlink () 770void object::unlink ()
876{ 771{
877 count = 0; 772 if (this == object::first)
773 object::first = next;
878 774
879 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 776 if (prev) prev->next = next;
881 if (next) next->prev = prev; 777 if (next) next->prev = prev;
882 if (this == objects) objects = next; 778
883} 779 prev = 0;
780 next = 0;
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || map->at (x, y).move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
884 830
885object *object::create () 831object *object::create ()
886{ 832{
887 object *op = new object; 833 object *op = new object;
888 op->link (); 834 op->link ();
889 return op; 835 return op;
890} 836}
891 837
892/*
893 * free_object() frees everything allocated by an object, removes
894 * it from the list of used objects, and puts it on the list of
895 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for
897 * this function to succeed.
898 *
899 * If free_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground.
901 */
902void 838void
903object::free (bool free_inventory) 839object::do_destroy ()
904{ 840{
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 841 if (flag [FLAG_IS_LINKED])
906 { 842 remove_button_link (this);
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 843
914 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 844 if (flag [FLAG_FRIENDLY])
915 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n");
917 remove_friendly_object (this); 845 remove_friendly_object (this);
918 }
919 846
920 if (QUERY_FLAG (this, FLAG_FREED)) 847 if (!flag [FLAG_REMOVED])
921 { 848 remove ();
922 dump_object (this); 849
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 850 if (flag [FLAG_FREED])
924 return; 851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->allocate ();
925 } 875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
926 883
927 if (more) 884 if (more)
928 { 885 {
929 more->free (free_inventory); 886 more->destroy ();
930 more = 0; 887 more = 0;
931 } 888 }
932 889
933 if (inv) 890 // clear those pointers that likely might have circular references to us
934 { 891 owner = 0;
935 /* Only if the space blocks everything do we not process - 892 enemy = 0;
936 * if some form of movement is allowed, let objects 893 attacked_by = 0;
937 * drop on that space.
938 */
939 if (free_inventory || !map
940 || map->in_memory != MAP_IN_MEMORY
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv;
944 894
945 while (op) 895 // only relevant for players(?), but make sure of it anyways
946 { 896 contr = 0;
947 object *tmp = op->below; 897}
948 remove_ob (op);
949 op->free (free_inventory);
950 op = tmp;
951 }
952 }
953 else
954 { /* Put objects in inventory onto this space */
955 object *op = inv;
956 898
957 while (op) 899void
958 { 900object::destroy (bool destroy_inventory)
959 object *tmp = op->below; 901{
960 remove_ob (op); 902 if (destroyed ())
903 return;
961 904
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 905 if (destroy_inventory)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 906 destroy_inv (false);
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
965 free_object (op);
966 else
967 {
968 op->x = x;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 }
972 907
973 op = tmp; 908 attachable::destroy ();
974 }
975 }
976 }
977
978 /* Remove object from the active list */
979 speed = 0;
980 update_ob_speed (this);
981
982 unlink ();
983
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this);
987} 909}
988 910
989/* 911/*
990 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
992 */ 914 */
993 915void
994void sub_weight (object *op, signed long weight) { 916sub_weight (object *op, signed long weight)
917{
995 while (op != NULL) { 918 while (op != NULL)
919 {
996 if (op->type == CONTAINER) { 920 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 922
999 op->carrying-=weight; 923 op->carrying -= weight;
1000 op = op->env; 924 op = op->env;
1001 } 925 }
1002} 926}
1003 927
1004/* remove_ob(op): 928/* op->remove ():
1005 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 933 * the previous environment.
1010 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1011 */ 935 */
1012 936void
1013void remove_ob(object *op) { 937object::remove ()
938{
1014 object *tmp,*last=NULL; 939 object *tmp, *last = 0;
1015 object *otmp; 940 object *otmp;
1016 tag_t tag;
1017 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 941
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 dump_object(op); 943 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 944
1026 /* Changed it to always dump core in this case. As has been learned
1027 * in the past, trying to recover from errors almost always
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040
1041 SET_FLAG(op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1042 947
948 if (more)
949 more->remove ();
950
1043 /* 951 /*
1044 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1045 * inventory. 953 * inventory.
1046 */ 954 */
1047 if(op->env!=NULL) { 955 if (env)
956 {
1048 if(op->nrof) 957 if (nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 958 sub_weight (env, weight * nrof);
1050 else 959 else
1051 sub_weight(op->env, op->weight+op->carrying); 960 sub_weight (env, weight + carrying);
1052 961
1053 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 964 * to save cpu time.
1056 */ 965 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 967 otmp->update_stats ();
1059 fix_player(otmp);
1060 968
1061 if(op->above!=NULL) 969 if (above != NULL)
1062 op->above->below=op->below; 970 above->below = below;
1063 else 971 else
1064 op->env->inv=op->below; 972 env->inv = below;
1065 973
1066 if(op->below!=NULL) 974 if (below != NULL)
1067 op->below->above=op->above; 975 below->above = above;
1068 976
1069 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
980 */
981 x = env->x, y = env->y;
982 map = env->map;
983 above = 0, below = 0;
984 env = 0;
985 }
986 else if (map)
987 {
988 /* Re did the following section of code - it looks like it had
989 * lots of logic for things we no longer care about
990 */
991
992 /* link the object above us */
993 if (above)
994 above->below = below;
995 else
996 map->at (x, y).top = below; /* we were top, set new top */
997
998 /* Relink the object below us, if there is one */
999 if (below)
1000 below->above = above;
1001 else
1002 {
1003 /* Nothing below, which means we need to relink map object for this space
1004 * use translated coordinates in case some oddness with map tiling is
1005 * evident
1072 */ 1006 */
1073 op->x=op->env->x,op->y=op->env->y; 1007 if (GET_MAP_OB (map, x, y) != this)
1074 op->map=op->env->map; 1008 {
1075 op->above=NULL,op->below=NULL; 1009 char *dump = dump_object (this);
1076 op->env=NULL; 1010 LOG (llevError,
1011 "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);
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017
1018 map->at (x, y).bot = above; /* goes on above it. */
1019 }
1020
1021 above = 0;
1022 below = 0;
1023
1024 if (map->in_memory == MAP_SAVING)
1077 return; 1025 return;
1078 }
1079 1026
1080 /* If we get here, we are removing it from a map */ 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1081 if (op->map == NULL) return;
1082 1028
1083 x = op->x; 1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1084 y = op->y; 1030 {
1085 m = get_map_from_coord(op->map, &x, &y); 1031 /* No point updating the players look faces if he is the object
1086 1032 * being removed.
1087 if (!m) {
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */ 1033 */
1094 abort();
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100 1034
1101 /* Re did the following section of code - it looks like it had 1035 if (tmp->type == PLAYER && tmp != this)
1102 * lots of logic for things we no longer care about 1036 {
1103 */ 1037 /* If a container that the player is currently using somehow gets
1104 1038 * removed (most likely destroyed), update the player view
1105 /* link the object above us */ 1039 * appropriately.
