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Comparing deliantra/server/common/object.C (file contents):
Revision 1.19 by root, Fri Sep 8 17:14:07 2006 UTC vs.
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.19 2006/09/08 17:14:07 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
72 key_value * has_field; 148 key_value *has_field;
73 149
74 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
75 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
76 154 {
77 if (has_field == NULL) {
78 /* No field with that name. */ 155 /* No field with that name. */
79 return FALSE; 156 return FALSE;
80 }
81 157 }
158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 3);
350 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 371}
355 372
356/* 373/*
357 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
358 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
359 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
360 */ 377 */
361 378
379object *
362object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
363 object *tmp,*closest; 382 object *tmp, *closest;
364 int last_dist,i; 383 int last_dist, i;
384
365 if(op->more==NULL) 385 if (op->more == NULL)
366 return op; 386 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
368 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
369 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
370 return closest; 390 return closest;
371} 391}
372 392
373/* 393/*
374 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
375 */ 395 */
376 396
397object *
377object *find_object(tag_t i) { 398find_object (tag_t i)
378 object *op; 399{
379 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
380 if(op->count==i) 401 if (op->count == i)
381 break; 402 return op;
403
382 return op; 404 return 0;
383} 405}
384 406
385/* 407/*
386 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
389 */ 411 */
390 412
413object *
391object *find_object_name(const char *str) { 414find_object_name (const char *str)
392 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
393 object *op; 417 object *op;
418
394 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
395 if(&op->name == name) 420 if (op->name == str_)
396 break; 421 break;
397 422
398 return op; 423 return op;
399} 424}
400 425
426void
401void free_all_object_data () 427free_all_object_data ()
402{ 428{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 430}
440 431
441/* 432/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 434 * skill and experience objects.
444 */ 435 */
445void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
446{ 438{
447 if(owner==NULL||op==NULL) 439 if (!owner)
448 return; 440 return;
449 441
450 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
456 */ 448 */
457 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
458 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
459 451
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 452 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 453}
495 454
496/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 456 * refcounts and freeing the links.
498 */ 457 */
458static void
499static void free_key_values(object * op) 459free_key_values (object *op)
500{ 460{
501 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
502 { 462 {
503 key_value *next = i->next; 463 key_value *next = i->next;
504 delete i; 464 delete i;
465
505 i = next; 466 i = next;
506 } 467 }
507 468
508 op->key_values = 0; 469 op->key_values = 0;
509} 470}
510 471
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 472/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 478 * will point at garbage.
580 */ 479 */
581 480void
582void copy_object (object *op2, object *op) 481object::copy_to (object *dst)
583{ 482{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
586 485
587 op2->clone (op); 486 *(object_copy *)dst = *this;
487 *(object_pod *)dst = *this;
588 488
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 489 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 491
492 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED);
494
495 if (is_removed)
496 SET_FLAG (dst, FLAG_REMOVED);
497
592 if (op2->speed < 0) 498 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 499 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 500
595 /* Copy over key_values, if any. */ 501 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 502 if (key_values)
597 { 503 {
598 key_value *tail = NULL; 504 key_value *tail = 0;
599 key_value *i; 505 key_value *i;
600 506
601 op->key_values = NULL; 507 dst->key_values = 0;
602 508
603 for (i = op2->key_values; i != NULL; i = i->next) 509 for (i = key_values; i; i = i->next)
604 { 510 {
605 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
606 512
607 new_link->next = NULL; 513 new_link->next = 0;
608 new_link->key = i->key; 514 new_link->key = i->key;
609 new_link->value = i->value; 515 new_link->value = i->value;
610 516
611 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 518 if (!dst->key_values)
613 { 519 {
614 op->key_values = new_link; 520 dst->key_values = new_link;
615 tail = new_link; 521 tail = new_link;
616 } 522 }
617 else 523 else
618 { 524 {
619 tail->next = new_link; 525 tail->next = new_link;
620 tail = new_link; 526 tail = new_link;
621 } 527 }
622 } 528 }
623 } 529 }
624 530
625 update_ob_speed (op); 531 update_ob_speed (dst);
626} 532}
627 533
534object *
628object::object () 535object::clone ()
629{ 536{
630 count = ++ob_count; 537 object *neu = create ();
631 538 copy_to (neu);
632 next = objects; 539 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 540}
649 541
650/* 542/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 543 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 544 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 545 * be called to update the face variable, _and_ how it looks on the map.
654 */ 546 */
655 547
548void
656void update_turn_face(object *op) { 549update_turn_face (object *op)
550{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 552 return;
659 SET_ANIMATION(op, op->direction); 553 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 554 update_object (op, UP_OBJ_FACE);
661} 555}
662 556
663/* 557/*
664 * Updates the speed of an object. If the speed changes from 0 to another 558 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 559 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 560 * This function needs to be called whenever the speed of an object changes.
667 */ 561 */
668 562void
669void update_ob_speed(object *op) { 563update_ob_speed (object *op)
564{
670 extern int arch_init; 565 extern int arch_init;
671 566
672 /* No reason putting the archetypes objects on the speed list, 567 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 568 * since they never really need to be updated.
674 */ 569 */
675 570
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES 574#ifdef MANY_CORES
679 abort(); 575 abort ();
680#else 576#else
681 op->speed = 0; 577 op->speed = 0;
682#endif 578#endif
683 } 579 }
580
684 if (arch_init) { 581 if (arch_init)
582 return;
583
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585 {
586 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects)
685 return; 588 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 589
692 /* process_events() expects us to insert the object at the beginning 590 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 591 * of the list. */
694 op->active_next = active_objects; 592 op->active_next = active_objects;
593
695 if (op->active_next!=NULL) 594 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 595 op->active_next->active_prev = op;
596
697 active_objects = op; 597 active_objects = op;
598 }
599 else
698 } 600 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 601 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 602 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 603 return;
703 604
704 if (op->active_prev==NULL) { 605 if (op->active_prev == NULL)
606 {
705 active_objects = op->active_next; 607 active_objects = op->active_next;
608
706 if (op->active_next!=NULL) 609 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 610 op->active_next->active_prev = NULL;
611 }
612 else
708 } 613 {
709 else {
710 op->active_prev->active_next = op->active_next; 614 op->active_prev->active_next = op->active_next;
615
711 if (op->active_next) 616 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 617 op->active_next->active_prev = op->active_prev;
713 } 618 }
619
714 op->active_next = NULL; 620 op->active_next = NULL;
715 op->active_prev = NULL; 621 op->active_prev = NULL;
716 } 622 }
717} 623}
718 624
719/* This function removes object 'op' from the list of active 625/* This function removes object 'op' from the list of active
720 * objects. 626 * objects.
722 * reference maps where you don't want an object that isn't 628 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed. 629 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 630 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object. 631 * will do the right thing based on the speed of the object.
726 */ 632 */
633void
727void remove_from_active_list(object *op) 634remove_from_active_list (object *op)
728{ 635{
729 /* If not on the active list, nothing needs to be done */ 636 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 637 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 638 return;
732 639
733 if (op->active_prev==NULL) { 640 if (op->active_prev == NULL)
641 {
734 active_objects = op->active_next; 642 active_objects = op->active_next;
735 if (op->active_next!=NULL) 643 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 644 op->active_next->active_prev = NULL;
645 }
646 else
737 } 647 {
738 else {
739 op->active_prev->active_next = op->active_next; 648 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 649 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 650 op->active_next->active_prev = op->active_prev;
742 } 651 }
743 op->active_next = NULL; 652 op->active_next = NULL;
744 op->active_prev = NULL; 653 op->active_prev = NULL;
745} 654}
746 655
747/* 656/*
748 * update_object() updates the array which represents the map. 657 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 658 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 659 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 660 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 661 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 662 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 663 * updating that window, though, since update_object() is called _often_)
755 * 664 *
756 * action is a hint of what the caller believes need to be done. 665 * action is a hint of what the caller believes need to be done.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 666 * current action are:
762 * UP_OBJ_INSERT: op was inserted 667 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 668 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 669 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 670 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 671 * UP_OBJ_FACE: only the objects face has changed.
767 */ 672 */
768 673void
769void update_object(object *op, int action) { 674update_object (object *op, int action)
770 int update_now=0, flags; 675{
771 MoveType move_on, move_off, move_block, move_slow; 676 MoveType move_on, move_off, move_block, move_slow;
772 677
773 if (op == NULL) { 678 if (op == NULL)
679 {
774 /* this should never happen */ 680 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 681 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 682 return;
777 }
778 683 }
779 if(op->env!=NULL) { 684
685 if (op->env)
686 {
780 /* Animation is currently handled by client, so nothing 687 /* Animation is currently handled by client, so nothing
781 * to do in this case. 688 * to do in this case.
782 */ 689 */
783 return; 690 return;
784 } 691 }
785 692
786 /* If the map is saving, don't do anything as everything is 693 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways. 694 * going to get freed anyways.
788 */ 695 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 696 if (!op->map || op->map->in_memory == MAP_SAVING)
790 697 return;
698
791 /* make sure the object is within map boundaries */ 699 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 700 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 701 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 702 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 703#ifdef MANY_CORES
796 abort(); 704 abort ();
797#endif 705#endif
798 return; 706 return;
799 }
800 707 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 708
709 mapspace &m = op->ms ();
710
711 if (m.flags_ & P_NEED_UPDATE)
712 /* nop */;
808 if (action == UP_OBJ_INSERT) { 713 else if (action == UP_OBJ_INSERT)
714 {
715 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 717 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 718 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 719 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
720 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 721 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 722 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if ((move_on | op->move_on) != move_on) update_now=1;
822 if ((move_off | op->move_off) != move_off) update_now=1; 723 || (m.move_off | op->move_off ) != m.move_off
724 || (m.move_slow | op->move_slow) != m.move_slow
823 /* This isn't perfect, but I don't expect a lot of objects to 725 /* This isn't perfect, but I don't expect a lot of objects to
824 * to have move_allow right now. 726 * to have move_allow right now.
825 */ 727 */
826 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
827 update_now=1; 729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
828 if ((move_slow | op->move_slow) != move_slow) update_now=1; 730 m.flags_ = P_NEED_UPDATE;
829 } 731 }
830 /* if the object is being removed, we can't make intelligent 732 /* if the object is being removed, we can't make intelligent
831 * decisions, because remove_ob can't really pass the object 733 * decisions, because remove_ob can't really pass the object
832 * that is being removed. 734 * that is being removed.
833 */ 735 */
834 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
835 update_now=1; 737 m.flags_ = P_NEED_UPDATE;
836 } else if (action == UP_OBJ_FACE) { 738 else if (action == UP_OBJ_FACE)
837 /* Nothing to do for that case */ 739 /* Nothing to do for that case */ ;
838 }
839 else { 740 else
840 LOG(llevError,"update_object called with invalid action: %d\n", action); 741 LOG (llevError, "update_object called with invalid action: %d\n", action);
841 }
842 742
843 if (update_now) {
844 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
845 update_position(op->map, op->x, op->y);
846 }
847
848 if(op->more!=NULL) 743 if (op->more)
849 update_object(op->more, action); 744 update_object (op->more, action);
850} 745}
851 746
747object::vector object::mortals;
748object::vector object::objects; // not yet used
749object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762
763object::object ()
764{
765 SET_FLAG (this, FLAG_REMOVED);
766
767 expmul = 1.0;
768 face = blank_face;
769}
770
771object::~object ()
772{
773 free_key_values (this);
774}
775
776void object::link ()
777{
778 count = ++ob_count;
779 uuid = gen_uuid ();
780
781 prev = 0;
782 next = object::first;
783
784 if (object::first)
785 object::first->prev = this;
786
787 object::first = this;
788}
789
790void object::unlink ()
791{
792 if (this == object::first)
793 object::first = next;
794
795 /* Remove this object from the list of used objects */
796 if (prev) prev->next = next;
797 if (next) next->prev = prev;
798
799 prev = 0;
800 next = 0;
801}
802
803object *object::create ()
804{
805 object *op = new object;
806 op->link ();
807 return op;
808}
852 809
853/* 810/*
854 * free_object() frees everything allocated by an object, removes 811 * free_object() frees everything allocated by an object, removes
855 * it from the list of used objects, and puts it on the list of 812 * it from the list of used objects, and puts it on the list of
856 * free objects. The IS_FREED() flag is set in the object. 813 * free objects. The IS_FREED() flag is set in the object.
