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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.23 by root, Sun Sep 10 14:54:02 2006 UTC vs.
Revision 1.79 by root, Sat Dec 23 06:30:49 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.23 2006/09/10 14:54:02 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 != NULL; 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 }
80 157 }
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->flags ^ ob2->flags).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, 3);
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 = *this;
535 *(object_pod *)destination = *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 (self || cb)
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
590 490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
591 if (op2->speed < 0) 497 if (speed < 0)
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
593 499
594 /* Copy over key_values, if any. */ 500 /* Copy over key_values, if any. */
595 if (op2->key_values) 501 if (key_values)
596 { 502 {
597 key_value *tail = 0; 503 key_value *tail = 0;
598 key_value *i; 504 key_value *i;
599 505
600 op->key_values = 0; 506 dst->key_values = 0;
601 507
602 for (i = op2->key_values; i; i = i->next) 508 for (i = key_values; i; i = i->next)
603 { 509 {
604 key_value *new_link = new key_value; 510 key_value *new_link = new key_value;
605 511
606 new_link->next = 0; 512 new_link->next = 0;
607 new_link->key = i->key; 513 new_link->key = i->key;
608 new_link->value = i->value; 514 new_link->value = i->value;
609 515
610 /* Try and be clever here, too. */ 516 /* Try and be clever here, too. */
611 if (!op->key_values) 517 if (!dst->key_values)
612 { 518 {
613 op->key_values = new_link; 519 dst->key_values = new_link;
614 tail = new_link; 520 tail = new_link;
615 } 521 }
616 else 522 else
617 { 523 {
618 tail->next = new_link; 524 tail->next = new_link;
619 tail = new_link; 525 tail = new_link;
620 } 526 }
621 } 527 }
622 } 528 }
623 529
624 update_ob_speed (op); 530 update_ob_speed (dst);
531}
532
533object *
534object::clone ()
535{
536 object *neu = create ();
537 copy_to (neu);
538 return neu;
625} 539}
626 540
627/* 541/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 542 * 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 543 * 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. 544 * be called to update the face variable, _and_ how it looks on the map.
631 */ 545 */
632 546
547void
633void update_turn_face(object *op) { 548update_turn_face (object *op)
549{
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
635 return; 551 return;
636 SET_ANIMATION(op, op->direction); 552 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 553 update_object (op, UP_OBJ_FACE);
638} 554}
639 555
640/* 556/*
641 * Updates the speed of an object. If the speed changes from 0 to another 557 * 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. 558 * 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. 559 * This function needs to be called whenever the speed of an object changes.
644 */ 560 */
645 561void
646void update_ob_speed(object *op) { 562update_ob_speed (object *op)
563{
647 extern int arch_init; 564 extern int arch_init;
648 565
649 /* No reason putting the archetypes objects on the speed list, 566 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated. 567 * since they never really need to be updated.
651 */ 568 */
652 569
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES 573#ifdef MANY_CORES
656 abort(); 574 abort ();
657#else 575#else
658 op->speed = 0; 576 op->speed = 0;
659#endif 577#endif
660 } 578 }
579
661 if (arch_init) { 580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 {
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
662 return; 587 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;
668 588
669 /* process_events() expects us to insert the object at the beginning 589 /* process_events() expects us to insert the object at the beginning
670 * of the list. */ 590 * of the list. */
671 op->active_next = active_objects; 591 op->active_next = active_objects;
592
672 if (op->active_next!=NULL) 593 if (op->active_next != NULL)
673 op->active_next->active_prev = op; 594 op->active_next->active_prev = op;
595
674 active_objects = op; 596 active_objects = op;
597 }
598 else
675 } 599 {
676 else {
677 /* If not on the active list, nothing needs to be done */ 600 /* If not on the active list, nothing needs to be done */
678 if (!op->active_next && !op->active_prev && op!=active_objects) 601 if (!op->active_next && !op->active_prev && op != active_objects)
679 return; 602 return;
680 603
681 if (op->active_prev==NULL) { 604 if (op->active_prev == NULL)
605 {
682 active_objects = op->active_next; 606 active_objects = op->active_next;
607
683 if (op->active_next!=NULL) 608 if (op->active_next != NULL)
684 op->active_next->active_prev = NULL; 609 op->active_next->active_prev = NULL;
610 }
611 else
685 } 612 {
686 else {
687 op->active_prev->active_next = op->active_next; 613 op->active_prev->active_next = op->active_next;
614
688 if (op->active_next) 615 if (op->active_next)
689 op->active_next->active_prev = op->active_prev; 616 op->active_next->active_prev = op->active_prev;
690 } 617 }
618
691 op->active_next = NULL; 619 op->active_next = NULL;
692 op->active_prev = NULL; 620 op->active_prev = NULL;
693 } 621 }
694} 622}
695 623
696/* This function removes object 'op' from the list of active 624/* This function removes object 'op' from the list of active
697 * objects. 625 * objects.
699 * reference maps where you don't want an object that isn't 627 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed. 628 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which 629 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object. 630 * will do the right thing based on the speed of the object.
703 */ 631 */
632void
704void remove_from_active_list(object *op) 633remove_from_active_list (object *op)
705{ 634{
706 /* If not on the active list, nothing needs to be done */ 635 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects) 636 if (!op->active_next && !op->active_prev && op != active_objects)
708 return; 637 return;
709 638
710 if (op->active_prev==NULL) { 639 if (op->active_prev == NULL)
640 {
711 active_objects = op->active_next; 641 active_objects = op->active_next;
712 if (op->active_next!=NULL) 642 if (op->active_next != NULL)
713 op->active_next->active_prev = NULL; 643 op->active_next->active_prev = NULL;
644 }
645 else
714 } 646 {
715 else {
716 op->active_prev->active_next = op->active_next; 647 op->active_prev->active_next = op->active_next;
717 if (op->active_next) 648 if (op->active_next)
718 op->active_next->active_prev = op->active_prev; 649 op->active_next->active_prev = op->active_prev;
719 } 650 }
720 op->active_next = NULL; 651 op->active_next = NULL;
721 op->active_prev = NULL; 652 op->active_prev = NULL;
722} 653}
723 654
724/* 655/*
725 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 658 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 659 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 660 * 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 661 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
732 * 663 *
733 * action is a hint of what the caller believes need to be done. 664 * 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: 665 * current action are:
739 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 668 * 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. 669 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
744 */ 671 */
745 672void
746void update_object(object *op, int action) { 673update_object (object *op, int action)
747 int update_now=0, flags; 674{
748 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
749 676
750 if (op == NULL) { 677 if (op == NULL)
678 {
751 /* this should never happen */ 679 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 681 return;
754 }
755 682 }
756 if(op->env!=NULL) { 683
684 if (op->env)
685 {
757 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
758 * to do in this case. 687 * to do in this case.
759 */ 688 */
760 return; 689 return;
761 } 690 }
762 691
763 /* If the map is saving, don't do anything as everything is 692 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways. 693 * going to get freed anyways.
765 */ 694 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return; 695 if (!op->map || op->map->in_memory == MAP_SAVING)
767 696 return;
697
768 /* make sure the object is within map boundaries */ 698 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 700 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 701 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 702#ifdef MANY_CORES
773 abort(); 703 abort ();
774#endif 704#endif
775 return; 705 return;
776 }
777 706 }
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);
784 707
708 mapspace &m = op->ms ();
709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
785 if (action == UP_OBJ_INSERT) { 712 else if (action == UP_OBJ_INSERT)
713 {
714 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 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)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now=1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now=1; 721 || (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; 722 || (m.move_off | op->move_off ) != m.move_off
804 723 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 724 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 725 * to have move_allow right now.
807 */ 726 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
810 729 m.flags_ = P_NEED_UPDATE;
811 if ((move_slow | op->move_slow) != move_slow)
812 update_now=1;
813 } 730 }
814 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 733 * that is being removed.