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */ 1040 */
1119 if(GET_MAP_OB(m,x,y)!=op) { 1041 if (tmp->container == this)
1120 dump_object(op); 1042 {
1121 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); 1043 flag [FLAG_APPLIED] = 0;
1122 dump_object(GET_MAP_OB(m,x,y)); 1044 tmp->container = 0;
1123 LOG(llevError,"%s\n",errmsg); 1045 }
1046
1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1049 }
1050
1051 /* See if player moving off should effect something */
1052 if (check_walk_off
1053 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 {
1056 move_apply (tmp, this, 0);
1057
1058 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 }
1061
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063
1064 if (tmp->above == tmp)
1065 tmp->above = 0;
1066
1067 last = tmp;
1124 } 1068 }
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129 1069
1130 if (op->map->in_memory == MAP_SAVING)
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1136 /* No point updating the players look faces if he is the object
1137 * being removed.
1138 */
1139
1140 if(tmp->type==PLAYER && tmp!=op) {
1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1144 */
1145 if (tmp->container==op) {
1146 CLEAR_FLAG(op, FLAG_APPLIED);
1147 tmp->container=NULL;
1148 }
1149 tmp->contr->socket.update_look=1;
1150 }
1151 /* See if player moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1154
1155 move_apply(tmp, op, NULL);
1156 if (was_destroyed (op, tag)) {
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 }
1160 }
1161
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163
1164 if(tmp->above == tmp)
1165 tmp->above = NULL;
1166 last=tmp;
1167 }
1168 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) { 1071 if (!last)
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y);
1177 }
1178 else 1073 else
1179 update_object(last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1180 1075
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1183 1078 }
1184} 1079}
1185 1080
1186/* 1081/*
1187 * merge_ob(op,top): 1082 * merge_ob(op,top):
1188 * 1083 *
1189 * This function goes through all objects below and including top, and 1084 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1085 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1086 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1087 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1088 */
1194 1089object *
1195object *merge_ob(object *op, object *top) { 1090merge_ob (object *op, object *top)
1091{
1196 if(!op->nrof) 1092 if (!op->nrof)
1197 return 0; 1093 return 0;
1198 if(top==NULL) 1094
1095 if (top)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1098
1200 for(;top!=NULL;top=top->below) { 1099 for (; top; top = top->below)
1100 {
1201 if(top==op) 1101 if (top == op)
1202 continue; 1102 continue;
1203 if (CAN_MERGE(op,top)) 1103
1204 { 1104 if (object::can_merge (op, top))
1105 {
1205 top->nrof+=op->nrof; 1106 top->nrof += op->nrof;
1107
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1110 op->destroy ();
1209 free_object(op);
1210 return top; 1111 return top;
1211 } 1112 }
1212 } 1113 }
1114
1213 return NULL; 1115 return 0;
1214} 1116}
1215 1117
1216/* 1118/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1218 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1219 */ 1121 */
1122object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221 object* tmp; 1124{
1222 if (op->head) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 op=op->head; 1126 {
1224 for (tmp=op;tmp;tmp=tmp->more){
1225 tmp->x=x+tmp->arch->clone.x; 1127 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1128 tmp->y = y + tmp->arch->clone.y;
1227 } 1129 }
1130
1228 return insert_ob_in_map (op, m, originator, flag); 1131 return insert_ob_in_map (op, m, originator, flag);
1229} 1132}
1230 1133
1231/* 1134/*
1232 * insert_ob_in_map (op, map, originator, flag): 1135 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1136 * This function inserts the object in the two-way linked list
1246 * Return value: 1149 * Return value:
1247 * new object if 'op' was merged with other object 1150 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1151 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1152 * just 'op' otherwise
1250 */ 1153 */
1251 1154object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1156{
1254 object *tmp, *top, *floor=NULL; 1157 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1158 sint16 x, y;
1256 1159
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1160 if (QUERY_FLAG (op, FLAG_FREED))
1161 {
1258 LOG (llevError, "Trying to insert freed object!\n"); 1162 LOG (llevError, "Trying to insert freed object!\n");
1259 return NULL; 1163 return NULL;
1164 }
1165
1166 if (m == NULL)
1260 } 1167 {
1261 if(m==NULL) {
1262 dump_object(op); 1168 char *dump = dump_object (op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1169 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1170 free (dump);
1264 return op; 1171 return op;
1265 } 1172 }
1173
1266 if(out_of_map(m,op->x,op->y)) { 1174 if (out_of_map (m, op->x, op->y))
1175 {
1267 dump_object(op); 1176 char *dump = dump_object (op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1177 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1269#ifdef MANY_CORES 1178#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object 1179 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting 1180 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted. 1181 * improperly inserted.
1273 */ 1182 */
1274 abort(); 1183 abort ();
1275#endif 1184#endif
1185 free (dump);
1276 return op; 1186 return op;
1277 } 1187 }
1188
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1189 if (!QUERY_FLAG (op, FLAG_REMOVED))
1190 {
1279 dump_object(op); 1191 char *dump = dump_object (op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1193 free (dump);
1281 return op; 1194 return op;
1195 }
1196
1197 if (op->more)
1282 } 1198 {
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */ 1199 /* The part may be on a different map. */
1285 1200
1286 object *more = op->more; 1201 object *more = op->more;
1287 1202
1288 /* We really need the caller to normalize coordinates - if 1203 /* We really need the caller to normalize coordinates - if
1289 * we set the map, that doesn't work if the location is within 1204 * we set the map, that doesn't work if the location is within
1290 * a map and this is straddling an edge. So only if coordinate 1205 * a map and this is straddling an edge. So only if coordinate
1291 * is clear wrong do we normalize it. 1206 * is clear wrong do we normalize it.
1292 */ 1207 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1208 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1294 more->map = get_map_from_coord(m, &more->x, &more->y); 1209 more->map = get_map_from_coord (m, &more->x, &more->y);
1295 } else if (!more->map) { 1210 else if (!more->map)
1211 {
1296 /* For backwards compatibility - when not dealing with tiled maps, 1212 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent. 1213 * more->map should always point to the parent.
1298 */ 1214 */
1299 more->map = m; 1215 more->map = m;
1300 } 1216 }
1301 1217
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1219 {
1303 if ( ! op->head) 1220 if (!op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1222
1305 return NULL; 1223 return 0;
1306 } 1224 }
1307 } 1225 }
1226
1308 CLEAR_FLAG(op,FLAG_REMOVED); 1227 CLEAR_FLAG (op, FLAG_REMOVED);
1309 1228
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1229 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now 1230 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work 1231 * need extra work
1313 */ 1232 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y); 1233 op->map = get_map_from_coord (m, &op->x, &op->y);
1315 x = op->x; 1234 x = op->x;
1316 y = op->y; 1235 y = op->y;
1317 1236
1318 /* this has to be done after we translate the coordinates. 1237 /* this has to be done after we translate the coordinates.