857 * The object must have been removed by remove_ob() first for 814 * The object must have been removed by remove_ob() first for
858 * this function to succeed. 815 * this function to succeed.
859 * 816 *
860 * If free_inventory is set, free inventory as well. Else drop items in 817 * If destroy_inventory is set, free inventory as well. Else drop items in
861 * inventory to the ground. 818 * inventory to the ground.
862 */ 819 */
863 820void object::destroy (bool destroy_inventory)
864void
865free_object (object * ob)
866{ 821{
867 free_object2 (ob, 0);
868}
869
870void
871free_object2 (object * ob, int free_inventory)
872{
873 object *tmp, *op;
874
875 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 822 if (QUERY_FLAG (this, FLAG_FREED))
876 { 823 return;
877 LOG (llevDebug, "Free object called with non removed object\n");
878 dump_object (ob);
879#ifdef MANY_CORES
880 abort ();
881#endif
882 }
883 824
884 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 825 if (QUERY_FLAG (this, FLAG_FRIENDLY))
885 {
886 LOG (llevMonster, "Warning: tried to free friendly object.\n");
887 remove_friendly_object (ob); 826 remove_friendly_object (this);
888 }
889 827
890 if (QUERY_FLAG (ob, FLAG_FREED)) 828 if (!QUERY_FLAG (this, FLAG_REMOVED))
891 { 829 remove ();
892 dump_object (ob); 830
893 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 831 SET_FLAG (this, FLAG_FREED);
894 return; 832
833 if (more)
895 } 834 {
896 835 more->destroy (destroy_inventory);
897 if (ob->more != NULL) 836 more = 0;
898 { 837 }
899 free_object2 (ob->more, free_inventory);
900 ob->more = NULL;
901 }
902 838
903 if (ob->inv) 839 if (inv)
904 { 840 {
905 /* Only if the space blocks everything do we not process - 841 /* Only if the space blocks everything do we not process -
906 * if some form of movement is allowed, let objects 842 * if some form of movement is allowed, let objects
907 * drop on that space. 843 * drop on that space.
908 */ 844 */
909 if (free_inventory || ob->map == NULL 845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
910 || ob->map->in_memory != MAP_IN_MEMORY 846 {
911 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 847 object *op = inv;
912 {
913 op = ob->inv;
914 848
915 while (op != NULL) 849 while (op)
916 { 850 {
917 tmp = op->below; 851 object *tmp = op->below;
918 remove_ob (op); 852 op->destroy (destroy_inventory);
919 free_object2 (op, free_inventory);
920 op = tmp; 853 op = tmp;
921 } 854 }
922 } 855 }
923 else 856 else
924 { /* Put objects in inventory onto this space */ 857 { /* Put objects in inventory onto this space */
925 op = ob->inv; 858 object *op = inv;
926 859
927 while (op != NULL) 860 while (op)
928 { 861 {
929 tmp = op->below; 862 object *tmp = op->below;
930 remove_ob (op);
931 863
864 op->remove ();
865
932 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
933 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
934 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 868 op->destroy ();
935 free_object (op); 869 else
936 else 870 {
937 { 871 op->x = x;
938 op->x = ob->x; 872 op->y = y;
939 op->y = ob->y;
940 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
941 } 874 }
942 875
943 op = tmp; 876 op = tmp;
877 }
878 }
944 } 879 }
945 } 880
881 // hack to ensure that freed objects still have a valid map
882 {
883 static maptile *freed_map; // freed objects are moved here to avoid crashes
884
885 if (!freed_map)
886 {
887 freed_map = new maptile;
888
889 freed_map->name = "/internal/freed_objects_map";
890 freed_map->width = 3;
891 freed_map->height = 3;
892
893 freed_map->allocate ();
946 } 894 }
895
896 map = freed_map;
897 x = 1;
898 y = 1;
899 }
900
901 // clear those pointers that likely might have circular references to us
902 owner = 0;
903 enemy = 0;
904 attacked_by = 0;
905
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
947 908
948 /* Remove object from the active list */ 909 /* Remove object from the active list */
949 ob->speed = 0; 910 speed = 0;
950 update_ob_speed (ob); 911 update_ob_speed (this);
951 912
952 SET_FLAG (ob, FLAG_FREED); 913 unlink ();
953 ob->count = 0;
954 914
955 /* Remove this object from the list of used objects */ 915 mortals.push_back (this);
956 if (ob->prev == NULL)
957 {
958 objects = ob->next;
959
960 if (objects != NULL)
961 objects->prev = NULL;
962 }
963 else
964 {
965 ob->prev->next = ob->next;
966
967 if (ob->next != NULL)
968 ob->next->prev = ob->prev;
969 }
970
971 free_key_values (ob);
972
973 /* Now link it with the free_objects list: */
974 ob->prev = 0;
975 ob->next = 0;
976
977 delete ob;
978} 916}
979 917
980/* 918/*
981 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
982 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
983 */ 921 */
984 922void
985void sub_weight (object *op, signed long weight) { 923sub_weight (object *op, signed long weight)
924{
986 while (op != NULL) { 925 while (op != NULL)
926 {
987 if (op->type == CONTAINER) { 927 if (op->type == CONTAINER)
988 weight=(signed long)(weight*(100-op->stats.Str)/100); 928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
989 } 929
990 op->carrying-=weight; 930 op->carrying -= weight;
991 op = op->env; 931 op = op->env;
992 } 932 }
993} 933}
994 934
995/* remove_ob(op): 935/* op->remove ():
996 * This function removes the object op from the linked list of objects 936 * This function removes the object op from the linked list of objects
997 * which it is currently tied to. When this function is done, the 937 * which it is currently tied to. When this function is done, the
998 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
999 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1000 * the previous environment. 940 * the previous environment.
1001 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1002 */ 942 */
1003 943void
1004void remove_ob(object *op) { 944object::remove ()
945{
1005 object *tmp,*last=NULL; 946 object *tmp, *last = 0;
1006 object *otmp; 947 object *otmp;
1007 tag_t tag; 948
1008 int check_walk_off; 949 int check_walk_off;
1009 mapstruct *m;
1010 sint16 x,y;
1011
1012 950
1013 if(QUERY_FLAG(op,FLAG_REMOVED)) { 951 if (QUERY_FLAG (this, FLAG_REMOVED))
1014 dump_object(op); 952 return;
1015 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1016 953
1017 /* Changed it to always dump core in this case. As has been learned
1018 * in the past, trying to recover from errors almost always
1019 * make things worse, and this is a real error here - something
1020 * that should not happen.
1021 * Yes, if this was a mission critical app, trying to do something
1022 * to recover may make sense, but that is because failure of the app
1023 * may have other disastrous problems. Cf runs out of a script
1024 * so is easily enough restarted without any real problems.
1025 * MSW 2001-07-01
1026 */
1027 abort();
1028 }
1029 if(op->more!=NULL)
1030 remove_ob(op->more);
1031
1032 SET_FLAG(op, FLAG_REMOVED); 954 SET_FLAG (this, FLAG_REMOVED);
1033 955
956 if (more)
957 more->remove ();
958
1034 /* 959 /*
1035 * In this case, the object to be removed is in someones 960 * In this case, the object to be removed is in someones
1036 * inventory. 961 * inventory.
1037 */ 962 */
1038 if(op->env!=NULL) { 963 if (env)
964 {
1039 if(op->nrof) 965 if (nrof)
1040 sub_weight(op->env, op->weight*op->nrof); 966 sub_weight (env, weight * nrof);
1041 else 967 else
1042 sub_weight(op->env, op->weight+op->carrying); 968 sub_weight (env, weight + carrying);
1043 969
1044 /* NO_FIX_PLAYER is set when a great many changes are being 970 /* NO_FIX_PLAYER is set when a great many changes are being
1045 * made to players inventory. If set, avoiding the call 971 * made to players inventory. If set, avoiding the call
1046 * to save cpu time. 972 * to save cpu time.
1047 */ 973 */
1048 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1049 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 975 otmp->update_stats ();
1050 fix_player(otmp);
1051 976
1052 if(op->above!=NULL) 977 if (above != NULL)
1053 op->above->below=op->below; 978 above->below = below;
1054 else 979 else
1055 op->env->inv=op->below; 980 env->inv = below;
1056 981
1057 if(op->below!=NULL) 982 if (below != NULL)
1058 op->below->above=op->above; 983 below->above = above;
1059 984
1060 /* we set up values so that it could be inserted into 985 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up 986 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do. 987 * to the caller to decide what we want to do.
988 */
989 x = env->x, y = env->y;
990 map = env->map;
991 above = 0, below = 0;
992 env = 0;
993 }
994 else if (map)
995 {
996 /* Re did the following section of code - it looks like it had
997 * lots of logic for things we no longer care about
998 */
999
1000 /* link the object above us */
1001 if (above)
1002 above->below = below;
1003 else
1004 map->at (x, y).top = below; /* we were top, set new top */
1005
1006 /* Relink the object below us, if there is one */
1007 if (below)
1008 below->above = above;
1009 else
1010 {
1011 /* Nothing below, which means we need to relink map object for this space
1012 * use translated coordinates in case some oddness with map tiling is
1013 * evident
1063 */ 1014 */
1064 op->x=op->env->x,op->y=op->env->y; 1015 if (GET_MAP_OB (map, x, y) != this)
1065 op->map=op->env->map; 1016 {
1066 op->above=NULL,op->below=NULL; 1017 char *dump = dump_object (this);
1067 op->env=NULL; 1018 LOG (llevError,
1019 "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);
1020 free (dump);
1021 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump);
1023 free (dump);
1024 }
1025
1026 map->at (x, y).bottom = above; /* goes on above it. */
1027 }
1028
1029 above = 0;
1030 below = 0;
1031
1032 if (map->in_memory == MAP_SAVING)
1068 return; 1033 return;
1069 }
1070 1034
1071 /* If we get here, we are removing it from a map */
1072 if (op->map == NULL) return;
1073
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord(op->map, &x, &y);
1077
1078 if (!m) {
1079 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1080 op->map->path, op->x, op->y);
1081 /* in old days, we used to set x and y to 0 and continue.
1082 * it seems if we get into this case, something is probablye
1083 * screwed up and should be fixed.
1084 */
1085 abort();
1086 }
1087 if (op->map != m) {
1088 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090 }
1091
1092 /* Re did the following section of code - it looks like it had
1093 * lots of logic for things we no longer care about
1094 */
1095
1096 /* link the object above us */
1097 if (op->above)
1098 op->above->below=op->below;
1099 else
1100 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1101
1102 /* Relink the object below us, if there is one */
1103 if(op->below) {
1104 op->below->above=op->above;
1105 } else {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if(GET_MAP_OB(m,x,y)!=op) {
1111 dump_object(op);
1112 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1113 dump_object(GET_MAP_OB(m,x,y));
1114 LOG(llevError,"%s\n",errmsg);
1115 }
1116 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1117 }
1118 op->above=NULL;
1119 op->below=NULL;
1120
1121 if (op->map->in_memory == MAP_SAVING)
1122 return;
1123
1124 tag = op->count;
1125 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1036
1126 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1038 {
1127 /* No point updating the players look faces if he is the object 1039 /* No point updating the players look faces if he is the object
1128 * being removed. 1040 * being removed.
1129 */ 1041 */
1130 1042
1131 if(tmp->type==PLAYER && tmp!=op) { 1043 if (tmp->type == PLAYER && tmp != this)
1044 {
1132 /* If a container that the player is currently using somehow gets 1045 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view 1046 * removed (most likely destroyed), update the player view
1134 * appropriately. 1047 * appropriately.