817 */ 734 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 736 m.flags_ = P_NEED_UPDATE;
820 } else if (action == UP_OBJ_FACE) { 737 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 738 /* Nothing to do for that case */ ;
822 }
823 else { 739 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 741
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) 742 if (op->more)
833 update_object(op->more, action); 743 update_object (op->more, action);
834} 744}
835 745
836static std::vector<object *> mortals; 746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
837 749
838void object::free_mortals () 750void object::free_mortals ()
839{ 751{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i) 752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
841 delete *i; 757 delete *i;
842 758 mortals.erase (i);
843 mortals.clear (); 759 }
844} 760}
845 761
846object::object () 762object::object ()
847{ 763{
848 SET_FLAG (this, FLAG_REMOVED); 764 SET_FLAG (this, FLAG_REMOVED);
849 765
850 expmul = 1.0; 766 expmul = 1.0;
851 face = blank_face; 767 face = blank_face;
852 attacked_by_count = -1;
853} 768}
854 769
855object::~object () 770object::~object ()
856{ 771{
857 free_key_values (this); 772 free_key_values (this);
858} 773}
859 774
860void
861object::link () 775void object::link ()
862{ 776{
863 count = ++ob_count; 777 count = ++ob_count;
778 uuid = gen_uuid ();
864 779
865 prev = 0; 780 prev = 0;
866 next = objects; 781 next = object::first;
867 782
868 if (objects) 783 if (object::first)
869 objects->prev = this; 784 object::first->prev = this;
870 785
871 objects = this; 786 object::first = this;
872} 787}
873 788
874void
875object::unlink () 789void object::unlink ()
876{ 790{
877 count = 0; 791 if (this == object::first)
792 object::first = next;
878 793
879 /* Remove this object from the list of used objects */ 794 /* Remove this object from the list of used objects */
880 if (prev) prev->next = next; 795 if (prev) prev->next = next;
881 if (next) next->prev = prev; 796 if (next) next->prev = prev;
882 if (this == objects) objects = next; 797
883} 798 prev = 0;
799 next = 0;
800}
884 801
885object *object::create () 802object *object::create ()
886{ 803{
887 object *op = new object; 804 object *op = new object;
888 op->link (); 805 op->link ();
894 * it from the list of used objects, and puts it on the list of 811 * 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. 812 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for 813 * The object must have been removed by remove_ob() first for
897 * this function to succeed. 814 * this function to succeed.
898 * 815 *
899 * If free_inventory is set, free inventory as well. Else drop items in 816 * If destroy_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground. 817 * inventory to the ground.
901 */ 818 */
902void 819void object::destroy (bool destroy_inventory)
903object::free (bool free_inventory)
904{ 820{
821 if (QUERY_FLAG (this, FLAG_FREED))
822 return;
823
824 if (QUERY_FLAG (this, FLAG_FRIENDLY))
825 remove_friendly_object (this);
826
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 827 if (!QUERY_FLAG (this, FLAG_REMOVED))
906 { 828 remove ();
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 829
914 if (QUERY_FLAG (this, FLAG_FRIENDLY))
915 {
916 LOG (llevMonster, "Warning: tried to free friendly object.\n");
917 remove_friendly_object (this);
918 }
919
920 if (QUERY_FLAG (this, FLAG_FREED)) 830 SET_FLAG (this, FLAG_FREED);
921 {
922 dump_object (this);
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
924 return;
925 }
926 831
927 if (more) 832 if (more)
928 { 833 {
929 more->free (free_inventory); 834 more->destroy (destroy_inventory);
930 more = 0; 835 more = 0;
931 } 836 }
932 837
933 if (inv) 838 if (inv)
934 { 839 {
935 /* Only if the space blocks everything do we not process - 840 /* Only if the space blocks everything do we not process -
936 * if some form of movement is allowed, let objects 841 * if some form of movement is allowed, let objects
937 * drop on that space. 842 * drop on that space.
938 */ 843 */
939 if (free_inventory || !map 844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
940 || map->in_memory != MAP_IN_MEMORY 845 {
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv; 846 object *op = inv;
944 847
945 while (op) 848 while (op)
946 { 849 {
947 object *tmp = op->below; 850 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory); 851 op->destroy (destroy_inventory);
950 op = tmp; 852 op = tmp;
951 } 853 }
952 } 854 }
953 else 855 else
954 { /* Put objects in inventory onto this space */ 856 { /* Put objects in inventory onto this space */
955 object *op = inv; 857 object *op = inv;
956 858
957 while (op) 859 while (op)
958 { 860 {
959 object *tmp = op->below; 861 object *tmp = op->below;
960 remove_ob (op);
961 862
863 op->remove ();
864
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 867 op->destroy ();
965 free_object (op); 868 else
966 else 869 {
967 { 870 op->x = x;
968 op->x = x; 871 op->y = y;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 } 873 }
972 874
973 op = tmp; 875 op = tmp;
876 }
877 }
974 } 878 }
975 } 879
880 // hack to ensure that freed objects still have a valid map
881 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes
883
884 if (!freed_map)
885 {
886 freed_map = new maptile;
887
888 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3;
890 freed_map->height = 3;
891
892 freed_map->allocate ();
976 } 893 }
894
895 map = freed_map;
896 x = 1;
897 y = 1;
898 }
899
900 // clear those pointers that likely might have circular references to us
901 owner = 0;
902 enemy = 0;
903 attacked_by = 0;
904
905 // only relevant for players(?), but make sure of it anyways
906 contr = 0;
977 907
978 /* Remove object from the active list */ 908 /* Remove object from the active list */
979 speed = 0; 909 speed = 0;
980 update_ob_speed (this); 910 update_ob_speed (this);
981 911
982 unlink (); 912 unlink ();
983 913
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this); 914 mortals.push_back (this);
987} 915}
988 916
989/* 917/*
990 * sub_weight() recursively (outwards) subtracts a number from the 918 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 919 * weight of an object (and what is carried by it's environment(s)).
992 */ 920 */
993 921void
994void sub_weight (object *op, signed long weight) { 922sub_weight (object *op, signed long weight)
923{
995 while (op != NULL) { 924 while (op != NULL)
925 {
996 if (op->type == CONTAINER) { 926 if (op->type == CONTAINER)
997 weight=(signed long)(weight*(100-op->stats.Str)/100); 927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
998 } 928
999 op->carrying-=weight; 929 op->carrying -= weight;
1000 op = op->env; 930 op = op->env;
1001 } 931 }
1002} 932}
1003 933
1004/* remove_ob(op): 934/* op->remove ():
1005 * This function removes the object op from the linked list of objects 935 * 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 936 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 937 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 938 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 939 * the previous environment.
1010 * Beware: This function is called from the editor as well! 940 * Beware: This function is called from the editor as well!
1011 */ 941 */
1012 942void
1013void remove_ob(object *op) { 943object::remove ()
944{
1014 object *tmp,*last=NULL; 945 object *tmp, *last = 0;
1015 object *otmp; 946 object *otmp;
1016 tag_t tag; 947
1017 int check_walk_off; 948 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 949
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 950 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 dump_object(op); 951 return;
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 952
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); 953 SET_FLAG (this, FLAG_REMOVED);
1042 954
955 if (more)
956 more->remove ();
957
1043 /* 958 /*
1044 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1045 * inventory. 960 * inventory.
1046 */ 961 */
1047 if(op->env!=NULL) { 962 if (env)
963 {
1048 if(op->nrof) 964 if (nrof)
1049 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1050 else 966 else
1051 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1052 968
1053 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1054 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1055 * to save cpu time. 971 * to save cpu time.