1319 */ 1238 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) { 1239 if (op->nrof && !(flag & INS_NO_MERGE))
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1322 if (CAN_MERGE(op,tmp)) { 1241 if (object::can_merge (op, tmp))
1242 {
1323 op->nrof+=tmp->nrof; 1243 op->nrof += tmp->nrof;
1324 remove_ob(tmp); 1244 tmp->destroy ();
1325 free_object(tmp); 1245 }
1246
1247 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1248 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1249
1250 if (!QUERY_FLAG (op, FLAG_ALIVE))
1251 CLEAR_FLAG (op, FLAG_NO_STEAL);
1252
1253 if (flag & INS_BELOW_ORIGINATOR)
1254 {
1255 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1256 {
1257 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1258 abort ();
1259 }
1260
1261 op->above = originator;
1262 op->below = originator->below;
1263
1264 if (op->below)
1265 op->below->above = op;
1266 else
1267 op->ms ().bot = op;
1268
1269 /* since *below* originator, no need to update top */
1270 originator->below = op;
1271 }
1272 else
1273 {
1274 /* If there are other objects, then */
1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1276 {
1277 object *last = NULL;
1278
1279 /*
1280 * If there are multiple objects on this space, we do some trickier handling.
1281 * We've already dealt with merging if appropriate.
1282 * Generally, we want to put the new object on top. But if
1283 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1284 * floor, we want to insert above that and no further.
1285 * Also, if there are spell objects on this space, we stop processing
1286 * once we get to them. This reduces the need to traverse over all of
1287 * them when adding another one - this saves quite a bit of cpu time
1288 * when lots of spells are cast in one area. Currently, it is presumed
1289 * that flying non pickable objects are spell objects.
1290 */
1291
1292 while (top != NULL)
1293 {
1294 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1295 floor = top;
1296
1297 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1298 {
1299 /* We insert above top, so we want this object below this */
1300 top = top->below;
1301 break;
1302 }
1303
1304 last = top;
1305 top = top->above;
1326 } 1306 }
1327 }
1328 1307
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1308 /* Don't want top to be NULL, so set it to the last valid object */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1309 top = last;
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333 1310
1334 if (flag & INS_BELOW_ORIGINATOR) { 1311 /* We let update_position deal with figuring out what the space
1335 if (originator->map != op->map || originator->x != op->x || 1312 * looks like instead of lots of conditions here.
1336 originator->y != op->y) { 1313 * makes things faster, and effectively the same result.
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1314 */
1338 abort(); 1315
1316 /* Have object 'fall below' other objects that block view.
1317 * Unless those objects are exits, type 66
1318 * If INS_ON_TOP is used, don't do this processing
1319 * Need to find the object that in fact blocks view, otherwise
1320 * stacking is a bit odd.
1321 */
1322 if (!(flag & INS_ON_TOP) &&
1323 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1324 {
1325 for (last = top; last != floor; last = last->below)
1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1327 break;
1328 /* Check to see if we found the object that blocks view,
1329 * and make sure we have a below pointer for it so that
1330 * we can get inserted below this one, which requires we
1331 * set top to the object below us.
1332 */
1333 if (last && last->below && last != floor)
1334 top = last->below;
1335 }
1336 } /* If objects on this space */
1337
1338 if (flag & INS_MAP_LOAD)
1339 top = GET_MAP_TOP (op->map, op->x, op->y);
1340
1341 if (flag & INS_ABOVE_FLOOR_ONLY)
1342 top = floor;
1343
1344 /* Top is the object that our object (op) is going to get inserted above.
1345 */
1346
1347 /* First object on this space */
1348 if (!top)
1349 {
1350 op->above = GET_MAP_OB (op->map, op->x, op->y);
1351
1352 if (op->above)
1353 op->above->below = op;
1354
1355 op->below = NULL;
1356 op->ms ().bot = op;
1339 } 1357 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else { 1358 else
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */ 1359 { /* get inserted into the stack above top */
1418 op->above = top->above; 1360 op->above = top->above;
1361
1362 if (op->above)
1419 if (op->above) op->above->below = op; 1363 op->above->below = op;
1364
1420 op->below = top; 1365 op->below = top;
1421 top->above = op; 1366 top->above = op;
1422 } 1367 }
1368
1423 if (op->above==NULL) 1369 if (op->above == NULL)
1424 SET_MAP_TOP(op->map,op->x, op->y, op); 1370 op->ms ().top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1371 } /* else not INS_BELOW_ORIGINATOR */
1426 1372
1427 if(op->type==PLAYER) 1373 if (op->type == PLAYER)
1428 op->contr->do_los=1; 1374 op->contr->do_los = 1;
1429 1375
1430 /* If we have a floor, we know the player, if any, will be above 1376 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there. 1377 * it, so save a few ticks and start from there.
1432 */ 1378 */
1433 if (!(flag & INS_MAP_LOAD)) 1379 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1380 if (object *pl = op->ms ().player ())
1435 if (tmp->type == PLAYER) 1381 if (pl->contr->ns)
1436 tmp->contr->socket.update_look=1; 1382 pl->contr->ns->floorbox_update ();
1437 }
1438 1383
1439 /* If this object glows, it may affect lighting conditions that are 1384 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really 1385 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players 1386 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well 1387 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way - 1388 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range, 1389 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area 1390 * or just updating the P_NEED_UPDATE for spaces within this area
1446 * of effect may be sufficient. 1391 * of effect may be sufficient.
1447 */ 1392 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1393 if (op->map->darkness && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y); 1394 update_all_los (op->map, op->x, op->y);
1450 1395
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1396 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT); 1397 update_object (op, UP_OBJ_INSERT);
1454 1398
1399 INVOKE_OBJECT (INSERT, op);
1455 1400
1456 /* Don't know if moving this to the end will break anything. However, 1401 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this. 1402 * we want to have floorbox_update called before calling this.
1458 * 1403 *
1459 * check_move_on() must be after this because code called from 1404 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like 1405 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by 1406 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object(). 1407 * update_object().
1463 */ 1408 */
1464 1409
1465 /* if this is not the head or flag has been passed, don't check walk on status */ 1410 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1411 if (!(flag & INS_NO_WALK_ON) && !op->head)
1412 {
1468 if (check_move_on(op, originator)) 1413 if (check_move_on (op, originator))
1469 return NULL; 1414 return 0;
1470 1415
1471 /* If we are a multi part object, lets work our way through the check 1416 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1417 * walk on's.
1473 */ 1418 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1420 if (check_move_on (tmp, originator))
1476 return NULL; 1421 return 0;
1477 } 1422 }
1423
1478 return op; 1424 return op;
1479} 1425}
1480 1426
1481/* this function inserts an object in the map, but if it 1427/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1428 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1429 * op is the object to insert it under: supplies x and the map.