1135 */ 1048 */
1136 if (tmp->container==op) { 1049 if (tmp->container == this)
1050 {
1137 CLEAR_FLAG(op, FLAG_APPLIED); 1051 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container=NULL; 1052 tmp->container = 0;
1053 }
1054
1055 tmp->contr->ns->floorbox_update ();
1139 } 1056 }
1140 tmp->contr->socket.update_look=1; 1057
1141 }
1142 /* See if player moving off should effect something */ 1058 /* See if player moving off should effect something */
1143 if (check_walk_off && ((op->move_type & tmp->move_off) && 1059 if (check_walk_off
1060 && ((move_type & tmp->move_off)
1144 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1145 1062 {
1146 move_apply(tmp, op, NULL); 1063 move_apply (tmp, this, 0);
1064
1147 if (was_destroyed (op, tag)) { 1065 if (destroyed ())
1148 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1066 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1149 "leaving object\n", &tmp->name, &tmp->arch->name);
1150 } 1067 }
1151 }
1152 1068
1153 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1154 1070
1155 if(tmp->above == tmp) 1071 if (tmp->above == tmp)
1156 tmp->above = NULL; 1072 tmp->above = 0;
1073
1157 last=tmp; 1074 last = tmp;
1158 } 1075 }
1076
1159 /* last == NULL of there are no objects on this space */ 1077 /* last == NULL of there are no objects on this space */
1160 if (last==NULL) { 1078 if (!last)
1161 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1079 map->at (x, y).flags_ = P_NEED_UPDATE;
1162 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1163 * those out anyways, and if there are any flags set right now, they won't
1164 * be correct anyways.
1165 */
1166 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1167 update_position(op->map, op->x, op->y);
1168 }
1169 else 1080 else
1170 update_object(last, UP_OBJ_REMOVE); 1081 update_object (last, UP_OBJ_REMOVE);
1171 1082
1172 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1173 update_all_los(op->map, op->x, op->y); 1084 update_all_los (map, x, y);
1174 1085 }
1175} 1086}
1176 1087
1177/* 1088/*
1178 * merge_ob(op,top): 1089 * merge_ob(op,top):
1179 * 1090 *
1180 * This function goes through all objects below and including top, and 1091 * This function goes through all objects below and including top, and
1181 * merges op to the first matching object. 1092 * merges op to the first matching object.
1182 * If top is NULL, it is calculated. 1093 * If top is NULL, it is calculated.
1183 * Returns pointer to object if it succeded in the merge, otherwise NULL 1094 * Returns pointer to object if it succeded in the merge, otherwise NULL
1184 */ 1095 */
1185 1096object *
1186object *merge_ob(object *op, object *top) { 1097merge_ob (object *op, object *top)
1098{
1187 if(!op->nrof) 1099 if (!op->nrof)
1188 return 0; 1100 return 0;
1101
1189 if(top==NULL) 1102 if (top == NULL)
1190 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1103 for (top = op; top != NULL && top->above != NULL; top = top->above);
1104
1191 for(;top!=NULL;top=top->below) { 1105 for (; top != NULL; top = top->below)
1106 {
1192 if(top==op) 1107 if (top == op)
1193 continue; 1108 continue;
1194 if (CAN_MERGE(op,top)) 1109
1195 { 1110 if (object::can_merge (op, top))
1111 {
1196 top->nrof+=op->nrof; 1112 top->nrof += op->nrof;
1113
1197/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1198 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1199 remove_ob(op); 1116 op->destroy ();
1200 free_object(op);
1201 return top; 1117 return top;
1202 } 1118 }
1203 } 1119 }
1120
1204 return NULL; 1121 return 0;
1205} 1122}
1206 1123
1207/* 1124/*
1208 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1209 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1210 */ 1127 */
1128object *
1211object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{
1212 object* tmp; 1131 object *tmp;
1132
1213 if (op->head) 1133 if (op->head)
1214 op=op->head; 1134 op = op->head;
1135
1215 for (tmp=op;tmp;tmp=tmp->more){ 1136 for (tmp = op; tmp; tmp = tmp->more)
1137 {
1216 tmp->x=x+tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1217 tmp->y=y+tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1218 } 1140 }
1141
1219 return insert_ob_in_map (op, m, originator, flag); 1142 return insert_ob_in_map (op, m, originator, flag);
1220} 1143}
1221 1144
1222/* 1145/*
1223 * insert_ob_in_map (op, map, originator, flag): 1146 * insert_ob_in_map (op, map, originator, flag):
1224 * This function inserts the object in the two-way linked list 1147 * This function inserts the object in the two-way linked list
1238 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1239 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1240 * just 'op' otherwise 1163 * just 'op' otherwise
1241 */ 1164 */
1242 1165
1166object *
1243object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1244{ 1168{
1245 object *tmp, *top, *floor=NULL; 1169 object *tmp, *top, *floor = NULL;
1246 sint16 x,y; 1170 sint16 x, y;
1247 1171
1248 if (QUERY_FLAG (op, FLAG_FREED)) { 1172 if (QUERY_FLAG (op, FLAG_FREED))
1173 {
1249 LOG (llevError, "Trying to insert freed object!\n"); 1174 LOG (llevError, "Trying to insert freed object!\n");
1175 return NULL;
1176 }
1177
1178 if (m == NULL)
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (out_of_map (m, op->x, op->y))
1187 {
1188 char *dump = dump_object (op);
1189 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1190#ifdef MANY_CORES
1191 /* Better to catch this here, as otherwise the next use of this object
1192 * is likely to cause a crash. Better to find out where it is getting
1193 * improperly inserted.
1194 */
1195 abort ();
1196#endif
1197 free (dump);
1198 return op;
1199 }
1200
1201 if (!QUERY_FLAG (op, FLAG_REMOVED))
1202 {
1203 char *dump = dump_object (op);
1204 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1205 free (dump);
1206 return op;
1207 }
1208
1209 if (op->more != NULL)
1210 {
1211 /* The part may be on a different map. */
1212
1213 object *more = op->more;
1214
1215 /* We really need the caller to normalize coordinates - if
1216 * we set the map, that doesn't work if the location is within
1217 * a map and this is straddling an edge. So only if coordinate
1218 * is clear wrong do we normalize it.
1219 */
1220 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1221 more->map = get_map_from_coord (m, &more->x, &more->y);
1222 else if (!more->map)
1223 {
1224 /* For backwards compatibility - when not dealing with tiled maps,
1225 * more->map should always point to the parent.
1226 */
1227 more->map = m;
1228 }
1229
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231 {
1232 if (!op->head)
1233 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1234
1235 return NULL;
1236 }
1237 }
1238
1239 CLEAR_FLAG (op, FLAG_REMOVED);
1240
1241 /* Ideally, the caller figures this out. However, it complicates a lot
1242 * of areas of callers (eg, anything that uses find_free_spot would now
1243 * need extra work
1244 */
1245 op->map = get_map_from_coord (m, &op->x, &op->y);
1246 x = op->x;
1247 y = op->y;
1248
1249 /* this has to be done after we translate the coordinates.
1250 */
1251 if (op->nrof && !(flag & INS_NO_MERGE))
1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1253 if (object::can_merge (op, tmp))
1254 {
1255 op->nrof += tmp->nrof;
1256 tmp->destroy ();
1257 }
1258
1259 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1260 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1261
1262 if (!QUERY_FLAG (op, FLAG_ALIVE))
1263 CLEAR_FLAG (op, FLAG_NO_STEAL);
1264
1265 if (flag & INS_BELOW_ORIGINATOR)
1266 {
1267 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1268 {
1269 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1270 abort ();
1271 }
1272
1273 op->above = originator;
1274 op->below = originator->below;
1275
1276 if (op->below)
1277 op->below->above = op;
1278 else
1279 op->ms ().bottom = op;
1280
1281 /* since *below* originator, no need to update top */
1282 originator->below = op;
1283 }
1284 else
1285 {
1286 /* If there are other objects, then */
1287 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1288 {
1289 object *last = NULL;
1290
1291 /*
1292 * If there are multiple objects on this space, we do some trickier handling.
1293 * We've already dealt with merging if appropriate.
1294 * Generally, we want to put the new object on top. But if
1295 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1296 * floor, we want to insert above that and no further.
1297 * Also, if there are spell objects on this space, we stop processing
1298 * once we get to them. This reduces the need to traverse over all of
1299 * them when adding another one - this saves quite a bit of cpu time
1300 * when lots of spells are cast in one area. Currently, it is presumed
1301 * that flying non pickable objects are spell objects.
1302 */
1303
1304 while (top != NULL)
1305 {
1306 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1307 floor = top;
1308
1309 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1310 {
1311 /* We insert above top, so we want this object below this */
1312 top = top->below;
1313 break;
1314 }
1315
1316 last = top;
1317 top = top->above;
1318 }
1319
1320 /* Don't want top to be NULL, so set it to the last valid object */
1321 top = last;
1322
1323 /* We let update_position deal with figuring out what the space
1324 * looks like instead of lots of conditions here.
1325 * makes things faster, and effectively the same result.
1326 */
1327
1328 /* Have object 'fall below' other objects that block view.
1329 * Unless those objects are exits, type 66
1330 * If INS_ON_TOP is used, don't do this processing
1331 * Need to find the object that in fact blocks view, otherwise
1332 * stacking is a bit odd.
1333 */
1334 if (!(flag & INS_ON_TOP) &&
1335 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1336 {
1337 for (last = top; last != floor; last = last->below)
1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1339 break;
1340 /* Check to see if we found the object that blocks view,
1341 * and make sure we have a below pointer for it so that
1342 * we can get inserted below this one, which requires we
1343 * set top to the object below us.
1344 */
1345 if (last && last->below && last != floor)
1346 top = last->below;
1347 }
1348 } /* If objects on this space */
1349
1350 if (flag & INS_MAP_LOAD)
1351 top = GET_MAP_TOP (op->map, op->x, op->y);
1352
1353 if (flag & INS_ABOVE_FLOOR_ONLY)
1354 top = floor;
1355
1356 /* Top is the object that our object (op) is going to get inserted above.
1357 */
1358
1359 /* First object on this space */
1360 if (!top)
1361 {
1362 op->above = GET_MAP_OB (op->map, op->x, op->y);
1363
1364 if (op->above)
1365 op->above->below = op;
1366
1367 op->below = NULL;
1368 op->ms ().bottom = op;
1369 }
1370 else
1371 { /* get inserted into the stack above top */
1372 op->above = top->above;
1373
1374 if (op->above)
1375 op->above->below = op;
1376
1377 op->below = top;
1378 top->above = op;
1379 }
1380
1381 if (op->above == NULL)
1382 op->ms ().top = op;
1383 } /* else not INS_BELOW_ORIGINATOR */
1384
1385 if (op->type == PLAYER)
1386 op->contr->do_los = 1;
1387
1388 /* If we have a floor, we know the player, if any, will be above
1389 * it, so save a few ticks and start from there.
1390 */
1391 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ())
1393 pl->contr->ns->floorbox_update ();
1394
1395 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range,
1401 * or just updating the P_NEED_UPDATE for spaces within this area
1402 * of effect may be sufficient.
1403 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y);
1406
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT);
1409
1410 /* Don't know if moving this to the end will break anything. However,
1411 * we want to have floorbox_update called before calling this.
1412 *
1413 * check_move_on() must be after this because code called from
1414 * check_move_on() depends on correct map flags (so functions like
1415 * blocked() and wall() work properly), and these flags are updated by
1416 * update_object().
1417 */
1418
1419 /* if this is not the head or flag has been passed, don't check walk on status */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head)
1421 {
1422 if (check_move_on (op, originator))
1250 return NULL; 1423 return NULL;
1251 }
1252 if(m==NULL) {
1253 dump_object(op);
1254 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1255 return op;
1256 }
1257 if(out_of_map(m,op->x,op->y)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1260#ifdef MANY_CORES
1261 /* Better to catch this here, as otherwise the next use of this object
1262 * is likely to cause a crash. Better to find out where it is getting
1263 * improperly inserted.