1056 */ 972 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1059 fix_player(otmp);
1060 975
1061 if(op->above!=NULL) 976 if (above != NULL)
1062 op->above->below=op->below; 977 above->below = below;
1063 else 978 else
1064 op->env->inv=op->below; 979 env->inv = below;
1065 980
1066 if(op->below!=NULL) 981 if (below != NULL)
1067 op->below->above=op->above; 982 below->above = above;
1068 983
1069 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 }
993 else if (map)
994 {
995 /* Re did the following section of code - it looks like it had
996 * lots of logic for things we no longer care about
997 */
998
999 /* link the object above us */
1000 if (above)
1001 above->below = below;
1002 else
1003 map->at (x, y).top = below; /* we were top, set new top */
1004
1005 /* Relink the object below us, if there is one */
1006 if (below)
1007 below->above = above;
1008 else
1009 {
1010 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is
1012 * evident
1072 */ 1013 */
1073 op->x=op->env->x,op->y=op->env->y; 1014 if (GET_MAP_OB (map, x, y) != this)
1074 op->map=op->env->map; 1015 {
1075 op->above=NULL,op->below=NULL; 1016 char *dump = dump_object (this);
1076 op->env=NULL; 1017 LOG (llevError,
1018 "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);
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024
1025 map->at (x, y).bottom = above; /* goes on above it. */
1026 }
1027
1028 above = 0;
1029 below = 0;
1030
1031 if (map->in_memory == MAP_SAVING)
1077 return; 1032 return;
1078 }
1079 1033
1080 /* If we get here, we are removing it from a map */
1081 if (op->map == NULL) return;
1082
1083 x = op->x;
1084 y = op->y;
1085 m = get_map_from_coord(op->map, &x, &y);
1086
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 */
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
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
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 */
1119 if(GET_MAP_OB(m,x,y)!=op) {
1120 dump_object(op);
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);
1122 dump_object(GET_MAP_OB(m,x,y));
1123 LOG(llevError,"%s\n",errmsg);
1124 }
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1126 }
1127 op->above=NULL;
1128 op->below=NULL;
1129
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); 1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1035
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1037 {
1136 /* No point updating the players look faces if he is the object 1038 /* No point updating the players look faces if he is the object
1137 * being removed. 1039 * being removed.
1138 */ 1040 */
1139 1041
1140 if(tmp->type==PLAYER && tmp!=op) { 1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1141 /* If a container that the player is currently using somehow gets 1044 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1045 * removed (most likely destroyed), update the player view
1143 * appropriately. 1046 * appropriately.
1144 */ 1047 */
1145 if (tmp->container==op) { 1048 if (tmp->container == this)
1049 {
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1147 tmp->container=NULL; 1051 tmp->container = 0;
1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1148 } 1055 }
1149 tmp->contr->socket.update_look=1; 1056
1150 }
1151 /* See if player moving off should effect something */ 1057 /* See if player moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1058 if (check_walk_off
1059 && ((move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1154 1061 {
1155 move_apply(tmp, op, NULL); 1062 move_apply (tmp, this, 0);
1063
1156 if (was_destroyed (op, tag)) { 1064 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 } 1066 }
1160 }
1161 1067
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1163 1069
1164 if(tmp->above == tmp) 1070 if (tmp->above == tmp)
1165 tmp->above = NULL; 1071 tmp->above = 0;
1072
1166 last=tmp; 1073 last = tmp;
1167 } 1074 }
1075
1168 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) { 1077 if (!last)
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1078 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 1079 else
1179 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1180 1081
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1182 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1183 1084 }
1184} 1085}
1185 1086
1186/* 1087/*
1187 * merge_ob(op,top): 1088 * merge_ob(op,top):
1188 * 1089 *
1189 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1091 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1094 */
1194 1095object *
1195object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1196 if(!op->nrof) 1098 if (!op->nrof)
1197 return 0; 1099 return 0;
1100
1198 if(top==NULL) 1101 if (top == NULL)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top != NULL && top->above != NULL; top = top->above);
1103
1200 for(;top!=NULL;top=top->below) { 1104 for (; top != NULL; top = top->below)
1105 {
1201 if(top==op) 1106 if (top == op)
1202 continue; 1107 continue;
1203 if (CAN_MERGE(op,top)) 1108
1204 { 1109 if (object::can_merge (op, top))
1110 {
1205 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob(op); 1115 op->destroy ();
1209 free_object(op);
1210 return top; 1116 return top;
1211 } 1117 }
1212 } 1118 }
1119
1213 return NULL; 1120 return 0;
1214} 1121}
1215 1122
1216/* 1123/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1218 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1219 */ 1126 */
1127object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{
1221 object* tmp; 1130 object *tmp;
1131
1222 if (op->head) 1132 if (op->head)
1223 op=op->head; 1133 op = op->head;
1134
1224 for (tmp=op;tmp;tmp=tmp->more){ 1135 for (tmp = op; tmp; tmp = tmp->more)
1136 {
1225 tmp->x=x+tmp->arch->clone.x; 1137 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y=y+tmp->arch->clone.y; 1138 tmp->y = y + tmp->arch->clone.y;
1227 } 1139 }
1140
1228 return insert_ob_in_map (op, m, originator, flag); 1141 return insert_ob_in_map (op, m, originator, flag);
1229} 1142}
1230 1143
1231/* 1144/*
1232 * insert_ob_in_map (op, map, originator, flag): 1145 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1146 * This function inserts the object in the two-way linked list
1247 * new object if 'op' was merged with other object 1160 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1161 * NULL if 'op' was destroyed
1249 * just 'op' otherwise 1162 * just 'op' otherwise
1250 */ 1163 */
1251 1164
1165object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1167{
1254 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1255 sint16 x,y; 1169 sint16 x, y;
1256 1170
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1258 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239
1240 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work
1243 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1245 x = op->x;
1246 y = op->y;
1247
1248 /* this has to be done after we translate the coordinates.
1249 */
1250 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1252 if (object::can_merge (op, tmp))
1253 {
1254 op->nrof += tmp->nrof;
1255 tmp->destroy ();
1256 }
1257
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260
1261 if (!QUERY_FLAG (op, FLAG_ALIVE))
1262 CLEAR_FLAG (op, FLAG_NO_STEAL);
1263
1264 if (flag & INS_BELOW_ORIGINATOR)
1265 {
1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1267 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort ();
1270 }
1271
1272 op->above = originator;
1273 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bottom = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op;
1282 }
1283 else
1284 {
1285 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 {
1288 object *last = NULL;
1289
1290 /*
1291 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1295 * floor, we want to insert above that and no further.
1296 * Also, if there are spell objects on this space, we stop processing
1297 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects.
1301 */
1302
1303 while (top != NULL)
1304 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top;
1307
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1309 {
1310 /* We insert above top, so we want this object below this */
1311 top = top->below;
1312 break;
1313 }
1314
1315 last = top;
1316 top = top->above;
1317 }
1318
1319 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last;
1321
1322 /* We let update_position deal with figuring out what the space
1323 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result.
1325 */
1326
1327 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66
1329 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd.
1332 */
1333 if (!(flag & INS_ON_TOP) &&
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1335 {
1336 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break;
1339 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we
1342 * set top to the object below us.
1343 */
1344 if (last && last->below && last != floor)
1345 top = last->below;
1346 }
1347 } /* If objects on this space */
1348
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor;
1354
1355 /* Top is the object that our object (op) is going to get inserted above.
1356 */
1357
1358 /* First object on this space */
1359 if (!top)
1360 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362
1363 if (op->above)
1364 op->above->below = op;
1365
1366 op->below = NULL;
1367 op->ms ().bottom = op;
1368 }
1369 else
1370 { /* get inserted into the stack above top */
1371 op->above = top->above;
1372
1373 if (op->above)
1374 op->above->below = op;
1375
1376 op->below = top;
1377 top->above = op;
1378 }
1379
1380 if (op->above == NULL)
1381 op->ms ().top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */
1383
1384 if (op->type == PLAYER)
1385 op->contr->do_los = 1;
1386
1387 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there.
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ())
1392 pl->contr->ns->floorbox_update ();
1393
1394 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area
1401 * of effect may be sufficient.
1402 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y);
1405
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT);
1408
1409 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this.
1411 *
1412 * check_move_on() must be after this because code called from
1413 * check_move_on() depends on correct map flags (so functions like
1414 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object().