1484 */ 1430 */
1431void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1432replace_insert_ob_in_map (const char *arch_string, object *op)
1486 object *tmp; 1433{
1487 object *tmp1; 1434 object *tmp, *tmp1;
1488 1435
1489 /* first search for itself and remove any old instances */ 1436 /* first search for itself and remove any old instances */
1490 1437
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1440 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1441
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1442 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1443
1500 1444 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1445 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1446 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1447}
1448
1449object *
1450object::insert_at (object *where, object *originator, int flags)
1451{
1452 where->map->insert (this, where->x, where->y, originator, flags);
1453}
1504 1454
1505/* 1455/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1507 * is returned contains nr objects, and the remaining parts contains 1457 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1458 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1459 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1460 * global static errmsg array.
1511 */ 1461 */
1512 1462object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1463get_split_ob (object *orig_ob, uint32 nr)
1464{
1514 object *newob; 1465 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1467
1517 if(orig_ob->nrof<nr) { 1468 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1469 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1471 return NULL;
1521 } 1472 }
1473
1522 newob = object_create_clone(orig_ob); 1474 newob = object_create_clone (orig_ob);
1475
1523 if((orig_ob->nrof-=nr)<1) { 1476 if ((orig_ob->nrof -= nr) < 1)
1524 if ( ! is_removed) 1477 orig_ob->destroy (1);
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) { 1478 else if (!is_removed)
1479 {
1529 if(orig_ob->env!=NULL) 1480 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1483 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1484 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n"); 1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1486 return NULL;
1536 } 1487 }
1537 } 1488 }
1489
1538 newob->nrof=nr; 1490 newob->nrof = nr;
1539 1491
1540 return newob; 1492 return newob;
1541} 1493}
1542 1494
1543/* 1495/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1496 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1497 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1498 * is subsequently removed and freed.
1547 * 1499 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1500 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1501 */
1550 1502
1503object *
1551object *decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1552{ 1505{
1553 object *tmp; 1506 object *tmp;
1554 player *pl;
1555 1507
1556 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1509 return op;
1558 1510
1559 if (i > op->nrof) 1511 if (i > op->nrof)
1560 i = op->nrof; 1512 i = op->nrof;
1561 1513
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1515 op->nrof -= i;
1516 else if (op->env)
1517 {
1518 /* is this object in the players inventory, or sub container
1519 * therein?
1520 */
1521 tmp = op->in_player ();
1522 /* nope. Is this a container the player has opened?
1523 * If so, set tmp to that player.
1524 * IMO, searching through all the players will mostly
1525 * likely be quicker than following op->env to the map,
1526 * and then searching the map for a player.
1527 */
1528 if (!tmp)
1529 for_all_players (pl)
1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1533 break;
1534 }
1535
1536 if (i < op->nrof)
1537 {
1538 sub_weight (op->env, op->weight * i);
1539 op->nrof -= i;
1540 if (tmp)
1541 esrv_send_item (tmp, op);
1542 }
1543 else
1544 {
1545 op->remove ();
1546 op->nrof = 0;
1547 if (tmp)
1548 esrv_del_item (tmp->contr, op->count);
1549 }
1563 { 1550 }
1551 else
1552 {
1553 object *above = op->above;
1554
1555 if (i < op->nrof)
1564 op->nrof -= i; 1556 op->nrof -= i;
1565 } 1557 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */ 1558 {
1571 tmp = is_player_inv (op->env); 1559 op->remove ();
1572 /* nope. Is this a container the player has opened? 1560 op->nrof = 0;
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 } 1561 }
1584 1562
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op);
1593 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1565 if (tmp->type == PLAYER)
1566 {
1612 if (op->nrof) 1567 if (op->nrof)
1613 esrv_send_item(tmp, op); 1568 esrv_send_item (tmp, op);
1614 else 1569 else
1615 esrv_del_item(tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1616 } 1571 }
1617 } 1572 }
1618 1573
1619 if (op->nrof) { 1574 if (op->nrof)
1620 return op; 1575 return op;
1621 } else { 1576 else
1622 free_object (op); 1577 {
1578 op->destroy ();
1623 return NULL; 1579 return 0;
1624 } 1580 }
1625} 1581}
1626 1582
1627/* 1583/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1585 * and also updates how much the environment(s) is/are carrying.
1630 */ 1586 */
1631 1587
1588void
1632void add_weight (object *op, signed long weight) { 1589add_weight (object *op, signed long weight)
1590{
1633 while (op!=NULL) { 1591 while (op != NULL)
1592 {
1634 if (op->type == CONTAINER) { 1593 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1594 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1595
1637 op->carrying+=weight; 1596 op->carrying += weight;
1638 op=op->env; 1597 op = op->env;
1639 } 1598 }
1640} 1599}
1641 1600
1601object *
1602insert_ob_in_ob (object *op, object *where)
1603{
1604 if (!where)
1605 {
1606 char *dump = dump_object (op);
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump);
1609 return op;
1610 }
1611
1612 if (where->head)
1613 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head;
1616 }
1617
1618 return where->insert (op);
1619}
1620
1642/* 1621/*
1643 * insert_ob_in_ob(op,environment): 1622 * env->insert (op)
1644 * This function inserts the object op in the linked list 1623 * This function inserts the object op in the linked list
1645 * inside the object environment. 1624 * inside the object environment.
1646 * 1625 *
1647 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1648 * the inventory at the last position or next to other objects of the same
1649 * type.
1650 * Frank: Now sorted by type, archetype and magic!
1651 *
1652 * The function returns now pointer to inserted item, and return value can 1626 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1654 */ 1628 */
1655 1629
1656object *insert_ob_in_ob(object *op,object *where) { 1630object *
1631object::insert (object *op)
1632{
1657 object *tmp, *otmp; 1633 object *tmp, *otmp;
1658 1634
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1636 op->remove ();
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1637
1662 return op;
1663 }
1664 if(where==NULL) {
1665 dump_object(op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1667 return op;
1668 }
1669 if (where->head) {
1670 LOG(llevDebug,
1671 "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674 if (op->more) { 1638 if (op->more)
1639 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1641 return op;
1678 } 1642 }
1643
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1646 if (op->nrof)
1647 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1649 if (object::can_merge (tmp, op))
1650 {
1684 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1652 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1689 */ 1656 */
1690 add_weight (where, op->weight*op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1693 op = tmp; 1660 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1663 break;
1697 } 1664 }
1698 1665
1699 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1668 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do 1669 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1670 * the linking below
1704 */ 1671 */
1705 add_weight (where, op->weight*op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1673 }
1706 } else 1674 else
1707 add_weight (where, (op->weight+op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1708 1676
1709 otmp=is_player_inv(where); 1677 otmp = this->in_player ();
1710 if (otmp&&otmp->contr!=NULL) { 1678 if (otmp && otmp->contr)
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1680 otmp->update_stats ();
1713 }
1714 1681
1715 op->map=NULL; 1682 op->map = 0;
1716 op->env=where; 1683 op->env = this;
1717 op->above=NULL; 1684 op->above = 0;
1718 op->below=NULL; 1685 op->below = 0;
1719 op->x=0,op->y=0; 1686 op->x = 0, op->y = 0;
1720 1687
1721 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1689 if ((op->glow_radius != 0) && map)
1723 { 1690 {
1724#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1694 if (map->darkness)
1695 update_all_los (map, x, y);
1729 } 1696 }
1730 1697
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1699 * It sure simplifies this function...