1264 */
1265 abort();
1266#endif
1267 return op;
1268 }
1269 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1270 dump_object(op);
1271 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1272 return op;
1273 }
1274 if(op->more!=NULL) {
1275 /* The part may be on a different map. */
1276 1424
1277 object *more = op->more;
1278
1279 /* We really need the caller to normalize coordinates - if
1280 * we set the map, that doesn't work if the location is within
1281 * a map and this is straddling an edge. So only if coordinate
1282 * is clear wrong do we normalize it.
1283 */
1284 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1285 more->map = get_map_from_coord(m, &more->x, &more->y);
1286 } else if (!more->map) {
1287 /* For backwards compatibility - when not dealing with tiled maps,
1288 * more->map should always point to the parent.
1289 */
1290 more->map = m;
1291 }
1292
1293 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1294 if ( ! op->head)
1295 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1296 return NULL;
1297 }
1298 }
1299 CLEAR_FLAG(op,FLAG_REMOVED);
1300
1301 /* Ideally, the caller figures this out. However, it complicates a lot
1302 * of areas of callers (eg, anything that uses find_free_spot would now
1303 * need extra work
1304 */
1305 op->map=get_map_from_coord(m, &op->x, &op->y);
1306 x = op->x;
1307 y = op->y;
1308
1309 /* this has to be done after we translate the coordinates.
1310 */
1311 if(op->nrof && !(flag & INS_NO_MERGE)) {
1312 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1313 if (CAN_MERGE(op,tmp)) {
1314 op->nrof+=tmp->nrof;
1315 remove_ob(tmp);
1316 free_object(tmp);
1317 }
1318 }
1319
1320 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1321 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1322 if (!QUERY_FLAG(op, FLAG_ALIVE))
1323 CLEAR_FLAG(op, FLAG_NO_STEAL);
1324
1325 if (flag & INS_BELOW_ORIGINATOR) {
1326 if (originator->map != op->map || originator->x != op->x ||
1327 originator->y != op->y) {
1328 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort();
1330 }
1331 op->above = originator;
1332 op->below = originator->below;
1333 if (op->below) op->below->above = op;
1334 else SET_MAP_OB(op->map, op->x, op->y, op);
1335 /* since *below* originator, no need to update top */
1336 originator->below = op;
1337 } else {
1338 /* If there are other objects, then */
1339 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1340 object *last=NULL;
1341 /*
1342 * If there are multiple objects on this space, we do some trickier handling.
1343 * We've already dealt with merging if appropriate.
1344 * Generally, we want to put the new object on top. But if
1345 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1346 * floor, we want to insert above that and no further.
1347 * Also, if there are spell objects on this space, we stop processing
1348 * once we get to them. This reduces the need to traverse over all of
1349 * them when adding another one - this saves quite a bit of cpu time
1350 * when lots of spells are cast in one area. Currently, it is presumed
1351 * that flying non pickable objects are spell objects.
1352 */
1353
1354 while (top != NULL) {
1355 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1356 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1357 if (QUERY_FLAG(top, FLAG_NO_PICK)
1358 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1359 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1360 {
1361 /* We insert above top, so we want this object below this */
1362 top=top->below;
1363 break;
1364 }
1365 last = top;
1366 top = top->above;
1367 }
1368 /* Don't want top to be NULL, so set it to the last valid object */
1369 top = last;
1370
1371 /* We let update_position deal with figuring out what the space
1372 * looks like instead of lots of conditions here.
1373 * makes things faster, and effectively the same result.
1374 */
1375
1376 /* Have object 'fall below' other objects that block view.
1377 * Unless those objects are exits, type 66
1378 * If INS_ON_TOP is used, don't do this processing
1379 * Need to find the object that in fact blocks view, otherwise
1380 * stacking is a bit odd.
1381 */
1382 if (!(flag & INS_ON_TOP) &&
1383 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1384 (op->face && !op->face->visibility)) {
1385 for (last=top; last != floor; last=last->below)
1386 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor) top=last->below;
1393 }
1394 } /* If objects on this space */
1395 if (flag & INS_MAP_LOAD)
1396 top = GET_MAP_TOP(op->map,op->x,op->y);
1397 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1398
1399 /* Top is the object that our object (op) is going to get inserted above.
1400 */
1401
1402 /* First object on this space */
1403 if (!top) {
1404 op->above = GET_MAP_OB(op->map, op->x, op->y);
1405 if (op->above) op->above->below = op;
1406 op->below = NULL;
1407 SET_MAP_OB(op->map, op->x, op->y, op);
1408 } else { /* get inserted into the stack above top */
1409 op->above = top->above;
1410 if (op->above) op->above->below = op;
1411 op->below = top;
1412 top->above = op;
1413 }
1414 if (op->above==NULL)
1415 SET_MAP_TOP(op->map,op->x, op->y, op);
1416 } /* else not INS_BELOW_ORIGINATOR */
1417
1418 if(op->type==PLAYER)
1419 op->contr->do_los=1;
1420
1421 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there.
1423 */
1424 if (!(flag & INS_MAP_LOAD))
1425 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1426 if (tmp->type == PLAYER)
1427 tmp->contr->socket.update_look=1;
1428 }
1429
1430 /* If this object glows, it may affect lighting conditions that are
1431 * visible to others on this map. But update_all_los is really
1432 * an inefficient way to do this, as it means los for all players
1433 * on the map will get recalculated. The players could very well
1434 * be far away from this change and not affected in any way -
1435 * this should get redone to only look for players within range,
1436 * or just updating the P_NEED_UPDATE for spaces within this area
1437 * of effect may be sufficient.
1438 */
1439 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1440 update_all_los(op->map, op->x, op->y);
1441
1442
1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1444 update_object(op,UP_OBJ_INSERT);
1445
1446
1447 /* Don't know if moving this to the end will break anything. However,
1448 * we want to have update_look set above before calling this.
1449 *
1450 * check_move_on() must be after this because code called from
1451 * check_move_on() depends on correct map flags (so functions like
1452 * blocked() and wall() work properly), and these flags are updated by
1453 * update_object().
1454 */
1455
1456 /* if this is not the head or flag has been passed, don't check walk on status */
1457
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1459 if (check_move_on(op, originator))
1460 return NULL;
1461
1462 /* If we are a multi part object, lets work our way through the check 1425 /* If we are a multi part object, lets work our way through the check
1463 * walk on's. 1426 * walk on's.
1464 */ 1427 */
1465 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1466 if (check_move_on (tmp, originator)) 1429 if (check_move_on (tmp, originator))
1467 return NULL; 1430 return NULL;
1468 } 1431 }
1432
1469 return op; 1433 return op;
1470} 1434}
1471 1435
1472/* this function inserts an object in the map, but if it 1436/* this function inserts an object in the map, but if it
1473 * finds an object of its own type, it'll remove that one first. 1437 * finds an object of its own type, it'll remove that one first.
1474 * op is the object to insert it under: supplies x and the map. 1438 * op is the object to insert it under: supplies x and the map.
1475 */ 1439 */
1440void
1476void replace_insert_ob_in_map(const char *arch_string, object *op) { 1441replace_insert_ob_in_map (const char *arch_string, object *op)
1477 object *tmp; 1442{
1478 object *tmp1; 1443 object *tmp, *tmp1;
1479 1444
1480 /* first search for itself and remove any old instances */ 1445 /* first search for itself and remove any old instances */
1481 1446
1482 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1447 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1483 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1484 remove_ob(tmp); 1449 tmp->destroy ();
1485 free_object(tmp);
1486 }
1487 }
1488 1450
1489 tmp1=arch_to_object(find_archetype(arch_string)); 1451 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1452
1491 1453 tmp1->x = op->x;
1492 tmp1->x = op->x; tmp1->y = op->y; 1454 tmp1->y = op->y;
1493 insert_ob_in_map(tmp1,op->map,op,0); 1455 insert_ob_in_map (tmp1, op->map, op, 0);
1494} 1456}
1495 1457
1496/* 1458/*
1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1459 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1498 * is returned contains nr objects, and the remaining parts contains 1460 * is returned contains nr objects, and the remaining parts contains
1499 * the rest (or is removed and freed if that number is 0). 1461 * the rest (or is removed and freed if that number is 0).
1500 * On failure, NULL is returned, and the reason put into the 1462 * On failure, NULL is returned, and the reason put into the
1501 * global static errmsg array. 1463 * global static errmsg array.
1502 */ 1464 */
1503 1465
1466object *
1504object *get_split_ob(object *orig_ob, uint32 nr) { 1467get_split_ob (object *orig_ob, uint32 nr)
1468{
1505 object *newob; 1469 object *newob;
1506 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1507 1471
1508 if(orig_ob->nrof<nr) { 1472 if (orig_ob->nrof < nr)
1509 sprintf(errmsg,"There are only %d %ss.", 1473 {
1510 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1474 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1511 return NULL; 1475 return NULL;
1512 } 1476 }
1477
1513 newob = object_create_clone(orig_ob); 1478 newob = object_create_clone (orig_ob);
1479
1514 if((orig_ob->nrof-=nr)<1) { 1480 if ((orig_ob->nrof -= nr) < 1)
1515 if ( ! is_removed) 1481 orig_ob->destroy (1);
1516 remove_ob(orig_ob);
1517 free_object2(orig_ob, 1);
1518 }
1519 else if ( ! is_removed) { 1482 else if (!is_removed)
1483 {
1520 if(orig_ob->env!=NULL) 1484 if (orig_ob->env != NULL)
1521 sub_weight (orig_ob->env,orig_ob->weight*nr); 1485 sub_weight (orig_ob->env, orig_ob->weight * nr);
1522 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1486 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1487 {
1523 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1488 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1524 LOG(llevDebug,
1525 "Error, Tried to split object whose map is not in memory.\n"); 1489 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1526 return NULL; 1490 return NULL;
1527 } 1491 }
1528 } 1492 }
1493
1529 newob->nrof=nr; 1494 newob->nrof = nr;
1530 1495
1531 return newob; 1496 return newob;
1532} 1497}
1533 1498
1534/* 1499/*
1535 * decrease_ob_nr(object, number) decreases a specified number from 1500 * decrease_ob_nr(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1538 * 1503 *
1539 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1540 */ 1505 */
1541 1506
1507object *
1542object *decrease_ob_nr (object *op, uint32 i) 1508decrease_ob_nr (object *op, uint32 i)
1543{ 1509{
1544 object *tmp; 1510 object *tmp;
1545 player *pl; 1511 player *pl;
1546 1512
1547 if (i == 0) /* objects with op->nrof require this check */ 1513 if (i == 0) /* objects with op->nrof require this check */
1548 return op; 1514 return op;
1549 1515
1550 if (i > op->nrof) 1516 if (i > op->nrof)
1551 i = op->nrof; 1517 i = op->nrof;
1552 1518
1553 if (QUERY_FLAG (op, FLAG_REMOVED)) 1519 if (QUERY_FLAG (op, FLAG_REMOVED))
1520 op->nrof -= i;
1521 else if (op->env)
1522 {
1523 /* is this object in the players inventory, or sub container
1524 * therein?
1525 */
1526 tmp = op->in_player ();
1527 /* nope. Is this a container the player has opened?
1528 * If so, set tmp to that player.
1529 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player.
1532 */
1533 if (!tmp)
1534 {
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env)
1537 {
1538 tmp = pl->ob;
1539 break;
1540 }
1541 }
1542
1543 if (i < op->nrof)
1544 {
1545 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i;
1547 if (tmp)
1548 esrv_send_item (tmp, op);
1549 }
1550 else
1551 {
1552 op->remove ();
1553 op->nrof = 0;
1554 if (tmp)
1555 esrv_del_item (tmp->contr, op->count);
1556 }
1554 { 1557 }
1558 else
1559 {
1560 object *above = op->above;
1561
1562 if (i < op->nrof)
1555 op->nrof -= i; 1563 op->nrof -= i;
1556 } 1564 else
1557 else if (op->env != NULL)
1558 {
1559 /* is this object in the players inventory, or sub container
1560 * therein?
1561 */
1562 tmp = is_player_inv (op->env);
1563 /* nope. Is this a container the player has opened?
1564 * If so, set tmp to that player.