1416 */
1417
1418 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 {
1421 if (check_move_on (op, originator))
1259 return NULL; 1422 return NULL;
1260 }
1261 if(m==NULL) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op;
1265 }
1266 if(out_of_map(m,op->x,op->y)) {
1267 dump_object(op);
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1269#ifdef MANY_CORES
1270 /* 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
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1423
1286 object *more = op->more;
1287
1288 /* We really need the caller to normalize coordinates - if
1289 * 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
1291 * is clear wrong do we normalize it.
1292 */
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1294 more->map = get_map_from_coord(m, &more->x, &more->y);
1295 } else if (!more->map) {
1296 /* For backwards compatibility - when not dealing with tiled maps,
1297 * more->map should always point to the parent.
1298 */
1299 more->map = m;
1300 }
1301
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1303 if ( ! op->head)
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1305 return NULL;
1306 }
1307 }
1308 CLEAR_FLAG(op,FLAG_REMOVED);
1309
1310 /* 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
1312 * need extra work
1313 */
1314 op->map=get_map_from_coord(m, &op->x, &op->y);
1315 x = op->x;
1316 y = op->y;
1317
1318 /* this has to be done after we translate the coordinates.
1319 */
1320 if(op->nrof && !(flag & INS_NO_MERGE)) {
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1322 if (CAN_MERGE(op,tmp)) {
1323 op->nrof+=tmp->nrof;
1324 remove_ob(tmp);
1325 free_object(tmp);
1326 }
1327 }
1328
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1331 if (!QUERY_FLAG(op, FLAG_ALIVE))
1332 CLEAR_FLAG(op, FLAG_NO_STEAL);
1333
1334 if (flag & INS_BELOW_ORIGINATOR) {
1335 if (originator->map != op->map || originator->x != op->x ||
1336 originator->y != op->y) {
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort();
1339 }
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 {
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 */
1418 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op;
1422 }
1423 if (op->above==NULL)
1424 SET_MAP_TOP(op->map,op->x, op->y, op);
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if(op->type==PLAYER)
1428 op->contr->do_los=1;
1429
1430 /* 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.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438
1439 /* If this object glows, it may affect lighting conditions that are
1440 * 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
1442 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area
1446 * of effect may be sufficient.
1447 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1449 update_all_los(op->map, op->x, op->y);
1450
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT);
1454
1455
1456 /* 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.
1458 *
1459 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object().
1463 */
1464
1465 /* 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) {
1468 if (check_move_on(op, originator))
1469 return NULL;
1470
1471 /* If we are a multi part object, lets work our way through the check 1424 /* If we are a multi part object, lets work our way through the check
1472 * walk on's. 1425 * walk on's.
1473 */ 1426 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1428 if (check_move_on (tmp, originator))
1476 return NULL; 1429 return NULL;
1477 } 1430 }
1431
1478 return op; 1432 return op;
1479} 1433}
1480 1434
1481/* this function inserts an object in the map, but if it 1435/* 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. 1436 * 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. 1437 * op is the object to insert it under: supplies x and the map.
1484 */ 1438 */
1439void
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1486 object *tmp; 1441{
1487 object *tmp1; 1442 object *tmp, *tmp1;
1488 1443
1489 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1490 1445
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1446 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 */ { 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1493 remove_ob(tmp); 1448 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1449
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1450 tmp1 = arch_to_object (archetype::find (arch_string));
1499 1451
1500 1452 tmp1->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1453 tmp1->y = op->y;
1502 insert_ob_in_map(tmp1,op->map,op,0); 1454 insert_ob_in_map (tmp1, op->map, op, 0);
1503} 1455}
1504 1456
1505/* 1457/*
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1458 * 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 1459 * is returned contains nr objects, and the remaining parts contains
1508 * the rest (or is removed and freed if that number is 0). 1460 * the rest (or is removed and freed if that number is 0).
1509 * On failure, NULL is returned, and the reason put into the 1461 * On failure, NULL is returned, and the reason put into the
1510 * global static errmsg array. 1462 * global static errmsg array.
1511 */ 1463 */
1512 1464
1465object *
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1466get_split_ob (object *orig_ob, uint32 nr)
1467{
1514 object *newob; 1468 object *newob;
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1516 1470
1517 if(orig_ob->nrof<nr) { 1471 if (orig_ob->nrof < nr)
1518 sprintf(errmsg,"There are only %d %ss.", 1472 {
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1520 return NULL; 1474 return NULL;
1521 } 1475 }
1476
1522 newob = object_create_clone(orig_ob); 1477 newob = object_create_clone (orig_ob);
1478
1523 if((orig_ob->nrof-=nr)<1) { 1479 if ((orig_ob->nrof -= nr) < 1)
1524 if ( ! is_removed) 1480 orig_ob->destroy (1);
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) { 1481 else if (!is_removed)
1482 {
1529 if(orig_ob->env!=NULL) 1483 if (orig_ob->env != NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr); 1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1487 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"); 1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL; 1489 return NULL;
1536 } 1490 }
1537 } 1491 }
1492
1538 newob->nrof=nr; 1493 newob->nrof = nr;
1539 1494
1540 return newob; 1495 return newob;
1541} 1496}
1542 1497
1543/* 1498/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1499 * decrease_ob_nr(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1500 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1501 * is subsequently removed and freed.
1547 * 1502 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1503 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1504 */
1550 1505
1506object *
1551object *decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1552{ 1508{
1553 object *tmp; 1509 object *tmp;
1554 player *pl; 1510 player *pl;
1555 1511
1556 if (i == 0) /* objects with op->nrof require this check */ 1512 if (i == 0) /* objects with op->nrof require this check */
1557 return op; 1513 return op;
1558 1514
1559 if (i > op->nrof) 1515 if (i > op->nrof)
1560 i = op->nrof; 1516 i = op->nrof;
1561 1517
1562 if (QUERY_FLAG (op, FLAG_REMOVED)) 1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1519 op->nrof -= i;
1520 else if (op->env)
1521 {
1522 /* is this object in the players inventory, or sub container
1523 * therein?
1524 */
1525 tmp = op->in_player ();
1526 /* nope. Is this a container the player has opened?
1527 * If so, set tmp to that player.
1528 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player.
1531 */
1532 if (!tmp)
1533 {
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env)
1536 {
1537 tmp = pl->ob;
1538 break;
1539 }
1540 }
1541
1542 if (i < op->nrof)
1543 {
1544 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i;
1546 if (tmp)
1547 esrv_send_item (tmp, op);
1548 }
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 if (tmp)
1554 esrv_del_item (tmp->contr, op->count);
1555 }
1563 { 1556 }
1557 else
1558 {
1559 object *above = op->above;
1560
1561 if (i < op->nrof)
1564 op->nrof -= i; 1562 op->nrof -= i;
1565 } 1563 else
1566 else if (op->env != NULL)
1567 {
1568 /* is this object in the players inventory, or sub container
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
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 } 1564 {
1584
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); 1565 op->remove ();
1593 op->nrof = 0; 1566 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 } 1567 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602 1568
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 */ 1569 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above) 1570 for (tmp = above; tmp; tmp = tmp->above)
1611 if (tmp->type == PLAYER) { 1571 if (tmp->type == PLAYER)
1572 {
1612 if (op->nrof) 1573 if (op->nrof)
1613 esrv_send_item(tmp, op); 1574 esrv_send_item (tmp, op);
1614 else 1575 else
1615 esrv_del_item(tmp->contr, op->count); 1576 esrv_del_item (tmp->contr, op->count);
1616 } 1577 }
1617 } 1578 }
1618 1579
1619 if (op->nrof) { 1580 if (op->nrof)
1620 return op; 1581 return op;
1621 } else { 1582 else
1622 free_object (op); 1583 {
1584 op->destroy ();
1623 return NULL; 1585 return 0;
1624 } 1586 }
1625} 1587}
1626 1588
1627/* 1589/*
1628 * add_weight(object, weight) adds the specified weight to an object, 1590 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying. 1591 * and also updates how much the environment(s) is/are carrying.