1733 */ 1700 */
1734 if (where->inv==NULL) 1701 if (!inv)
1735 where->inv=op; 1702 inv = op;
1736 else { 1703 else
1704 {
1737 op->below = where->inv; 1705 op->below = inv;
1738 op->below->above = op; 1706 op->below->above = op;
1739 where->inv = op; 1707 inv = op;
1740 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1741 return op; 1712 return op;
1742} 1713}
1743 1714
1744/* 1715/*
1745 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1759 * 1730 *
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1731 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1732 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1733 * on top.
1763 */ 1734 */
1764 1735int
1765int check_move_on (object *op, object *originator) 1736check_move_on (object *op, object *originator)
1766{ 1737{
1767 object *tmp; 1738 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1739 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1740 int x = op->x, y = op->y;
1741
1771 MoveType move_on, move_slow, move_block; 1742 MoveType move_on, move_slow, move_block;
1772 1743
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1744 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1745 return 0;
1775 1746
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1747 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1748 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1749 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1750
1782 /* if nothing on this space will slow op down or be applied, 1751 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1752 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1753 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1754 * as walking.
1786 */ 1755 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1756 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1757 return 0;
1789 1758
1790 /* This is basically inverse logic of that below - basically, 1759 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1760 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1761 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1762 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1763 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1764 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1765 return 0;
1797 1766
1798 /* The objects have to be checked from top to bottom. 1767 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1768 * Hence, we first go to the top:
1800 */ 1769 */
1801 1770
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1772 {
1804 /* Trim the search when we find the first other spell effect 1773 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1774 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1775 * we don't need to check all of them.
1807 */ 1776 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1777 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1778 break;
1779 }
1780
1781 for (; tmp; tmp = tmp->below)
1809 } 1782 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1783 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1784 continue; /* Can't apply yourself */
1812 1785
1813 /* Check to see if one of the movement types should be slowed down. 1786 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1787 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1788 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1789 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1790 * swim on that space, can't use it to avoid the penalty.
1818 */ 1791 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1792 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1793 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1794 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1795 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1796 {
1823 1797
1824 float diff; 1798 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1799 diff = tmp->move_slow_penalty * FABS (op->speed);
1800
1827 if (op->type == PLAYER) { 1801 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1802 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1803 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1804 diff /= 4.0;
1831 } 1805
1832 }
1833 op->speed_left -= diff; 1806 op->speed_left -= diff;
1834 } 1807 }
1835 } 1808 }
1836 1809
1837 /* Basically same logic as above, except now for actual apply. */ 1810 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1812 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1813 {
1842 move_apply(tmp, op, originator); 1814 move_apply (tmp, op, originator);
1815
1843 if (was_destroyed (op, tag)) 1816 if (op->destroyed ())
1844 return 1; 1817 return 1;
1845 1818
1846 /* what the person/creature stepped onto has moved the object 1819 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1820 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1821 * have a feeling strange problems would result.
1849 */ 1822 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1823 if (op->map != m || op->x != x || op->y != y)
1824 return 0;
1851 } 1825 }
1852 } 1826 }
1827
1853 return 0; 1828 return 0;
1854} 1829}
1855 1830
1856/* 1831/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1832 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1833 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
1860 */ 1835 */
1861 1836object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1837present_arch (const archetype *at, maptile *m, int x, int y)
1863 object *tmp; 1838{
1864 if(m==NULL || out_of_map(m,x,y)) { 1839 if (m == NULL || out_of_map (m, x, y))
1840 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1841 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1842 return NULL;
1867 } 1843 }
1844
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1869 if(tmp->arch == at) 1846 if (tmp->arch == at)
1870 return tmp; 1847 return tmp;
1848
1871 return NULL; 1849 return NULL;
1872} 1850}
1873 1851
1874/* 1852/*
1875 * present(type, map, x, y) searches for any objects with 1853 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1854 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1878 */ 1856 */
1879 1857object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1858present (unsigned char type, maptile *m, int x, int y)
1881 object *tmp; 1859{
1882 if(out_of_map(m,x,y)) { 1860 if (out_of_map (m, x, y))
1861 {
1883 LOG(llevError,"Present called outside map.\n"); 1862 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1863 return NULL;
1885 } 1864 }
1865
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1887 if(tmp->type==type) 1867 if (tmp->type == type)
1888 return tmp; 1868 return tmp;
1869
1889 return NULL; 1870 return NULL;
1890} 1871}
1891 1872
1892/* 1873/*
1893 * present_in_ob(type, object) searches for any objects with 1874 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1875 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
1896 */ 1877 */
1897 1878object *
1898object *present_in_ob(unsigned char type, const object *op) { 1879present_in_ob (unsigned char type, const object *op)
1899 object *tmp; 1880{
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1881 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1882 if (tmp->type == type)
1902 return tmp; 1883 return tmp;
1884
1903 return NULL; 1885 return NULL;
1904} 1886}
1905 1887
1906/* 1888/*
1907 * present_in_ob (type, str, object) searches for any objects with 1889 * present_in_ob (type, str, object) searches for any objects with
1915 * str is the string to match against. Note that we match against 1897 * str is the string to match against. Note that we match against
1916 * the object name, not the archetype name. this is so that the 1898 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 1899 * spell code can use one object type (force), but change it's name
1918 * to be unique. 1900 * to be unique.
1919 */ 1901 */
1920 1902object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 1903present_in_ob_by_name (int type, const char *str, const object *op)
1922 object *tmp; 1904{
1923
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1905 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1906 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 1907 return tmp;
1927 } 1908
1928 return NULL; 1909 return 0;
1929} 1910}
1930 1911
1931/* 1912/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 1913 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 1914 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 1915 * The first matching object is returned, or NULL if none.
1935 */ 1916 */
1936 1917object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 1918present_arch_in_ob (const archetype *at, const object *op)
1938 object *tmp; 1919{
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 1921 if (tmp->arch == at)
1941 return tmp; 1922 return tmp;
1923
1942 return NULL; 1924 return NULL;
1943} 1925}
1944 1926
1945/* 1927/*
1946 * activate recursively a flag on an object inventory 1928 * activate recursively a flag on an object inventory
1947 */ 1929 */
1930void
1948void flag_inv(object*op, int flag){ 1931flag_inv (object *op, int flag)
1949 object *tmp; 1932{
1950 if(op->inv) 1933 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 {
1952 SET_FLAG(tmp, flag); 1936 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 1937 flag_inv (tmp, flag);
1954 } 1938 }
1939}
1940
1955}/* 1941/*
1956 * desactivate recursively a flag on an object inventory 1942 * deactivate recursively a flag on an object inventory
1957 */ 1943 */
1944void
1958void unflag_inv(object*op, int flag){ 1945unflag_inv (object *op, int flag)
1959 object *tmp; 1946{
1960 if(op->inv) 1947 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1949 {
1962 CLEAR_FLAG(tmp, flag); 1950 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 1951 unflag_inv (tmp, flag);
1964 } 1952 }
1965} 1953}
1966 1954
1967/* 1955/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1956 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively). 1957 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for 1958 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function. 1959 * him/her-self and all object carried by a call to this function.