1565 * IMO, searching through all the players will mostly
1566 * likely be quicker than following op->env to the map,
1567 * and then searching the map for a player.
1568 */
1569 if (!tmp) {
1570 for (pl=first_player; pl; pl=pl->next)
1571 if (pl->ob->container == op->env) break;
1572 if (pl) tmp=pl->ob;
1573 else tmp=NULL;
1574 } 1565 {
1575
1576 if (i < op->nrof) {
1577 sub_weight (op->env, op->weight * i);
1578 op->nrof -= i;
1579 if (tmp) {
1580 esrv_send_item(tmp, op);
1581 }
1582 } else {
1583 remove_ob (op); 1566 op->remove ();
1584 op->nrof = 0; 1567 op->nrof = 0;
1585 if (tmp) {
1586 esrv_del_item(tmp->contr, op->count);
1587 } 1568 }
1588 }
1589 }
1590 else
1591 {
1592 object *above = op->above;
1593 1569
1594 if (i < op->nrof) {
1595 op->nrof -= i;
1596 } else {
1597 remove_ob (op);
1598 op->nrof = 0;
1599 }
1600 /* Since we just removed op, op->above is null */ 1570 /* Since we just removed op, op->above is null */
1601 for (tmp = above; tmp != NULL; tmp = tmp->above) 1571 for (tmp = above; tmp; tmp = tmp->above)
1602 if (tmp->type == PLAYER) { 1572 if (tmp->type == PLAYER)
1573 {
1603 if (op->nrof) 1574 if (op->nrof)
1604 esrv_send_item(tmp, op); 1575 esrv_send_item (tmp, op);
1605 else 1576 else
1606 esrv_del_item(tmp->contr, op->count); 1577 esrv_del_item (tmp->contr, op->count);
1607 } 1578 }
1608 } 1579 }
1609 1580
1610 if (op->nrof) { 1581 if (op->nrof)
1611 return op; 1582 return op;
1612 } else { 1583 else
1613 free_object (op); 1584 {
1585 op->destroy ();
1614 return NULL; 1586 return 0;
1615 } 1587 }
1616} 1588}
1617 1589
1618/* 1590/*
1619 * add_weight(object, weight) adds the specified weight to an object, 1591 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying. 1592 * and also updates how much the environment(s) is/are carrying.
1621 */ 1593 */
1622 1594
1595void
1623void add_weight (object *op, signed long weight) { 1596add_weight (object *op, signed long weight)
1597{
1624 while (op!=NULL) { 1598 while (op != NULL)
1599 {
1625 if (op->type == CONTAINER) { 1600 if (op->type == CONTAINER)
1626 weight=(signed long)(weight*(100-op->stats.Str)/100); 1601 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1627 } 1602
1628 op->carrying+=weight; 1603 op->carrying += weight;
1629 op=op->env; 1604 op = op->env;
1630 } 1605 }
1631} 1606}
1632 1607
1608object *
1609insert_ob_in_ob (object *op, object *where)
1610{
1611 if (!where)
1612 {
1613 char *dump = dump_object (op);
1614 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1615 free (dump);
1616 return op;
1617 }
1618
1619 if (where->head)
1620 {
1621 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1622 where = where->head;
1623 }
1624
1625 return where->insert (op);
1626}
1627
1633/* 1628/*
1634 * insert_ob_in_ob(op,environment): 1629 * env->insert (op)
1635 * This function inserts the object op in the linked list 1630 * This function inserts the object op in the linked list
1636 * inside the object environment. 1631 * inside the object environment.
1637 * 1632 *
1638 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1639 * the inventory at the last position or next to other objects of the same
1640 * type.
1641 * Frank: Now sorted by type, archetype and magic!
1642 *
1643 * The function returns now pointer to inserted item, and return value can 1633 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1634 * be != op, if items are merged. -Tero
1645 */ 1635 */
1646 1636
1647object *insert_ob_in_ob(object *op,object *where) { 1637object *
1638object::insert (object *op)
1639{
1648 object *tmp, *otmp; 1640 object *tmp, *otmp;
1649 1641
1650 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1642 if (!QUERY_FLAG (op, FLAG_REMOVED))
1651 dump_object(op); 1643 op->remove ();
1652 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1644
1653 return op;
1654 }
1655 if(where==NULL) {
1656 dump_object(op);
1657 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1658 return op;
1659 }
1660 if (where->head) {
1661 LOG(llevDebug,
1662 "Warning: Tried to insert object wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665 if (op->more) { 1645 if (op->more)
1646 {
1666 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1647 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1667 &op->name, op->count);
1668 return op; 1648 return op;
1669 } 1649 }
1650
1670 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1651 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1671 CLEAR_FLAG(op, FLAG_REMOVED); 1652 CLEAR_FLAG (op, FLAG_REMOVED);
1672 if(op->nrof) { 1653 if (op->nrof)
1654 {
1673 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1655 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1674 if ( CAN_MERGE(tmp,op) ) { 1656 if (object::can_merge (tmp, op))
1657 {
1675 /* return the original object and remove inserted object 1658 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1659 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1660 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1661 /* Weight handling gets pretty funky. Since we are adding to
1679 * tmp->nrof, we need to increase the weight. 1662 * tmp->nrof, we need to increase the weight.
1680 */ 1663 */
1681 add_weight (where, op->weight*op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1682 SET_FLAG(op, FLAG_REMOVED); 1665 SET_FLAG (op, FLAG_REMOVED);
1683 free_object(op); /* free the inserted object */ 1666 op->destroy (); /* free the inserted object */
1684 op = tmp; 1667 op = tmp;
1685 remove_ob (op); /* and fix old object's links */ 1668 op->remove (); /* and fix old object's links */
1686 CLEAR_FLAG(op, FLAG_REMOVED); 1669 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break; 1670 break;
1688 } 1671 }
1689 1672
1690 /* I assume combined objects have no inventory 1673 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed 1674 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract 1675 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do 1676 * the weight, so we need to add it in again, since we actually do
1694 * the linking below 1677 * the linking below
1695 */ 1678 */
1696 add_weight (where, op->weight*op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1680 }
1697 } else 1681 else
1698 add_weight (where, (op->weight+op->carrying)); 1682 add_weight (this, (op->weight + op->carrying));
1699 1683
1700 otmp=is_player_inv(where); 1684 otmp = this->in_player ();
1701 if (otmp&&otmp->contr!=NULL) { 1685 if (otmp && otmp->contr)
1702 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1686 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 fix_player(otmp); 1687 otmp->update_stats ();
1704 }
1705 1688
1706 op->map=NULL; 1689 op->map = 0;
1707 op->env=where; 1690 op->env = this;
1708 op->above=NULL; 1691 op->above = 0;
1709 op->below=NULL; 1692 op->below = 0;
1710 op->x=0,op->y=0; 1693 op->x = 0, op->y = 0;
1711 1694
1712 /* reset the light list and los of the players on the map */ 1695 /* reset the light list and los of the players on the map */
1713 if((op->glow_radius!=0)&&where->map) 1696 if ((op->glow_radius != 0) && map)
1714 { 1697 {
1715#ifdef DEBUG_LIGHTS 1698#ifdef DEBUG_LIGHTS
1716 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1699 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717 op->name);
1718#endif /* DEBUG_LIGHTS */ 1700#endif /* DEBUG_LIGHTS */
1719 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1701 if (MAP_DARKNESS (map))
1702 update_all_los (map, x, y);
1720 } 1703 }
1721 1704
1722 /* Client has no idea of ordering so lets not bother ordering it here. 1705 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function... 1706 * It sure simplifies this function...
1724 */ 1707 */
1725 if (where->inv==NULL) 1708 if (!inv)
1726 where->inv=op; 1709 inv = op;
1727 else { 1710 else
1711 {
1728 op->below = where->inv; 1712 op->below = inv;
1729 op->below->above = op; 1713 op->below->above = op;
1730 where->inv = op; 1714 inv = op;
1731 } 1715 }
1716
1732 return op; 1717 return op;
1733} 1718}
1734 1719
1735/* 1720/*
1736 * Checks if any objects has a move_type that matches objects 1721 * Checks if any objects has a move_type that matches objects
1751 * MSW 2001-07-08: Check all objects on space, not just those below 1736 * MSW 2001-07-08: Check all objects on space, not just those below
1752 * object being inserted. insert_ob_in_map may not put new objects 1737 * object being inserted. insert_ob_in_map may not put new objects
1753 * on top. 1738 * on top.
1754 */ 1739 */
1755 1740
1741int
1756int check_move_on (object *op, object *originator) 1742check_move_on (object *op, object *originator)
1757{ 1743{
1758 object *tmp; 1744 object *tmp;
1759 tag_t tag;
1760 mapstruct *m=op->map; 1745 maptile *m = op->map;
1761 int x=op->x, y=op->y; 1746 int x = op->x, y = op->y;
1747
1762 MoveType move_on, move_slow, move_block; 1748 MoveType move_on, move_slow, move_block;
1763 1749
1764 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1750 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1765 return 0; 1751 return 0;
1766 1752
1767 tag = op->count;
1768
1769 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1753 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1754 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1755 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772 1756
1773 /* if nothing on this space will slow op down or be applied, 1757 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type 1758 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that 1759 * is set, as lots of objects don't have it set - we treat that
1776 * as walking. 1760 * as walking.
1777 */ 1761 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1762 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0; 1763 return 0;
1780 1764
1781 /* This is basically inverse logic of that below - basically, 1765 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so, 1766 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is 1767 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct. 1768 * blocked. Logic on this seems confusing, but does seem correct.
1785 */ 1769 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && 1770 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1771 return 0;
1788 1772
1789 /* The objects have to be checked from top to bottom. 1773 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top: 1774 * Hence, we first go to the top:
1791 */ 1775 */
1792 1776
1793 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1794 tmp->above!=NULL; tmp=tmp->above) { 1778 {
1795 /* Trim the search when we find the first other spell effect 1779 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects, 1780 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them. 1781 * we don't need to check all of them.
1798 */ 1782 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1783 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1784 break;
1785 }
1786
1787 for (; tmp; tmp = tmp->below)
1800 } 1788 {
1801 for(;tmp!=NULL; tmp=tmp->below) { 1789 if (tmp == op)
1802 if (tmp == op) continue; /* Can't apply yourself */ 1790 continue; /* Can't apply yourself */
1803 1791
1804 /* Check to see if one of the movement types should be slowed down. 1792 /* Check to see if one of the movement types should be slowed down.
1805 * Second check makes sure that the movement types not being slowed 1793 * Second check makes sure that the movement types not being slowed
1806 * (~slow_move) is not blocked on this space - just because the 1794 * (~slow_move) is not blocked on this space - just because the
1807 * space doesn't slow down swimming (for example), if you can't actually 1795 * space doesn't slow down swimming (for example), if you can't actually
1808 * swim on that space, can't use it to avoid the penalty. 1796 * swim on that space, can't use it to avoid the penalty.
1809 */ 1797 */
1810 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1798 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1799 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1800 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) &&
1813 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1801 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1802 {
1814 1803
1815 float diff; 1804 float
1816
1817 diff = tmp->move_slow_penalty*FABS(op->speed); 1805 diff = tmp->move_slow_penalty * FABS (op->speed);
1806
1818 if (op->type == PLAYER) { 1807 if (op->type == PLAYER)
1819 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1808 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1809 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0; 1810 diff /= 4.0;
1822 } 1811
1823 }
1824 op->speed_left -= diff; 1812 op->speed_left -= diff;
1825 } 1813 }
1826 } 1814 }
1827 1815
1828 /* Basically same logic as above, except now for actual apply. */ 1816 /* Basically same logic as above, except now for actual apply. */
1829 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1830 ((op->move_type & tmp->move_on) &&
1831 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1818 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1832 1819 {
1833 move_apply(tmp, op, originator); 1820 move_apply (tmp, op, originator);
1821
1834 if (was_destroyed (op, tag)) 1822 if (op->destroyed ())
1835 return 1; 1823 return 1;
1836 1824
1837 /* what the person/creature stepped onto has moved the object 1825 /* what the person/creature stepped onto has moved the object
1838 * someplace new. Don't process any further - if we did, 1826 * someplace new. Don't process any further - if we did,
1839 * have a feeling strange problems would result. 1827 * have a feeling strange problems would result.