1630 */ 1592 */
1631 1593
1594void
1632void add_weight (object *op, signed long weight) { 1595add_weight (object *op, signed long weight)
1596{
1633 while (op!=NULL) { 1597 while (op != NULL)
1598 {
1634 if (op->type == CONTAINER) { 1599 if (op->type == CONTAINER)
1635 weight=(signed long)(weight*(100-op->stats.Str)/100); 1600 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1636 } 1601
1637 op->carrying+=weight; 1602 op->carrying += weight;
1638 op=op->env; 1603 op = op->env;
1639 } 1604 }
1640} 1605}
1641 1606
1607object *
1608insert_ob_in_ob (object *op, object *where)
1609{
1610 if (!where)
1611 {
1612 char *dump = dump_object (op);
1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614 free (dump);
1615 return op;
1616 }
1617
1618 if (where->head)
1619 {
1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 where = where->head;
1622 }
1623
1624 return where->insert (op);
1625}
1626
1642/* 1627/*
1643 * insert_ob_in_ob(op,environment): 1628 * env->insert (op)
1644 * This function inserts the object op in the linked list 1629 * This function inserts the object op in the linked list
1645 * inside the object environment. 1630 * inside the object environment.
1646 * 1631 *
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 1632 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1633 * be != op, if items are merged. -Tero
1654 */ 1634 */
1655 1635
1656object *insert_ob_in_ob(object *op,object *where) { 1636object *
1637object::insert (object *op)
1638{
1657 object *tmp, *otmp; 1639 object *tmp, *otmp;
1658 1640
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1641 if (!QUERY_FLAG (op, FLAG_REMOVED))
1660 dump_object(op); 1642 op->remove ();
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1643
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) { 1644 if (op->more)
1645 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1646 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1647 return op;
1678 } 1648 }
1649
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1651 CLEAR_FLAG (op, FLAG_REMOVED);
1681 if(op->nrof) { 1652 if (op->nrof)
1653 {
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1654 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1655 if (object::can_merge (tmp, op))
1656 {
1684 /* return the original object and remove inserted object 1657 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1658 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1659 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1660 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight. 1661 * tmp->nrof, we need to increase the weight.
1689 */ 1662 */
1690 add_weight (where, op->weight*op->nrof); 1663 add_weight (this, op->weight * op->nrof);
1691 SET_FLAG(op, FLAG_REMOVED); 1664 SET_FLAG (op, FLAG_REMOVED);
1692 free_object(op); /* free the inserted object */ 1665 op->destroy (); /* free the inserted object */
1693 op = tmp; 1666 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1667 op->remove (); /* and fix old object's links */
1695 CLEAR_FLAG(op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break; 1669 break;
1697 } 1670 }
1698 1671
1699 /* I assume combined objects have no inventory 1672 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed 1673 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract 1674 * (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 1675 * the weight, so we need to add it in again, since we actually do
1703 * the linking below 1676 * the linking below
1704 */ 1677 */
1705 add_weight (where, op->weight*op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1679 }
1706 } else 1680 else
1707 add_weight (where, (op->weight+op->carrying)); 1681 add_weight (this, (op->weight + op->carrying));
1708 1682
1709 otmp=is_player_inv(where); 1683 otmp = this->in_player ();
1710 if (otmp&&otmp->contr!=NULL) { 1684 if (otmp && otmp->contr)
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp); 1686 otmp->update_stats ();
1713 }
1714 1687
1715 op->map=NULL; 1688 op->map = 0;
1716 op->env=where; 1689 op->env = this;
1717 op->above=NULL; 1690 op->above = 0;
1718 op->below=NULL; 1691 op->below = 0;
1719 op->x=0,op->y=0; 1692 op->x = 0, op->y = 0;
1720 1693
1721 /* reset the light list and los of the players on the map */ 1694 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1695 if ((op->glow_radius != 0) && map)
1723 { 1696 {
1724#ifdef DEBUG_LIGHTS 1697#ifdef DEBUG_LIGHTS
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */ 1699#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1700 if (MAP_DARKNESS (map))
1701 update_all_los (map, x, y);
1729 } 1702 }
1730 1703
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1704 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function... 1705 * It sure simplifies this function...
1733 */ 1706 */
1734 if (where->inv==NULL) 1707 if (!inv)
1735 where->inv=op; 1708 inv = op;
1736 else { 1709 else
1710 {
1737 op->below = where->inv; 1711 op->below = inv;
1738 op->below->above = op; 1712 op->below->above = op;
1739 where->inv = op; 1713 inv = op;
1740 } 1714 }
1715
1741 return op; 1716 return op;
1742} 1717}
1743 1718
1744/* 1719/*
1745 * Checks if any objects has a move_type that matches objects 1720 * Checks if any objects has a move_type that matches objects
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1735 * 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 1736 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1737 * on top.
1763 */ 1738 */
1764 1739
1740int
1765int check_move_on (object *op, object *originator) 1741check_move_on (object *op, object *originator)
1766{ 1742{
1767 object *tmp; 1743 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1744 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1745 int x = op->x, y = op->y;
1746
1771 MoveType move_on, move_slow, move_block; 1747 MoveType move_on, move_slow, move_block;
1772 1748
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1749 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1774 return 0; 1750 return 0;
1775 1751
1776 tag = op->count;
1777
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1752 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); 1753 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); 1754 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1781 1755
1782 /* if nothing on this space will slow op down or be applied, 1756 /* 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 1757 * 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 1758 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1759 * as walking.
1786 */ 1760 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1761 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1762 return 0;
1789 1763
1790 /* This is basically inverse logic of that below - basically, 1764 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1765 * 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 1766 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1767 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1768 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1769 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; 1770 return 0;
1797 1771
1798 /* The objects have to be checked from top to bottom. 1772 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1773 * Hence, we first go to the top:
1800 */ 1774 */
1801 1775
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1803 tmp->above!=NULL; tmp=tmp->above) { 1777 {
1804 /* Trim the search when we find the first other spell effect 1778 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects, 1779 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them. 1780 * we don't need to check all of them.
1807 */ 1781 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1782 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1783 break;
1784 }
1785
1786 for (; tmp; tmp = tmp->below)
1809 } 1787 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1788 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1789 continue; /* Can't apply yourself */
1812 1790
1813 /* Check to see if one of the movement types should be slowed down. 1791 /* 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 1792 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1793 * (~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 1794 * 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. 1795 * swim on that space, can't use it to avoid the penalty.
1818 */ 1796 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1797 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1798 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1799 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)) { 1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 {
1823 1802
1824 float diff; 1803 float
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1804 diff = tmp->move_slow_penalty * FABS (op->speed);
1805
1827 if (op->type == PLAYER) { 1806 if (op->type == PLAYER)
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1807 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))) { 1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1809 diff /= 4.0;
1831 } 1810
1832 }
1833 op->speed_left -= diff; 1811 op->speed_left -= diff;
1834 } 1812 }
1835 } 1813 }
1836 1814
1837 /* Basically same logic as above, except now for actual apply. */ 1815 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1816 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)) { 1817 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 1818 {
1842 move_apply(tmp, op, originator); 1819 move_apply (tmp, op, originator);
1820
1843 if (was_destroyed (op, tag)) 1821 if (op->destroyed ())
1844 return 1; 1822 return 1;
1845 1823
1846 /* what the person/creature stepped onto has moved the object 1824 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1825 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1826 * have a feeling strange problems would result.