1972 */ 1960 */
1973 1961void
1974void set_cheat(object *op) { 1962set_cheat (object *op)
1963{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 1964 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 1965 flag_inv (op, FLAG_WAS_WIZ);
1977} 1966}
1978 1967
1979/* 1968/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1969 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 1970 * a spot at the given map and coordinates which will be able to contain
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 1984 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 1985 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 1986 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 1987 * customized, changed states, etc.
1999 */ 1988 */
2000 1989int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1990find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1991{
2002 int i,index=0, flag; 1992 int index = 0, flag;
2003 static int altern[SIZEOFFREE]; 1993 int altern[SIZEOFFREE];
2004 1994
2005 for(i=start;i<stop;i++) { 1995 for (int i = start; i < stop; i++)
1996 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1997 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 1998 if (!flag)
2008 altern[index++]=i; 1999 altern [index++] = i;
2009 2000
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2001 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 2002 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 2003 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 2004 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 2005 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2006 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2007 * won't look 2 spaces south of the target space.
2017 */ 2008 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2009 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2010 stop = maxfree[i];
2020 } 2011 }
2021 if(!index) return -1; 2012
2013 if (!index)
2014 return -1;
2015
2022 return altern[RANDOM()%index]; 2016 return altern[RANDOM () % index];
2023} 2017}
2024 2018
2025/* 2019/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2020 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2021 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2022 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2023 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2024 */
2031 2025int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2026find_first_free_spot (const object *ob, maptile *m, int x, int y)
2033 int i; 2027{
2034 for(i=0;i<SIZEOFFREE;i++) { 2028 for (int i = 0; i < SIZEOFFREE; i++)
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2029 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2030 return i;
2037 } 2031
2038 return -1; 2032 return -1;
2039} 2033}
2040 2034
2041/* 2035/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2036 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2037 * arr[begin..end-1].
2038 * now uses a fisher-yates shuffle, old permute was broken
2044 */ 2039 */
2040static void
2045static void permute(int *arr, int begin, int end) 2041permute (int *arr, int begin, int end)
2046{ 2042{
2047 int i, j, tmp, len; 2043 arr += begin;
2044 end -= begin;
2048 2045
2049 len = end-begin; 2046 while (--end)
2050 for(i = begin; i < end; i++) 2047 swap (arr [end], arr [RANDOM () % (end + 1)]);
2051 {
2052 j = begin+RANDOM()%len;
2053
2054 tmp = arr[i];
2055 arr[i] = arr[j];
2056 arr[j] = tmp;
2057 }
2058} 2048}
2059 2049
2060/* new function to make monster searching more efficient, and effective! 2050/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2051 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2052 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2053 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2054 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2055 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2056 */
2057void
2067void get_search_arr(int *search_arr) 2058get_search_arr (int *search_arr)
2068{ 2059{
2069 int i; 2060 int i;
2070 2061
2071 for(i = 0; i < SIZEOFFREE; i++) 2062 for (i = 0; i < SIZEOFFREE; i++)
2072 {
2073 search_arr[i] = i; 2063 search_arr[i] = i;
2074 }
2075 2064
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2065 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2066 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2067 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2068}
2080 2069
2081/* 2070/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2071 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2072 * given map at the given coordinates for live objects.
2088 * Perhaps incorrectly, but I'm making the assumption that exclude 2077 * Perhaps incorrectly, but I'm making the assumption that exclude
2089 * is actually want is going to try and move there. We need this info 2078 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2079 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2080 * there is capable of.
2092 */ 2081 */
2093 2082int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2083find_dir (maptile *m, int x, int y, object *exclude)
2084{
2095 int i,max=SIZEOFFREE, mflags; 2085 int i, max = SIZEOFFREE, mflags;
2086
2096 sint16 nx, ny; 2087 sint16 nx, ny;
2097 object *tmp; 2088 object *tmp;
2098 mapstruct *mp; 2089 maptile *mp;
2090
2099 MoveType blocked, move_type; 2091 MoveType blocked, move_type;
2100 2092
2101 if (exclude && exclude->head) { 2093 if (exclude && exclude->head)
2094 {
2102 exclude = exclude->head; 2095 exclude = exclude->head;
2103 move_type = exclude->move_type; 2096 move_type = exclude->move_type;
2104 } else { 2097 }
2098 else
2099 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2100 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2101 move_type = MOVE_ALL;
2102 }
2103
2104 for (i = 1; i < max; i++)
2107 } 2105 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2106 mp = m;
2111 nx = x + freearr_x[i]; 2107 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2108 ny = y + freearr_y[i];
2113 2109
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2110 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2111
2115 if (mflags & P_OUT_OF_MAP) { 2112 if (mflags & P_OUT_OF_MAP)
2113 max = maxfree[i];
2114 else
2115 {
2116 mapspace &ms = mp->at (nx, ny);
2117
2118 blocked = ms.move_block;
2119
2120 if ((move_type & blocked) == move_type)
2116 max = maxfree[i]; 2121 max = maxfree[i];
2117 } else {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2119
2120 if ((move_type & blocked) == move_type) {
2121 max=maxfree[i];
2122 } else if (mflags & P_IS_ALIVE) { 2122 else if (mflags & P_IS_ALIVE)
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2123 {
2124 for (tmp = ms.bot; tmp; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2126 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2126 break; 2127 break;
2127 } 2128
2128 }
2129 if(tmp) { 2129 if (tmp)
2130 return freedir[i]; 2130 return freedir[i];
2131 }
2132 } 2131 }
2133 } 2132 }
2134 } 2133 }
2134
2135 return 0; 2135 return 0;
2136} 2136}
2137 2137
2138/* 2138/*
2139 * distance(object 1, object 2) will return the square of the 2139 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2140 * distance between the two given objects.
2141 */ 2141 */
2142 2142int
2143int distance(const object *ob1, const object *ob2) { 2143distance (const object *ob1, const object *ob2)
2144 int i; 2144{
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2145 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2147 return i;
2148} 2146}
2149 2147
2150/* 2148/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2149 * find_dir_2(delta-x,delta-y) will return a direction in which
2152 * an object which has subtracted the x and y coordinates of another 2150 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2151 * object, needs to travel toward it.