1840 */ 1828 */
1841 if (op->map != m || op->x != x || op->y != y) return 0; 1829 if (op->map != m || op->x != x || op->y != y)
1830 return 0;
1842 } 1831 }
1843 } 1832 }
1833
1844 return 0; 1834 return 0;
1845} 1835}
1846 1836
1847/* 1837/*
1848 * present_arch(arch, map, x, y) searches for any objects with 1838 * present_arch(arch, map, x, y) searches for any objects with
1849 * a matching archetype at the given map and coordinates. 1839 * a matching archetype at the given map and coordinates.
1850 * The first matching object is returned, or NULL if none. 1840 * The first matching object is returned, or NULL if none.
1851 */ 1841 */
1852 1842
1843object *
1853object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1844present_arch (const archetype *at, maptile *m, int x, int y)
1845{
1854 object *tmp; 1846 object *
1847 tmp;
1848
1855 if(m==NULL || out_of_map(m,x,y)) { 1849 if (m == NULL || out_of_map (m, x, y))
1850 {
1856 LOG(llevError,"Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1852 return NULL;
1858 } 1853 }
1859 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1854 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1860 if(tmp->arch == at) 1855 if (tmp->arch == at)
1861 return tmp; 1856 return tmp;
1862 return NULL; 1857 return NULL;
1863} 1858}
1864 1859
1865/* 1860/*
1866 * present(type, map, x, y) searches for any objects with 1861 * present(type, map, x, y) searches for any objects with
1867 * a matching type variable at the given map and coordinates. 1862 * a matching type variable at the given map and coordinates.
1868 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
1869 */ 1864 */
1870 1865
1866object *
1871object *present(unsigned char type,mapstruct *m, int x,int y) { 1867present (unsigned char type, maptile *m, int x, int y)
1868{
1872 object *tmp; 1869 object *
1870 tmp;
1871
1873 if(out_of_map(m,x,y)) { 1872 if (out_of_map (m, x, y))
1873 {
1874 LOG(llevError,"Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1875 return NULL;
1876 } 1876 }
1877 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1877 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1878 if(tmp->type==type) 1878 if (tmp->type == type)
1879 return tmp; 1879 return tmp;
1880 return NULL; 1880 return NULL;
1881} 1881}
1882 1882
1883/* 1883/*
1884 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1887 */ 1887 */
1888 1888
1889object *
1889object *present_in_ob(unsigned char type, const object *op) { 1890present_in_ob (unsigned char type, const object *op)
1891{
1890 object *tmp; 1892 object *
1893 tmp;
1894
1891 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if(tmp->type==type) 1896 if (tmp->type == type)
1893 return tmp; 1897 return tmp;
1894 return NULL; 1898 return NULL;
1895} 1899}
1896 1900
1897/* 1901/*
1907 * the object name, not the archetype name. this is so that the 1911 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1912 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1913 * to be unique.
1910 */ 1914 */
1911 1915
1916object *
1912object *present_in_ob_by_name(int type, const char *str, const object *op) { 1917present_in_ob_by_name (int type, const char *str, const object *op)
1918{
1913 object *tmp; 1919 object *
1920 tmp;
1914 1921
1915 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 {
1916 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1917 return tmp; 1925 return tmp;
1918 } 1926 }
1919 return NULL; 1927 return NULL;
1920} 1928}
1921 1929
1922/* 1930/*
1923 * present_arch_in_ob(archetype, object) searches for any objects with 1931 * present_arch_in_ob(archetype, object) searches for any objects with
1924 * a matching archetype in the inventory of the given object. 1932 * a matching archetype in the inventory of the given object.
1925 * The first matching object is returned, or NULL if none. 1933 * The first matching object is returned, or NULL if none.
1926 */ 1934 */
1927 1935
1936object *
1928object *present_arch_in_ob(const archetype *at, const object *op) { 1937present_arch_in_ob (const archetype *at, const object *op)
1938{
1929 object *tmp; 1939 object *
1940 tmp;
1941
1930 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1931 if( tmp->arch == at) 1943 if (tmp->arch == at)
1932 return tmp; 1944 return tmp;
1933 return NULL; 1945 return NULL;
1934} 1946}
1935 1947
1936/* 1948/*
1937 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
1938 */ 1950 */
1951void
1939void flag_inv(object*op, int flag){ 1952flag_inv (object *op, int flag)
1953{
1940 object *tmp; 1954 object *
1955 tmp;
1956
1941 if(op->inv) 1957 if (op->inv)
1942 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
1943 SET_FLAG(tmp, flag); 1960 SET_FLAG (tmp, flag);
1944 flag_inv(tmp,flag); 1961 flag_inv (tmp, flag);
1945 } 1962 }
1946}/* 1963} /*
1947 * desactivate recursively a flag on an object inventory 1964 * desactivate recursively a flag on an object inventory
1948 */ 1965 */
1966void
1949void unflag_inv(object*op, int flag){ 1967unflag_inv (object *op, int flag)
1968{
1950 object *tmp; 1969 object *
1970 tmp;
1971
1951 if(op->inv) 1972 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974 {
1953 CLEAR_FLAG(tmp, flag); 1975 CLEAR_FLAG (tmp, flag);
1954 unflag_inv(tmp,flag); 1976 unflag_inv (tmp, flag);
1955 } 1977 }
1956} 1978}
1957 1979
1958/* 1980/*
1959 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1981 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1960 * all it's inventory (recursively). 1982 * all it's inventory (recursively).
1961 * If checksums are used, a player will get set_cheat called for 1983 * If checksums are used, a player will get set_cheat called for
1962 * him/her-self and all object carried by a call to this function. 1984 * him/her-self and all object carried by a call to this function.
1963 */ 1985 */
1964 1986
1987void
1965void set_cheat(object *op) { 1988set_cheat (object *op)
1989{
1966 SET_FLAG(op, FLAG_WAS_WIZ); 1990 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv(op, FLAG_WAS_WIZ); 1991 flag_inv (op, FLAG_WAS_WIZ);
1968} 1992}
1969 1993
1970/* 1994/*
1971 * find_free_spot(object, map, x, y, start, stop) will search for 1995 * find_free_spot(object, map, x, y, start, stop) will search for
1972 * a spot at the given map and coordinates which will be able to contain 1996 * a spot at the given map and coordinates which will be able to contain
1987 * to know if the space in question will block the object. We can't use 2011 * to know if the space in question will block the object. We can't use
1988 * the archetype because that isn't correct if the monster has been 2012 * the archetype because that isn't correct if the monster has been
1989 * customized, changed states, etc. 2013 * customized, changed states, etc.
1990 */ 2014 */
1991 2015
2016int
1992int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2017find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2018{
2019 int
2020 i,
1993 int i,index=0, flag; 2021 index = 0, flag;
2022 static int
1994 static int altern[SIZEOFFREE]; 2023 altern[SIZEOFFREE];
1995 2024
1996 for(i=start;i<stop;i++) { 2025 for (i = start; i < stop; i++)
2026 {
1997 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2027 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1998 if(!flag) 2028 if (!flag)
1999 altern[index++]=i; 2029 altern[index++] = i;
2000 2030
2001 /* Basically, if we find a wall on a space, we cut down the search size. 2031 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 2032 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 2033 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 2034 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 2035 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 2036 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2037 * won't look 2 spaces south of the target space.
2008 */ 2038 */
2009 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2039 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2010 stop=maxfree[i]; 2040 stop = maxfree[i];
2011 } 2041 }
2012 if(!index) return -1; 2042
2043 if (!index)
2044 return -1;
2045
2013 return altern[RANDOM()%index]; 2046 return altern[RANDOM () % index];
2014} 2047}
2015 2048
2016/* 2049/*
2017 * find_first_free_spot(archetype, mapstruct, x, y) works like 2050 * find_first_free_spot(archetype, maptile, x, y) works like
2018 * find_free_spot(), but it will search max number of squares. 2051 * find_free_spot(), but it will search max number of squares.
2019 * But it will return the first available spot, not a random choice. 2052 * But it will return the first available spot, not a random choice.
2020 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2053 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2021 */ 2054 */
2022 2055
2056int
2023int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2057find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058{
2059 int
2024 int i; 2060 i;
2061
2025 for(i=0;i<SIZEOFFREE;i++) { 2062 for (i = 0; i < SIZEOFFREE; i++)
2063 {
2026 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2064 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 2065 return i;
2028 } 2066 }
2029 return -1; 2067 return -1;
2030} 2068}
2031 2069
2032/* 2070/*
2033 * The function permute(arr, begin, end) randomly reorders the array 2071 * The function permute(arr, begin, end) randomly reorders the array
2034 * arr[begin..end-1]. 2072 * arr[begin..end-1].
2035 */ 2073 */
2074static void
2036static void permute(int *arr, int begin, int end) 2075permute (int *arr, int begin, int end)
2037{ 2076{
2038 int i, j, tmp, len; 2077 int
2078 i,
2079 j,
2080 tmp,
2081 len;
2039 2082
2040 len = end-begin; 2083 len = end - begin;
2041 for(i = begin; i < end; i++) 2084 for (i = begin; i < end; i++)
2042 { 2085 {
2043 j = begin+RANDOM()%len; 2086 j = begin + RANDOM () % len;
2044 2087
2045 tmp = arr[i]; 2088 tmp = arr[i];
2046 arr[i] = arr[j]; 2089 arr[i] = arr[j];
2047 arr[j] = tmp; 2090 arr[j] = tmp;
2048 } 2091 }
2049} 2092}
2050 2093
2051/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2097 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2098 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2099 * the 3x3 area will be searched, just not in a predictable order.
2057 */ 2100 */
2101void
2058void get_search_arr(int *search_arr) 2102get_search_arr (int *search_arr)
2059{ 2103{
2104 int
2060 int i; 2105 i;
2061 2106
2062 for(i = 0; i < SIZEOFFREE; i++) 2107 for (i = 0; i < SIZEOFFREE; i++)
2063 { 2108 {
2064 search_arr[i] = i; 2109 search_arr[i] = i;
2065 } 2110 }
2066 2111
2067 permute(search_arr, 1, SIZEOFFREE1+1); 2112 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070} 2115}
2071 2116
2072/* 2117/*
2073 * find_dir(map, x, y, exclude) will search some close squares in the 2118 * find_dir(map, x, y, exclude) will search some close squares in the
2074 * given map at the given coordinates for live objects. 2119 * given map at the given coordinates for live objects.
2080 * is actually want is going to try and move there. We need this info 2125 * is actually want is going to try and move there. We need this info
2081 * because we have to know what movement the thing looking to move 2126 * because we have to know what movement the thing looking to move
2082 * there is capable of. 2127 * there is capable of.