1849 */ 1827 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1828 if (op->map != m || op->x != x || op->y != y)
1829 return 0;
1851 } 1830 }
1852 } 1831 }
1832
1853 return 0; 1833 return 0;
1854} 1834}
1855 1835
1856/* 1836/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1837 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1838 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
1860 */ 1840 */
1861 1841
1842object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1843present_arch (const archetype *at, maptile *m, int x, int y)
1844{
1863 object *tmp; 1845 object *
1846 tmp;
1847
1864 if(m==NULL || out_of_map(m,x,y)) { 1848 if (m == NULL || out_of_map (m, x, y))
1849 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1850 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1851 return NULL;
1867 } 1852 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1869 if(tmp->arch == at) 1854 if (tmp->arch == at)
1870 return tmp; 1855 return tmp;
1871 return NULL; 1856 return NULL;
1872} 1857}
1873 1858
1874/* 1859/*
1875 * present(type, map, x, y) searches for any objects with 1860 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1861 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1878 */ 1863 */
1879 1864
1865object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1866present (unsigned char type, maptile *m, int x, int y)
1867{
1881 object *tmp; 1868 object *
1869 tmp;
1870
1882 if(out_of_map(m,x,y)) { 1871 if (out_of_map (m, x, y))
1872 {
1883 LOG(llevError,"Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1874 return NULL;
1885 } 1875 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1887 if(tmp->type==type) 1877 if (tmp->type == type)
1888 return tmp; 1878 return tmp;
1889 return NULL; 1879 return NULL;
1890} 1880}
1891 1881
1892/* 1882/*
1893 * present_in_ob(type, object) searches for any objects with 1883 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1884 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1896 */ 1886 */
1897 1887
1888object *
1898object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
1890{
1899 object *tmp; 1891 object *
1892 tmp;
1893
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1895 if (tmp->type == type)
1902 return tmp; 1896 return tmp;
1903 return NULL; 1897 return NULL;
1904} 1898}
1905 1899
1906/* 1900/*
1916 * the object name, not the archetype name. this is so that the 1910 * 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 1911 * spell code can use one object type (force), but change it's name
1918 * to be unique. 1912 * to be unique.
1919 */ 1913 */
1920 1914
1915object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 1916present_in_ob_by_name (int type, const char *str, const object *op)
1917{
1922 object *tmp; 1918 object *
1919 tmp;
1923 1920
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1922 {
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 1924 return tmp;
1927 } 1925 }
1928 return NULL; 1926 return NULL;
1929} 1927}
1930 1928
1931/* 1929/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
1935 */ 1933 */
1936 1934
1935object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 1936present_arch_in_ob (const archetype *at, const object *op)
1937{
1938 object *tmp; 1938 object *
1939 tmp;
1940
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 if( tmp->arch == at) 1942 if (tmp->arch == at)
1941 return tmp; 1943 return tmp;
1942 return NULL; 1944 return NULL;
1943} 1945}
1944 1946
1945/* 1947/*
1946 * activate recursively a flag on an object inventory 1948 * activate recursively a flag on an object inventory
1947 */ 1949 */
1950void
1948void flag_inv(object*op, int flag){ 1951flag_inv (object *op, int flag)
1952{
1949 object *tmp; 1953 object *
1954 tmp;
1955
1950 if(op->inv) 1956 if (op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 {
1952 SET_FLAG(tmp, flag); 1959 SET_FLAG (tmp, flag);
1953 flag_inv(tmp,flag); 1960 flag_inv (tmp, flag);
1954 } 1961 }
1955}/* 1962} /*
1956 * desactivate recursively a flag on an object inventory 1963 * desactivate recursively a flag on an object inventory
1957 */ 1964 */
1965void
1958void unflag_inv(object*op, int flag){ 1966unflag_inv (object *op, int flag)
1967{
1959 object *tmp; 1968 object *
1969 tmp;
1970
1960 if(op->inv) 1971 if (op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 {
1962 CLEAR_FLAG(tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1963 unflag_inv(tmp,flag); 1975 unflag_inv (tmp, flag);
1964 } 1976 }
1965} 1977}
1966 1978
1967/* 1979/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for 1982 * 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. 1983 * him/her-self and all object carried by a call to this function.
1972 */ 1984 */
1973 1985
1986void
1974void set_cheat(object *op) { 1987set_cheat (object *op)
1988{
1975 SET_FLAG(op, FLAG_WAS_WIZ); 1989 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ); 1990 flag_inv (op, FLAG_WAS_WIZ);
1977} 1991}
1978 1992
1979/* 1993/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * 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 1995 * a spot at the given map and coordinates which will be able to contain
1996 * to know if the space in question will block the object. We can't use 2010 * 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 2011 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2012 * customized, changed states, etc.
1999 */ 2013 */
2000 2014
2015int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{
2018 int
2019 i,
2002 int i,index=0, flag; 2020 index = 0, flag;
2021 static int
2003 static int altern[SIZEOFFREE]; 2022 altern[SIZEOFFREE];
2004 2023
2005 for(i=start;i<stop;i++) { 2024 for (i = start; i < stop; i++)
2025 {
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2007 if(!flag) 2027 if (!flag)
2008 altern[index++]=i; 2028 altern[index++] = i;
2009 2029
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* 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. 2031 * 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 - 2032 * 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 2033 * 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 2034 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2017 */ 2037 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2019 stop=maxfree[i]; 2039 stop = maxfree[i];
2020 } 2040 }
2021 if(!index) return -1; 2041
2042 if (!index)
2043 return -1;
2044
2022 return altern[RANDOM()%index]; 2045 return altern[RANDOM () % index];
2023} 2046}
2024 2047
2025/* 2048/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2049 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2050 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2051 * 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. 2052 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2053 */
2031 2054
2055int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2056find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{
2058 int
2033 int i; 2059 i;
2060
2034 for(i=0;i<SIZEOFFREE;i++) { 2061 for (i = 0; i < SIZEOFFREE; i++)
2062 {
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2064 return i;
2037 } 2065 }
2038 return -1; 2066 return -1;
2039} 2067}
2040 2068
2041/* 2069/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2070 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2071 * arr[begin..end-1].
2044 */ 2072 */
2073static void
2045static void permute(int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2046{ 2075{
2047 int i, j, tmp, len; 2076 int
2077 i,
2078 j,
2079 tmp,
2080 len;
2048 2081
2049 len = end-begin; 2082 len = end - begin;
2050 for(i = begin; i < end; i++) 2083 for (i = begin; i < end; i++)
2051 { 2084 {
2052 j = begin+RANDOM()%len; 2085 j = begin + RANDOM () % len;
2053 2086
2054 tmp = arr[i]; 2087 tmp = arr[i];
2055 arr[i] = arr[j]; 2088 arr[i] = arr[j];
2056 arr[j] = tmp; 2089 arr[j] = tmp;
2057 } 2090 }
2058} 2091}
2059 2092
2060/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2094 * 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 2095 * 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 2096 * 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 2097 * 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. 2098 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2099 */
2100void
2067void get_search_arr(int *search_arr) 2101get_search_arr (int *search_arr)
2068{ 2102{
2103 int
2069 int i; 2104 i;
2070 2105
2071 for(i = 0; i < SIZEOFFREE; i++) 2106 for (i = 0; i < SIZEOFFREE; i++)
2072 { 2107 {
2073 search_arr[i] = i; 2108 search_arr[i] = i;
2074 } 2109 }
2075 2110
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2111 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2114}
2080 2115
2081/* 2116/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2117 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2118 * given map at the given coordinates for live objects.
2089 * is actually want is going to try and move there. We need this info 2124 * 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 2125 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2126 * there is capable of.
2092 */ 2127 */
2093 2128
2129int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2130find_dir (maptile *m, int x, int y, object *exclude)
2131{
2132 int
2133 i,
2095 int i,max=SIZEOFFREE, mflags; 2134 max = SIZEOFFREE, mflags;
2135
2096 sint16 nx, ny; 2136 sint16 nx, ny;
2097 object *tmp; 2137 object *
2098 mapstruct *mp; 2138 tmp;
2139 maptile *
2140 mp;
2141
2099 MoveType blocked, move_type; 2142 MoveType blocked, move_type;
2100 2143
2101 if (exclude && exclude->head) { 2144 if (exclude && exclude->head)
2145 {
2102 exclude = exclude->head; 2146 exclude = exclude->head;
2103 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2104 } else { 2148 }
2149 else
2150 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2152 move_type = MOVE_ALL;
2153 }
2154
2155 for (i = 1; i < max; i++)
2107 } 2156 {
2108
2109 for(i=1;i<max;i++) {
2110 mp = m; 2157 mp = m;
2111 nx = x + freearr_x[i]; 2158 nx = x + freearr_x[i];
2112 ny = y + freearr_y[i]; 2159 ny = y + freearr_y[i];
2113 2160
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2161 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2162
2115 if (mflags & P_OUT_OF_MAP) { 2163 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i];
2165 else
2166 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2168
2169 if ((move_type & blocked) == move_type)
2116 max = maxfree[i]; 2170 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) { 2171 else if (mflags & P_IS_ALIVE)
2172 {
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2126 break; 2175 break;
2127 } 2176
2128 }
2129 if(tmp) { 2177 if (tmp)
2130 return freedir[i]; 2178 return freedir[i];
2131 }
2132 } 2179 }
2133 } 2180 }
2134 } 2181 }
2182
2135 return 0; 2183 return 0;
2136} 2184}
2137 2185
2138/* 2186/*
2139 * distance(object 1, object 2) will return the square of the 2187 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2188 * distance between the two given objects.