2154 */ 2152 */
2155 2153int
2156int find_dir_2(int x, int y) { 2154find_dir_2 (int x, int y)
2155{
2157 int q; 2156 int q;
2158 2157
2159 if(y) 2158 if (y)
2160 q=x*100/y; 2159 q = x * 100 / y;
2161 else if (x) 2160 else if (x)
2162 q= -300*x; 2161 q = -300 * x;
2163 else 2162 else
2164 return 0; 2163 return 0;
2165 2164
2166 if(y>0) { 2165 if (y > 0)
2166 {
2167 if(q < -242) 2167 if (q < -242)
2168 return 3 ; 2168 return 3;
2169 if (q < -41) 2169 if (q < -41)
2170 return 2 ; 2170 return 2;
2171 if (q < 41) 2171 if (q < 41)
2172 return 1 ; 2172 return 1;
2173 if (q < 242) 2173 if (q < 242)
2174 return 8 ; 2174 return 8;
2175 return 7 ; 2175 return 7;
2176 } 2176 }
2177 2177
2178 if (q < -242) 2178 if (q < -242)
2179 return 7 ; 2179 return 7;
2180 if (q < -41) 2180 if (q < -41)
2181 return 6 ; 2181 return 6;
2182 if (q < 41) 2182 if (q < 41)
2183 return 5 ; 2183 return 5;
2184 if (q < 242) 2184 if (q < 242)
2185 return 4 ; 2185 return 4;
2186 2186
2187 return 3 ; 2187 return 3;
2188} 2188}
2189 2189
2190/* 2190/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2193 * "overflow" in previous calculations of a direction).
2194 */ 2194 */
2195 2195
2196int
2196int absdir(int d) { 2197absdir (int d)
2197 while(d<1) d+=8; 2198{
2198 while(d>8) d-=8; 2199 while (d < 1)
2200 d += 8;
2201
2202 while (d > 8)
2203 d -= 8;
2204
2199 return d; 2205 return d;
2200} 2206}
2201 2207
2202/* 2208/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2210 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2211 */
2206 2212
2213int
2207int dirdiff(int dir1, int dir2) { 2214dirdiff (int dir1, int dir2)
2215{
2208 int d; 2216 int d;
2217
2209 d = abs(dir1 - dir2); 2218 d = abs (dir1 - dir2);
2210 if(d>4) 2219 if (d > 4)
2211 d = 8 - d; 2220 d = 8 - d;
2221
2212 return d; 2222 return d;
2213} 2223}
2214 2224
2215/* peterm: 2225/* peterm:
2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2226 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2219 * This basically means that if direction is 15, then it could either go 2229 * This basically means that if direction is 15, then it could either go
2220 * direction 4, 14, or 16 to get back to where we are. 2230 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2231 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2232 * functions.
2223 */ 2233 */
2224
2225int reduction_dir[SIZEOFFREE][3] = { 2234int reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2235 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2236 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2237 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2238 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2239 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2240 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2241 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2242 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2243 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2244 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2245 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2246 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2247 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2248 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2249 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2250 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2251 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2252 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2253 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2254 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2255 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2256 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2257 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2258 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2259 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2260 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2261 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2262 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2263 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2264 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2265 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2266 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2267 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2268 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2269 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2270 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2271 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2272 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2273 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2274 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2275 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2276 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2277 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2278 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2279 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2280 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2281 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2282 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2283 {24, 9, -1}
2284}; /* 48 */
2275 2285
2276/* Recursive routine to step back and see if we can 2286/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2287 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2288 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2289 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2290 * Modified to be map tile aware -.MSW
2281 */ 2291 */
2282 2292int
2283
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2293can_see_monsterP (maptile *m, int x, int y, int dir)
2294{
2285 sint16 dx, dy; 2295 sint16 dx, dy;
2286 int mflags; 2296 int mflags;
2287 2297
2298 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2299 return 0; /* exit condition: invalid direction */
2289 2300
2290 dx = x + freearr_x[dir]; 2301 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2302 dy = y + freearr_y[dir];
2292 2303
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2304 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2305
2295 /* This functional arguably was incorrect before - it was 2306 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2307 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2308 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2309 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2310 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2311 * at least its move type.
2301 */ 2312 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2313 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2314 return 0;
2303 2315
2304 /* yes, can see. */ 2316 /* yes, can see. */
2305 if(dir < 9) return 1; 2317 if (dir < 9)
2318 return 1;
2319
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2320 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2321 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309} 2323}
2310 2324
2311
2312
2313/* 2325/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2326 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2327 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2328 * picked up, otherwise 0.
2317 * 2329 *
2319 * core dumps if they do. 2331 * core dumps if they do.
2320 * 2332 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2333 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2334 */
2323 2335
2336int
2324int can_pick(const object *who, const object *item) { 2337can_pick (const object *who, const object *item)
2338{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2339 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2340 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2341 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2328 (who->type==PLAYER||item->weight<who->weight/3));
2329} 2342}
2330
2331 2343
2332/* 2344/*
2333 * create clone from object to another 2345 * create clone from object to another
2334 */ 2346 */
2347object *
2335object *object_create_clone (object *asrc) { 2348object_create_clone (object *asrc)
2349{
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2350 object *dst = 0, *tmp, *src, *part, *prev, *item;
2337 2351
2338 if(!asrc) return NULL; 2352 if (!asrc)
2353 return 0;
2354
2339 src = asrc; 2355 src = asrc;
2340 if(src->head) 2356 if (src->head)
2341 src = src->head; 2357 src = src->head;
2342 2358
2343 prev = NULL; 2359 prev = 0;
2344 for(part = src; part; part = part->more) { 2360 for (part = src; part; part = part->more)
2345 tmp = get_object(); 2361 {
2346 copy_object(part,tmp); 2362 tmp = part->clone ();
2347 tmp->x -= src->x; 2363 tmp->x -= src->x;
2348 tmp->y -= src->y; 2364 tmp->y -= src->y;
2365
2349 if(!part->head) { 2366 if (!part->head)
2367 {
2350 dst = tmp; 2368 dst = tmp;
2351 tmp->head = NULL;
2352 } else {
2353 tmp->head = dst; 2369 tmp->head = 0;
2354 } 2370 }
2371 else
2372 tmp->head = dst;
2373
2355 tmp->more = NULL; 2374 tmp->more = 0;
2375
2356 if(prev) 2376 if (prev)
2357 prev->more = tmp; 2377 prev->more = tmp;
2378
2358 prev = tmp; 2379 prev = tmp;
2359 } 2380 }
2360 /*** copy inventory ***/ 2381
2361 for(item = src->inv; item; item = item->below) { 2382 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2383 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2384
2365 return dst; 2385 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374} 2386}
2375 2387
2376/* GROS - Creates an object using a string representing its content. */ 2388/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */ 2389/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */ 2390/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */ 2391/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */ 2392/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */ 2393/* Also remember that multiparts objects are not supported for now. */
2382 2394object *
2383object* load_object_str(const char *obstr) 2395load_object_str (const char *obstr)
2384{ 2396{
2385 object *op; 2397 object *op;
2386 char filename[MAX_BUF]; 2398 char filename[MAX_BUF];
2399
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2400 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2401
2389 FILE *tempfile=fopen(filename,"w"); 2402 FILE *tempfile = fopen (filename, "w");
2403
2390 if (tempfile == NULL) 2404 if (tempfile == NULL)
2391 { 2405 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2406 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2407 return NULL;
2394 }; 2408 }
2409
2395 fprintf(tempfile,obstr); 2410 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2411 fclose (tempfile);
2397 2412
2398 op=get_object(); 2413 op = object::create ();
2399 2414
2400 object_thawer thawer (filename); 2415 object_thawer thawer (filename);
2401 2416
2402 if (thawer) 2417 if (thawer)
2403 load_object(thawer,op,0); 2418 load_object (thawer, op, 0);
2404 2419
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2420 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2421 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2422
2408 return op; 2423 return op;
2409} 2424}
2410 2425
2411/* This returns the first object in who's inventory that 2426/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2427 * has the same type and subtype match.