2083 */ 2128 */
2084 2129
2130int
2085int find_dir(mapstruct *m, int x, int y, object *exclude) { 2131find_dir (maptile *m, int x, int y, object *exclude)
2132{
2133 int
2134 i,
2086 int i,max=SIZEOFFREE, mflags; 2135 max = SIZEOFFREE, mflags;
2136
2087 sint16 nx, ny; 2137 sint16 nx, ny;
2088 object *tmp; 2138 object *
2089 mapstruct *mp; 2139 tmp;
2140 maptile *
2141 mp;
2142
2090 MoveType blocked, move_type; 2143 MoveType blocked, move_type;
2091 2144
2092 if (exclude && exclude->head) { 2145 if (exclude && exclude->head)
2146 {
2093 exclude = exclude->head; 2147 exclude = exclude->head;
2094 move_type = exclude->move_type; 2148 move_type = exclude->move_type;
2095 } else { 2149 }
2150 else
2151 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2152 /* If we don't have anything, presume it can use all movement types. */
2097 move_type=MOVE_ALL; 2153 move_type = MOVE_ALL;
2154 }
2155
2156 for (i = 1; i < max; i++)
2098 } 2157 {
2099
2100 for(i=1;i<max;i++) {
2101 mp = m; 2158 mp = m;
2102 nx = x + freearr_x[i]; 2159 nx = x + freearr_x[i];
2103 ny = y + freearr_y[i]; 2160 ny = y + freearr_y[i];
2104 2161
2105 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2162 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2163
2106 if (mflags & P_OUT_OF_MAP) { 2164 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i];
2166 else
2167 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2169
2170 if ((move_type & blocked) == move_type)
2107 max = maxfree[i]; 2171 max = maxfree[i];
2108 } else {
2109 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2110
2111 if ((move_type & blocked) == move_type) {
2112 max=maxfree[i];
2113 } else if (mflags & P_IS_ALIVE) { 2172 else if (mflags & P_IS_ALIVE)
2173 {
2114 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2115 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2116 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2117 break; 2176 break;
2118 } 2177
2119 }
2120 if(tmp) { 2178 if (tmp)
2121 return freedir[i]; 2179 return freedir[i];
2122 }
2123 } 2180 }
2124 } 2181 }
2125 } 2182 }
2183
2126 return 0; 2184 return 0;
2127} 2185}
2128 2186
2129/* 2187/*
2130 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2131 * distance between the two given objects. 2189 * distance between the two given objects.
2132 */ 2190 */
2133 2191
2192int
2134int distance(const object *ob1, const object *ob2) { 2193distance (const object *ob1, const object *ob2)
2194{
2135 int i; 2195 int i;
2136 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2196
2137 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2138 return i; 2198 return i;
2139} 2199}
2140 2200
2141/* 2201/*
2142 * find_dir_2(delta-x,delta-y) will return a direction in which 2202 * find_dir_2(delta-x,delta-y) will return a direction in which
2143 * an object which has subtracted the x and y coordinates of another 2203 * an object which has subtracted the x and y coordinates of another
2144 * object, needs to travel toward it. 2204 * object, needs to travel toward it.
2145 */ 2205 */
2146 2206
2207int
2147int find_dir_2(int x, int y) { 2208find_dir_2 (int x, int y)
2209{
2148 int q; 2210 int q;
2149 2211
2150 if(y) 2212 if (y)
2151 q=x*100/y; 2213 q = x * 100 / y;
2152 else if (x) 2214 else if (x)
2153 q= -300*x; 2215 q = -300 * x;
2154 else 2216 else
2155 return 0; 2217 return 0;
2156 2218
2157 if(y>0) { 2219 if (y > 0)
2220 {
2158 if(q < -242) 2221 if (q < -242)
2159 return 3 ; 2222 return 3;
2160 if (q < -41) 2223 if (q < -41)
2161 return 2 ; 2224 return 2;
2162 if (q < 41) 2225 if (q < 41)
2163 return 1 ; 2226 return 1;
2164 if (q < 242) 2227 if (q < 242)
2165 return 8 ; 2228 return 8;
2166 return 7 ; 2229 return 7;
2167 } 2230 }
2168 2231
2169 if (q < -242) 2232 if (q < -242)
2170 return 7 ; 2233 return 7;
2171 if (q < -41) 2234 if (q < -41)
2172 return 6 ; 2235 return 6;
2173 if (q < 41) 2236 if (q < 41)
2174 return 5 ; 2237 return 5;
2175 if (q < 242) 2238 if (q < 242)
2176 return 4 ; 2239 return 4;
2177 2240
2178 return 3 ; 2241 return 3;
2179} 2242}
2180 2243
2181/* 2244/*
2182 * absdir(int): Returns a number between 1 and 8, which represent 2245 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of 2246 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction). 2247 * "overflow" in previous calculations of a direction).
2185 */ 2248 */
2186 2249
2250int
2187int absdir(int d) { 2251absdir (int d)
2188 while(d<1) d+=8; 2252{
2189 while(d>8) d-=8; 2253 while (d < 1)
2254 d += 8;
2255 while (d > 8)
2256 d -= 8;
2190 return d; 2257 return d;
2191} 2258}
2192 2259
2193/* 2260/*
2194 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2195 * between two directions (which are expected to be absolute (see absdir()) 2262 * between two directions (which are expected to be absolute (see absdir())
2196 */ 2263 */
2197 2264
2265int
2198int dirdiff(int dir1, int dir2) { 2266dirdiff (int dir1, int dir2)
2267{
2199 int d; 2268 int
2269 d;
2270
2200 d = abs(dir1 - dir2); 2271 d = abs (dir1 - dir2);
2201 if(d>4) 2272 if (d > 4)
2202 d = 8 - d; 2273 d = 8 - d;
2203 return d; 2274 return d;
2204} 2275}
2205 2276
2206/* peterm: 2277/* peterm:
2211 * direction 4, 14, or 16 to get back to where we are. 2282 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2283 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2284 * functions.
2214 */ 2285 */
2215 2286
2287int
2216int reduction_dir[SIZEOFFREE][3] = { 2288 reduction_dir[SIZEOFFREE][3] = {
2217 {0,0,0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2218 {0,0,0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2219 {0,0,0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2220 {0,0,0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2221 {0,0,0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2222 {0,0,0}, /* 5 */ 2294 {0, 0, 0}, /* 5 */
2223 {0,0,0}, /* 6 */ 2295 {0, 0, 0}, /* 6 */
2224 {0,0,0}, /* 7 */ 2296 {0, 0, 0}, /* 7 */
2225 {0,0,0}, /* 8 */ 2297 {0, 0, 0}, /* 8 */
2226 {8,1,2}, /* 9 */ 2298 {8, 1, 2}, /* 9 */
2227 {1,2,-1}, /* 10 */ 2299 {1, 2, -1}, /* 10 */
2228 {2,10,12}, /* 11 */ 2300 {2, 10, 12}, /* 11 */
2229 {2,3,-1}, /* 12 */ 2301 {2, 3, -1}, /* 12 */
2230 {2,3,4}, /* 13 */ 2302 {2, 3, 4}, /* 13 */
2231 {3,4,-1}, /* 14 */ 2303 {3, 4, -1}, /* 14 */
2232 {4,14,16}, /* 15 */ 2304 {4, 14, 16}, /* 15 */
2233 {5,4,-1}, /* 16 */ 2305 {5, 4, -1}, /* 16 */
2234 {4,5,6}, /* 17 */ 2306 {4, 5, 6}, /* 17 */
2235 {6,5,-1}, /* 18 */ 2307 {6, 5, -1}, /* 18 */
2236 {6,20,18}, /* 19 */ 2308 {6, 20, 18}, /* 19 */
2237 {7,6,-1}, /* 20 */ 2309 {7, 6, -1}, /* 20 */
2238 {6,7,8}, /* 21 */ 2310 {6, 7, 8}, /* 21 */
2239 {7,8,-1}, /* 22 */ 2311 {7, 8, -1}, /* 22 */
2240 {8,22,24}, /* 23 */ 2312 {8, 22, 24}, /* 23 */
2241 {8,1,-1}, /* 24 */ 2313 {8, 1, -1}, /* 24 */
2242 {24,9,10}, /* 25 */ 2314 {24, 9, 10}, /* 25 */
2243 {9,10,-1}, /* 26 */ 2315 {9, 10, -1}, /* 26 */
2244 {10,11,-1}, /* 27 */ 2316 {10, 11, -1}, /* 27 */
2245 {27,11,29}, /* 28 */ 2317 {27, 11, 29}, /* 28 */
2246 {11,12,-1}, /* 29 */ 2318 {11, 12, -1}, /* 29 */
2247 {12,13,-1}, /* 30 */ 2319 {12, 13, -1}, /* 30 */
2248 {12,13,14}, /* 31 */ 2320 {12, 13, 14}, /* 31 */
2249 {13,14,-1}, /* 32 */ 2321 {13, 14, -1}, /* 32 */
2250 {14,15,-1}, /* 33 */ 2322 {14, 15, -1}, /* 33 */
2251 {33,15,35}, /* 34 */ 2323 {33, 15, 35}, /* 34 */
2252 {16,15,-1}, /* 35 */ 2324 {16, 15, -1}, /* 35 */
2253 {17,16,-1}, /* 36 */ 2325 {17, 16, -1}, /* 36 */
2254 {18,17,16}, /* 37 */ 2326 {18, 17, 16}, /* 37 */
2255 {18,17,-1}, /* 38 */ 2327 {18, 17, -1}, /* 38 */
2256 {18,19,-1}, /* 39 */ 2328 {18, 19, -1}, /* 39 */
2257 {41,19,39}, /* 40 */ 2329 {41, 19, 39}, /* 40 */
2258 {19,20,-1}, /* 41 */ 2330 {19, 20, -1}, /* 41 */
2259 {20,21,-1}, /* 42 */ 2331 {20, 21, -1}, /* 42 */
2260 {20,21,22}, /* 43 */ 2332 {20, 21, 22}, /* 43 */
2261 {21,22,-1}, /* 44 */ 2333 {21, 22, -1}, /* 44 */
2262 {23,22,-1}, /* 45 */ 2334 {23, 22, -1}, /* 45 */
2263 {45,47,23}, /* 46 */ 2335 {45, 47, 23}, /* 46 */
2264 {23,24,-1}, /* 47 */ 2336 {23, 24, -1}, /* 47 */
2265 {24,9,-1}}; /* 48 */ 2337 {24, 9, -1}
2338}; /* 48 */
2266 2339
2267/* Recursive routine to step back and see if we can 2340/* Recursive routine to step back and see if we can
2268 * find a path to that monster that we found. If not, 2341 * find a path to that monster that we found. If not,
2269 * we don't bother going toward it. Returns 1 if we 2342 * we don't bother going toward it. Returns 1 if we
2270 * can see a direct way to get it 2343 * can see a direct way to get it
2271 * Modified to be map tile aware -.MSW 2344 * Modified to be map tile aware -.MSW
2272 */ 2345 */
2273 2346int
2274
2275int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2347can_see_monsterP (maptile *m, int x, int y, int dir)
2348{
2276 sint16 dx, dy; 2349 sint16 dx, dy;
2277 int mflags; 2350 int mflags;
2278 2351
2352 if (dir < 0)
2279 if(dir<0) return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2280 2354
2281 dx = x + freearr_x[dir]; 2355 dx = x + freearr_x[dir];
2282 dy = y + freearr_y[dir]; 2356 dy = y + freearr_y[dir];
2283 2357
2284 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2358 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2285 2359
2286 /* This functional arguably was incorrect before - it was 2360 /* This functional arguably was incorrect before - it was
2287 * checking for P_WALL - that was basically seeing if 2361 * checking for P_WALL - that was basically seeing if
2288 * we could move to the monster - this is being more 2362 * we could move to the monster - this is being more
2289 * literal on if we can see it. To know if we can actually 2363 * literal on if we can see it. To know if we can actually
2290 * move to the monster, we'd need the monster passed in or 2364 * move to the monster, we'd need the monster passed in or
2291 * at least its move type. 2365 * at least its move type.
2292 */ 2366 */
2293 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2367 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2368 return 0;
2294 2369
2295 /* yes, can see. */ 2370 /* yes, can see. */
2296 if(dir < 9) return 1; 2371 if (dir < 9)
2372 return 1;
2373
2297 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2374 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2298 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2376 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2300} 2377}
2301 2378
2302
2303
2304/* 2379/*
2305 * can_pick(picker, item): finds out if an object is possible to be 2380 * can_pick(picker, item): finds out if an object is possible to be
2306 * picked up by the picker. Returnes 1 if it can be 2381 * picked up by the picker. Returnes 1 if it can be
2307 * picked up, otherwise 0. 2382 * picked up, otherwise 0.
2308 * 2383 *
2310 * core dumps if they do. 2385 * core dumps if they do.