2141 */ 2189 */
2142 2190
2191int
2143int distance(const object *ob1, const object *ob2) { 2192distance (const object *ob1, const object *ob2)
2193{
2144 int i; 2194 int i;
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2195
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 return i; 2197 return i;
2148} 2198}
2149 2199
2150/* 2200/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2201 * 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 2202 * an object which has subtracted the x and y coordinates of another
2153 * object, needs to travel toward it. 2203 * object, needs to travel toward it.
2154 */ 2204 */
2155 2205
2206int
2156int find_dir_2(int x, int y) { 2207find_dir_2 (int x, int y)
2208{
2157 int q; 2209 int q;
2158 2210
2159 if(y) 2211 if (y)
2160 q=x*100/y; 2212 q = x * 100 / y;
2161 else if (x) 2213 else if (x)
2162 q= -300*x; 2214 q = -300 * x;
2163 else 2215 else
2164 return 0; 2216 return 0;
2165 2217
2166 if(y>0) { 2218 if (y > 0)
2219 {
2167 if(q < -242) 2220 if (q < -242)
2168 return 3 ; 2221 return 3;
2169 if (q < -41) 2222 if (q < -41)
2170 return 2 ; 2223 return 2;
2171 if (q < 41) 2224 if (q < 41)
2172 return 1 ; 2225 return 1;
2173 if (q < 242) 2226 if (q < 242)
2174 return 8 ; 2227 return 8;
2175 return 7 ; 2228 return 7;
2176 } 2229 }
2177 2230
2178 if (q < -242) 2231 if (q < -242)
2179 return 7 ; 2232 return 7;
2180 if (q < -41) 2233 if (q < -41)
2181 return 6 ; 2234 return 6;
2182 if (q < 41) 2235 if (q < 41)
2183 return 5 ; 2236 return 5;
2184 if (q < 242) 2237 if (q < 242)
2185 return 4 ; 2238 return 4;
2186 2239
2187 return 3 ; 2240 return 3;
2188} 2241}
2189 2242
2190/* 2243/*
2191 * absdir(int): Returns a number between 1 and 8, which represent 2244 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of 2245 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction). 2246 * "overflow" in previous calculations of a direction).
2194 */ 2247 */
2195 2248
2249int
2196int absdir(int d) { 2250absdir (int d)
2197 while(d<1) d+=8; 2251{
2198 while(d>8) d-=8; 2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2199 return d; 2256 return d;
2200} 2257}
2201 2258
2202/* 2259/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2261 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2262 */
2206 2263
2264int
2207int dirdiff(int dir1, int dir2) { 2265dirdiff (int dir1, int dir2)
2266{
2208 int d; 2267 int
2268 d;
2269
2209 d = abs(dir1 - dir2); 2270 d = abs (dir1 - dir2);
2210 if(d>4) 2271 if (d > 4)
2211 d = 8 - d; 2272 d = 8 - d;
2212 return d; 2273 return d;
2213} 2274}
2214 2275
2215/* peterm: 2276/* peterm:
2220 * direction 4, 14, or 16 to get back to where we are. 2281 * 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 2282 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2283 * functions.
2223 */ 2284 */
2224 2285
2286int
2225int reduction_dir[SIZEOFFREE][3] = { 2287 reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2293 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2294 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2295 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2296 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2297 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2298 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2299 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2300 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2301 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2302 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2303 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2304 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2305 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2306 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2307 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2308 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2309 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2310 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2311 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2312 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2313 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2314 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2315 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2316 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2317 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2318 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2319 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2320 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2321 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2322 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2323 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2324 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2325 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2326 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2327 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2328 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2329 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2330 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2331 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2332 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2333 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2334 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2335 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2336 {24, 9, -1}
2337}; /* 48 */
2275 2338
2276/* Recursive routine to step back and see if we can 2339/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2340 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2341 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2342 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2343 * Modified to be map tile aware -.MSW
2281 */ 2344 */
2282 2345int
2283
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2346can_see_monsterP (maptile *m, int x, int y, int dir)
2347{
2285 sint16 dx, dy; 2348 sint16 dx, dy;
2286 int mflags; 2349 int mflags;
2287 2350
2351 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2352 return 0; /* exit condition: invalid direction */
2289 2353
2290 dx = x + freearr_x[dir]; 2354 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2355 dy = y + freearr_y[dir];
2292 2356
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2357 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2358
2295 /* This functional arguably was incorrect before - it was 2359 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2360 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2361 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2362 * 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 2363 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2364 * at least its move type.
2301 */ 2365 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2366 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2367 return 0;
2303 2368
2304 /* yes, can see. */ 2369 /* yes, can see. */
2305 if(dir < 9) return 1; 2370 if (dir < 9)
2371 return 1;
2372
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2373 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2374 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309} 2376}
2310 2377
2311
2312
2313/* 2378/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2379 * 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 2380 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2381 * picked up, otherwise 0.
2317 * 2382 *
2319 * core dumps if they do. 2384 * core dumps if they do.
2320 * 2385 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2387 */
2323 2388
2389int
2324int can_pick(const object *who, const object *item) { 2390can_pick (const object *who, const object *item)
2391{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2393 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2394 !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} 2395}
2330
2331 2396
2332/* 2397/*
2333 * create clone from object to another 2398 * create clone from object to another
2334 */ 2399 */
2400object *
2335object *object_create_clone (object *asrc) { 2401object_create_clone (object *asrc)
2402{
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2403 object *dst = 0, *tmp, *src, *part, *prev, *item;
2337 2404
2338 if(!asrc) return NULL; 2405 if (!asrc)
2406 return 0;
2407
2339 src = asrc; 2408 src = asrc;
2340 if(src->head) 2409 if (src->head)
2341 src = src->head; 2410 src = src->head;
2342 2411
2343 prev = NULL; 2412 prev = 0;
2344 for(part = src; part; part = part->more) { 2413 for (part = src; part; part = part->more)
2345 tmp = get_object(); 2414 {
2346 copy_object(part,tmp); 2415 tmp = part->clone ();
2347 tmp->x -= src->x; 2416 tmp->x -= src->x;
2348 tmp->y -= src->y; 2417 tmp->y -= src->y;
2418
2349 if(!part->head) { 2419 if (!part->head)
2420 {
2350 dst = tmp; 2421 dst = tmp;
2351 tmp->head = NULL; 2422 tmp->head = 0;
2423 }
2352 } else { 2424 else
2353 tmp->head = dst; 2425 tmp->head = dst;
2354 } 2426
2355 tmp->more = NULL; 2427 tmp->more = 0;
2428
2356 if(prev) 2429 if (prev)
2357 prev->more = tmp; 2430 prev->more = tmp;
2431
2358 prev = tmp; 2432 prev = tmp;
2359 } 2433 }
2360 /*** copy inventory ***/ 2434
2361 for(item = src->inv; item; item = item->below) { 2435 for (item = src->inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2436 insert_ob_in_ob (object_create_clone (item), dst);
2363 }
2364 2437
2365 return dst; 2438 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} 2439}
2375 2440
2376/* GROS - Creates an object using a string representing its content. */ 2441/* 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 */ 2442/* 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, */ 2443/* 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. */ 2444/* 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. */ 2445/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */ 2446/* Also remember that multiparts objects are not supported for now. */
2382 2447
2448object *
2383object* load_object_str(const char *obstr) 2449load_object_str (const char *obstr)
2384{ 2450{
2385 object *op; 2451 object *op;
2386 char filename[MAX_BUF]; 2452 char filename[MAX_BUF];
2453
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2388 2455
2389 FILE *tempfile=fopen(filename,"w"); 2456 FILE *tempfile = fopen (filename, "w");
2457
2390 if (tempfile == NULL) 2458 if (tempfile == NULL)
2391 { 2459 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n"); 2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2393 return NULL; 2461 return NULL;
2394 }; 2462 }
2463
2395 fprintf(tempfile,obstr); 2464 fprintf (tempfile, obstr);
2396 fclose(tempfile); 2465 fclose (tempfile);
2397 2466
2398 op=get_object(); 2467 op = object::create ();
2399 2468
2400 object_thawer thawer (filename); 2469 object_thawer thawer (filename);
2401 2470
2402 if (thawer) 2471 if (thawer)
2403 load_object(thawer,op,0); 2472 load_object (thawer, op, 0);
2404 2473
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED); 2475 CLEAR_FLAG (op, FLAG_REMOVED);
2407 2476
2408 return op; 2477 return op;
2409} 2478}
2410 2479
2411/* This returns the first object in who's inventory that 2480/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2481 * has the same type and subtype match.