2413 * returns NULL if no match. 2428 * returns NULL if no match.
2414 */ 2429 */
2430object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2431find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2432{
2417 object *tmp;
2418
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2433 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2434 if (tmp->type == type && tmp->subtype == subtype)
2435 return tmp;
2421 2436
2422 return NULL; 2437 return 0;
2423} 2438}
2424 2439
2425/* If ob has a field named key, return the link from the list, 2440/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2441 * otherwise return NULL.
2427 * 2442 *
2428 * key must be a passed in shared string - otherwise, this won't 2443 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2444 * do the desired thing.
2430 */ 2445 */
2446key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2447get_ob_key_link (const object *ob, const char *key)
2432 key_value * link; 2448{
2433
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2449 for (key_value *link = ob->key_values; link; link = link->next)
2435 if (link->key == key) { 2450 if (link->key == key)
2436 return link; 2451 return link;
2437 } 2452
2438 } 2453 return 0;
2439 2454}
2440 return NULL;
2441}
2442 2455
2443/* 2456/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2457 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2458 *
2446 * The argument doesn't need to be a shared string. 2459 * The argument doesn't need to be a shared string.
2447 * 2460 *
2448 * The returned string is shared. 2461 * The returned string is shared.
2449 */ 2462 */
2463const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2464get_ob_key_value (const object *op, const char *const key)
2465{
2451 key_value * link; 2466 key_value *link;
2452 const char * canonical_key; 2467 shstr_cmp canonical_key (key);
2468
2469 if (!canonical_key)
2453 2470 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2471 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2472 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2473 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2474 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2475 */
2462 return NULL; 2476 return 0;
2463 } 2477 }
2464 2478
2465 /* This is copied from get_ob_key_link() above - 2479 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2480 * only 4 lines, and saves the function call overhead.
2467 */ 2481 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2482 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2483 if (link->key == canonical_key)
2470 return link->value; 2484 return link->value;
2471 } 2485
2472 } 2486 return 0;
2473 return NULL;
2474} 2487}
2475 2488
2476 2489
2477/* 2490/*
2478 * Updates the canonical_key in op to value. 2491 * Updates the canonical_key in op to value.
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2495 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2496 * keys.
2484 * 2497 *
2485 * Returns TRUE on success. 2498 * Returns TRUE on success.
2486 */ 2499 */
2500int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2501set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2502{
2488 key_value * field = NULL, *last=NULL; 2503 key_value *field = NULL, *last = NULL;
2489 2504
2490 for (field=op->key_values; field != NULL; field=field->next) { 2505 for (field = op->key_values; field != NULL; field = field->next)
2506 {
2491 if (field->key != canonical_key) { 2507 if (field->key != canonical_key)
2508 {
2492 last = field; 2509 last = field;
2493 continue; 2510 continue;
2494 } 2511 }
2495 2512
2496 if (value) 2513 if (value)
2497 field->value = value; 2514 field->value = value;
2498 else { 2515 else
2516 {
2499 /* Basically, if the archetype has this key set, 2517 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2518 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2519 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2520 * we get this value back again.
2503 */ 2521 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2522 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2523 field->value = 0;
2524 else
2525 {
2526 if (last)
2527 last->next = field->next;
2506 else 2528 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2529 op->key_values = field->next;
2510 2530
2511 delete field; 2531 delete field;
2512 } 2532 }
2513 } 2533 }
2514 return TRUE; 2534 return TRUE;
2515 } 2535 }
2516 /* IF we get here, key doesn't exist */ 2536 /* IF we get here, key doesn't exist */
2517 2537
2518 /* No field, we'll have to add it. */ 2538 /* No field, we'll have to add it. */
2519 2539
2520 if (!add_key) { 2540 if (!add_key)
2521 return FALSE; 2541 return FALSE;
2522 } 2542
2523 /* There isn't any good reason to store a null 2543 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2544 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2545 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2546 * be here. If user wants to store empty strings,
2527 * should pass in "" 2547 * should pass in ""
2528 */ 2548 */
2529 if (value == NULL) return TRUE; 2549 if (value == NULL)
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE; 2550 return TRUE;
2551
2552 field = new key_value;
2553
2554 field->key = canonical_key;
2555 field->value = value;
2556 /* Usual prepend-addition. */
2557 field->next = op->key_values;
2558 op->key_values = field;
2559
2560 return TRUE;
2540} 2561}
2541 2562
2542/* 2563/*
2543 * Updates the key in op to value. 2564 * Updates the key in op to value.
2544 * 2565 *
2546 * and not add new ones. 2567 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2568 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2569 *
2549 * Returns TRUE on success. 2570 * Returns TRUE on success.
2550 */ 2571 */
2572int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2573set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2574{
2553 shstr key_ (key); 2575 shstr key_ (key);
2576
2554 return set_ob_key_value_s (op, key_, value, add_key); 2577 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2578}
2579
2580object::depth_iterator::depth_iterator (object *container)
2581: iterator_base (container)
2582{
2583 while (item->inv)
2584 item = item->inv;
2585}
2586
2587void
2588object::depth_iterator::next ()
2589{
2590 if (item->below)
2591 {
2592 item = item->below;
2593
2594 while (item->inv)
2595 item = item->inv;
2596 }
2597 else
2598 item = item->env;
2599}
2600
2601// return a suitable string describing an objetc in enough detail to find it
2602const char *
2603object::debug_desc (char *info) const
2604{
2605 char info2[256 * 3];
2606 char *p = info;
2607
2608 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2609 count,
2610 &name,
2611 title ? " " : "",
2612 title ? (const char *)title : "");
2613
2614 if (env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616
2617 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2619
2620 return info;
2621}
2622
2623const char *
2624object::debug_desc () const
2625{
2626 static char info[256 * 3];
2627 return debug_desc (info);
2628}
2629

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