2311 * 2386 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2388 */
2314 2389
2390int
2315int can_pick(const object *who, const object *item) { 2391can_pick (const object *who, const object *item)
2392{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2393 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2394 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2318 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2395 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2319 (who->type==PLAYER||item->weight<who->weight/3));
2320} 2396}
2321
2322 2397
2323/* 2398/*
2324 * create clone from object to another 2399 * create clone from object to another
2325 */ 2400 */
2401object *
2326object *object_create_clone (object *asrc) { 2402object_create_clone (object *asrc)
2403{
2327 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2404 object *dst = 0, *tmp, *src, *part, *prev, *item;
2328 2405
2329 if(!asrc) return NULL; 2406 if (!asrc)
2407 return 0;
2408
2330 src = asrc; 2409 src = asrc;
2331 if(src->head) 2410 if (src->head)
2332 src = src->head; 2411 src = src->head;
2333 2412
2334 prev = NULL; 2413 prev = 0;
2335 for(part = src; part; part = part->more) { 2414 for (part = src; part; part = part->more)
2336 tmp = get_object(); 2415 {
2337 copy_object(part,tmp); 2416 tmp = part->clone ();
2338 tmp->x -= src->x; 2417 tmp->x -= src->x;
2339 tmp->y -= src->y; 2418 tmp->y -= src->y;
2419
2340 if(!part->head) { 2420 if (!part->head)
2421 {
2341 dst = tmp; 2422 dst = tmp;
2342 tmp->head = NULL; 2423 tmp->head = 0;
2424 }
2343 } else { 2425 else
2344 tmp->head = dst; 2426 tmp->head = dst;
2345 } 2427
2346 tmp->more = NULL; 2428 tmp->more = 0;
2429
2347 if(prev) 2430 if (prev)
2348 prev->more = tmp; 2431 prev->more = tmp;
2432
2349 prev = tmp; 2433 prev = tmp;
2350 } 2434 }
2351 /*** copy inventory ***/ 2435
2352 for(item = src->inv; item; item = item->below) { 2436 for (item = src->inv; item; item = item->below)
2353 (void) insert_ob_in_ob(object_create_clone(item),dst); 2437 insert_ob_in_ob (object_create_clone (item), dst);
2354 }
2355 2438
2356 return dst; 2439 return dst;
2357}
2358
2359/* return true if the object was destroyed, 0 otherwise */
2360int was_destroyed (const object *op, tag_t old_tag)
2361{
2362 /* checking for FLAG_FREED isn't necessary, but makes this function more
2363 * robust */
2364 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2365} 2440}
2366 2441
2367/* GROS - Creates an object using a string representing its content. */ 2442/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */ 2443/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */ 2444/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */ 2445/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */ 2446/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */ 2447/* Also remember that multiparts objects are not supported for now. */
2373 2448
2449object *
2374object* load_object_str(const char *obstr) 2450load_object_str (const char *obstr)
2375{ 2451{
2376 object *op; 2452 object *op;
2377 char filename[MAX_BUF]; 2453 char filename[MAX_BUF];
2454
2378 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2455 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2379 2456
2380 FILE *tempfile=fopen(filename,"w"); 2457 FILE *tempfile = fopen (filename, "w");
2458
2381 if (tempfile == NULL) 2459 if (tempfile == NULL)
2382 { 2460 {
2383 LOG(llevError,"Error - Unable to access load object temp file\n"); 2461 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL; 2462 return NULL;
2385 }; 2463 }
2464
2386 fprintf(tempfile,obstr); 2465 fprintf (tempfile, obstr);
2387 fclose(tempfile); 2466 fclose (tempfile);
2388 2467
2389 op=get_object(); 2468 op = object::create ();
2390 2469
2391 object_thawer thawer (filename); 2470 object_thawer thawer (filename);
2392 2471
2393 if (thawer) 2472 if (thawer)
2394 load_object(thawer,op,0); 2473 load_object (thawer, op, 0);
2395 2474
2396 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2475 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2397 CLEAR_FLAG(op,FLAG_REMOVED); 2476 CLEAR_FLAG (op, FLAG_REMOVED);
2398 2477
2399 return op; 2478 return op;
2400} 2479}
2401 2480
2402/* This returns the first object in who's inventory that 2481/* This returns the first object in who's inventory that
2403 * has the same type and subtype match. 2482 * has the same type and subtype match.
2404 * returns NULL if no match. 2483 * returns NULL if no match.
2405 */ 2484 */
2485object *
2406object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2486find_obj_by_type_subtype (const object *who, int type, int subtype)
2407{ 2487{
2408 object *tmp; 2488 object *tmp;
2409 2489
2410 for (tmp=who->inv; tmp; tmp=tmp->below) 2490 for (tmp = who->inv; tmp; tmp = tmp->below)
2411 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2491 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp;
2412 2493
2413 return NULL; 2494 return NULL;
2414} 2495}
2415 2496
2416/* If ob has a field named key, return the link from the list, 2497/* If ob has a field named key, return the link from the list,
2417 * otherwise return NULL. 2498 * otherwise return NULL.
2418 * 2499 *
2419 * key must be a passed in shared string - otherwise, this won't 2500 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing. 2501 * do the desired thing.
2421 */ 2502 */
2503key_value *
2422key_value * get_ob_key_link(const object * ob, const char * key) { 2504get_ob_key_link (const object *ob, const char *key)
2505{
2423 key_value * link; 2506 key_value *link;
2424 2507
2425 for (link = ob->key_values; link != NULL; link = link->next) { 2508 for (link = ob->key_values; link != NULL; link = link->next)
2426 if (link->key == key) { 2509 if (link->key == key)
2427 return link; 2510 return link;
2428 } 2511
2429 }
2430
2431 return NULL; 2512 return NULL;
2432} 2513}
2433 2514
2434/* 2515/*
2435 * Returns the value of op has an extra_field for key, or NULL. 2516 * Returns the value of op has an extra_field for key, or NULL.
2436 * 2517 *
2437 * The argument doesn't need to be a shared string. 2518 * The argument doesn't need to be a shared string.
2438 * 2519 *
2439 * The returned string is shared. 2520 * The returned string is shared.
2440 */ 2521 */
2522const char *
2441const char * get_ob_key_value(const object * op, const char * const key) { 2523get_ob_key_value (const object *op, const char *const key)
2524{
2442 key_value * link; 2525 key_value *link;
2443 const char * canonical_key; 2526 shstr_cmp canonical_key (key);
2527
2528 if (!canonical_key)
2444 2529 {
2445 canonical_key = shstr::find (key);
2446
2447 if (canonical_key == NULL) {
2448 /* 1. There being a field named key on any object 2530 /* 1. There being a field named key on any object
2449 * implies there'd be a shared string to find. 2531 * implies there'd be a shared string to find.
2450 * 2. Since there isn't, no object has this field. 2532 * 2. Since there isn't, no object has this field.
2451 * 3. Therefore, *this* object doesn't have this field. 2533 * 3. Therefore, *this* object doesn't have this field.
2452 */ 2534 */
2453 return NULL; 2535 return 0;
2454 } 2536 }
2455 2537
2456 /* This is copied from get_ob_key_link() above - 2538 /* This is copied from get_ob_key_link() above -
2457 * only 4 lines, and saves the function call overhead. 2539 * only 4 lines, and saves the function call overhead.
2458 */ 2540 */
2459 for (link = op->key_values; link != NULL; link = link->next) { 2541 for (link = op->key_values; link; link = link->next)
2460 if (link->key == canonical_key) { 2542 if (link->key == canonical_key)
2461 return link->value; 2543 return link->value;
2462 } 2544
2463 } 2545 return 0;
2464 return NULL;
2465} 2546}
2466 2547
2467 2548
2468/* 2549/*
2469 * Updates the canonical_key in op to value. 2550 * Updates the canonical_key in op to value.
2473 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2554 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2474 * keys. 2555 * keys.
2475 * 2556 *
2476 * Returns TRUE on success. 2557 * Returns TRUE on success.
2477 */ 2558 */
2559int
2478int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2560set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2561{
2562 key_value *
2479 key_value * field = NULL, *last=NULL; 2563 field = NULL, *last = NULL;
2480 2564
2481 for (field=op->key_values; field != NULL; field=field->next) { 2565 for (field = op->key_values; field != NULL; field = field->next)
2566 {
2482 if (field->key != canonical_key) { 2567 if (field->key != canonical_key)
2568 {
2483 last = field; 2569 last = field;
2484 continue; 2570 continue;
2485 } 2571 }
2486 2572
2487 if (value) 2573 if (value)
2488 field->value = value; 2574 field->value = value;
2489 else { 2575 else
2576 {
2490 /* Basically, if the archetype has this key set, 2577 /* Basically, if the archetype has this key set,
2491 * we need to store the null value so when we save 2578 * we need to store the null value so when we save
2492 * it, we save the empty value so that when we load, 2579 * it, we save the empty value so that when we load,
2493 * we get this value back again. 2580 * we get this value back again.
2494 */ 2581 */
2495 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2582 if (get_ob_key_link (&op->arch->clone, canonical_key))
2496 field->value = 0; 2583 field->value = 0;
2584 else
2585 {
2586 if (last)
2587 last->next = field->next;
2497 else 2588 else
2498 {
2499 if (last) last->next = field->next;
2500 else op->key_values = field->next; 2589 op->key_values = field->next;
2501 2590
2502 delete field; 2591 delete field;
2503 } 2592 }
2504 } 2593 }
2505 return TRUE; 2594 return TRUE;
2506 } 2595 }
2507 /* IF we get here, key doesn't exist */ 2596 /* IF we get here, key doesn't exist */
2508 2597
2509 /* No field, we'll have to add it. */ 2598 /* No field, we'll have to add it. */
2599
2600 if (!add_key)
2510 2601 {
2511 if (!add_key) {
2512 return FALSE; 2602 return FALSE;
2513 } 2603 }
2514 /* There isn't any good reason to store a null 2604 /* There isn't any good reason to store a null
2515 * value in the key/value list. If the archetype has 2605 * value in the key/value list. If the archetype has
2516 * this key, then we should also have it, so shouldn't 2606 * this key, then we should also have it, so shouldn't
2517 * be here. If user wants to store empty strings, 2607 * be here. If user wants to store empty strings,
2518 * should pass in "" 2608 * should pass in ""
2519 */ 2609 */
2520 if (value == NULL) return TRUE; 2610 if (value == NULL)
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 return TRUE; 2611 return TRUE;
2612
2613 field = new key_value;
2614
2615 field->key = canonical_key;
2616 field->value = value;
2617 /* Usual prepend-addition. */
2618 field->next = op->key_values;
2619 op->key_values = field;
2620
2621 return TRUE;
2531} 2622}
2532 2623
2533/* 2624/*
2534 * Updates the key in op to value. 2625 * Updates the key in op to value.
2535 * 2626 *
2537 * and not add new ones. 2628 * and not add new ones.
2538 * In general, should be little reason FALSE is ever passed in for add_key 2629 * In general, should be little reason FALSE is ever passed in for add_key
2539 * 2630 *
2540 * Returns TRUE on success. 2631 * Returns TRUE on success.
2541 */ 2632 */
2633int
2542int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2634set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2543{ 2635{
2544 shstr key_ (key); 2636 shstr key_ (key);
2637
2545 return set_ob_key_value_s (op, key_, value, add_key); 2638 return set_ob_key_value_s (op, key_, value, add_key);
2546} 2639}
2640
2641object::depth_iterator::depth_iterator (object *container)
2642: iterator_base (container)
2643{
2644 while (item->inv)
2645 item = item->inv;
2646}
2647
2648void
2649object::depth_iterator::next ()
2650{
2651 if (item->below)
2652 {
2653 item = item->below;
2654
2655 while (item->inv)
2656 item = item->inv;
2657 }
2658 else
2659 item = item->env;
2660}
2661
2662// return a suitable string describing an objetc in enough detail to find it
2663const char *
2664object::debug_desc (char *info) const
2665{
2666 char info2[256 * 3];
2667 char *p = info;
2668
2669 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2670 count,
2671 &name,
2672 title ? " " : "",
2673 title ? (const char *)title : "");
2674
2675 if (env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677
2678 if (map)
2679 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2680
2681 return info;
2682}
2683
2684const char *
2685object::debug_desc () const
2686{
2687 static char info[256 * 3];
2688 return debug_desc (info);
2689}
2690

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