2413 * returns NULL if no match. 2482 * returns NULL if no match.
2414 */ 2483 */
2484object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2485find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2486{
2417 object *tmp; 2487 object *tmp;
2418 2488
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2489 for (tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2490 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp;
2421 2492
2422 return NULL; 2493 return NULL;
2423} 2494}
2424 2495
2425/* If ob has a field named key, return the link from the list, 2496/* If ob has a field named key, return the link from the list,
2426 * otherwise return NULL. 2497 * otherwise return NULL.
2427 * 2498 *
2428 * key must be a passed in shared string - otherwise, this won't 2499 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing. 2500 * do the desired thing.
2430 */ 2501 */
2502key_value *
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2503get_ob_key_link (const object *ob, const char *key)
2504{
2432 key_value * link; 2505 key_value *link;
2433 2506
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2507 for (link = ob->key_values; link != NULL; link = link->next)
2435 if (link->key == key) { 2508 if (link->key == key)
2436 return link; 2509 return link;
2437 } 2510
2438 }
2439
2440 return NULL; 2511 return NULL;
2441} 2512}
2442 2513
2443/* 2514/*
2444 * Returns the value of op has an extra_field for key, or NULL. 2515 * Returns the value of op has an extra_field for key, or NULL.
2445 * 2516 *
2446 * The argument doesn't need to be a shared string. 2517 * The argument doesn't need to be a shared string.
2447 * 2518 *
2448 * The returned string is shared. 2519 * The returned string is shared.
2449 */ 2520 */
2521const char *
2450const char * get_ob_key_value(const object * op, const char * const key) { 2522get_ob_key_value (const object *op, const char *const key)
2523{
2451 key_value * link; 2524 key_value *link;
2452 const char * canonical_key; 2525 shstr_cmp canonical_key (key);
2526
2527 if (!canonical_key)
2453 2528 {
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object 2529 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find. 2530 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field. 2531 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field. 2532 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2533 */
2462 return NULL; 2534 return 0;
2463 } 2535 }
2464 2536
2465 /* This is copied from get_ob_key_link() above - 2537 /* This is copied from get_ob_key_link() above -
2466 * only 4 lines, and saves the function call overhead. 2538 * only 4 lines, and saves the function call overhead.
2467 */ 2539 */
2468 for (link = op->key_values; link != NULL; link = link->next) { 2540 for (link = op->key_values; link; link = link->next)
2469 if (link->key == canonical_key) { 2541 if (link->key == canonical_key)
2470 return link->value; 2542 return link->value;
2471 } 2543
2472 } 2544 return 0;
2473 return NULL;
2474} 2545}
2475 2546
2476 2547
2477/* 2548/*
2478 * Updates the canonical_key in op to value. 2549 * 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 2553 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys. 2554 * keys.
2484 * 2555 *
2485 * Returns TRUE on success. 2556 * Returns TRUE on success.
2486 */ 2557 */
2558int
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{
2561 key_value *
2488 key_value * field = NULL, *last=NULL; 2562 field = NULL, *last = NULL;
2489 2563
2490 for (field=op->key_values; field != NULL; field=field->next) { 2564 for (field = op->key_values; field != NULL; field = field->next)
2565 {
2491 if (field->key != canonical_key) { 2566 if (field->key != canonical_key)
2567 {
2492 last = field; 2568 last = field;
2493 continue; 2569 continue;
2494 } 2570 }
2495 2571
2496 if (value) 2572 if (value)
2497 field->value = value; 2573 field->value = value;
2498 else { 2574 else
2575 {
2499 /* Basically, if the archetype has this key set, 2576 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save 2577 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load, 2578 * it, we save the empty value so that when we load,
2502 * we get this value back again. 2579 * we get this value back again.
2503 */ 2580 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2581 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0; 2582 field->value = 0;
2583 else
2584 {
2585 if (last)
2586 last->next = field->next;
2506 else 2587 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next; 2588 op->key_values = field->next;
2510 2589
2511 delete field; 2590 delete field;
2512 } 2591 }
2513 } 2592 }
2514 return TRUE; 2593 return TRUE;
2515 } 2594 }
2516 /* IF we get here, key doesn't exist */ 2595 /* IF we get here, key doesn't exist */
2517 2596
2518 /* No field, we'll have to add it. */ 2597 /* No field, we'll have to add it. */
2598
2599 if (!add_key)
2519 2600 {
2520 if (!add_key) {
2521 return FALSE; 2601 return FALSE;
2522 } 2602 }
2523 /* There isn't any good reason to store a null 2603 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has 2604 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't 2605 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings, 2606 * be here. If user wants to store empty strings,
2527 * should pass in "" 2607 * should pass in ""
2528 */ 2608 */
2529 if (value == NULL) return TRUE; 2609 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; 2610 return TRUE;
2611
2612 field = new key_value;
2613
2614 field->key = canonical_key;
2615 field->value = value;
2616 /* Usual prepend-addition. */
2617 field->next = op->key_values;
2618 op->key_values = field;
2619
2620 return TRUE;
2540} 2621}
2541 2622
2542/* 2623/*
2543 * Updates the key in op to value. 2624 * Updates the key in op to value.
2544 * 2625 *
2546 * and not add new ones. 2627 * and not add new ones.
2547 * In general, should be little reason FALSE is ever passed in for add_key 2628 * In general, should be little reason FALSE is ever passed in for add_key
2548 * 2629 *
2549 * Returns TRUE on success. 2630 * Returns TRUE on success.
2550 */ 2631 */
2632int
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2633set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2552{ 2634{
2553 shstr key_ (key); 2635 shstr key_ (key);
2636
2554 return set_ob_key_value_s (op, key_, value, add_key); 2637 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2638}
2639
2640object::depth_iterator::depth_iterator (object *container)
2641: iterator_base (container)
2642{
2643 while (item->inv)
2644 item = item->inv;
2645}
2646
2647void
2648object::depth_iterator::next ()
2649{
2650 if (item->below)
2651 {
2652 item = item->below;
2653
2654 while (item->inv)
2655 item = item->inv;
2656 }
2657 else
2658 item = item->env;
2659}
2660
2661// return a suitable string describing an objetc in enough detail to find it
2662const char *
2663object::debug_desc (char *info) const
2664{
2665 char info2[256 * 3];
2666 char *p = info;
2667
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2669 count,
2670 &name,
2671 title ? " " : "",
2672 title ? (const char *)title : "");
2673
2674 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676
2677 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2679
2680 return info;
2681}
2682
2683const char *
2684object::debug_desc () const
2685{
2686 static char info[256 * 3];
2687 return debug_desc (info);
2688}
2689

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