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Comparing deliantra/server/common/object.C (file contents):
Revision 1.16 by root, Mon Sep 4 16:46:32 2006 UTC vs.
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.16 2006/09/04 16:46:32 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->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 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;
588 487
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 488 if (self || cb)
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
591 490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
592 if (op2->speed < 0) 497 if (speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
594 499
595 /* Copy over key_values, if any. */ 500 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 501 if (key_values)
597 { 502 {
598 key_value *tail = NULL; 503 key_value *tail = 0;
599 key_value *i; 504 key_value *i;
600 505
601 op->key_values = NULL; 506 dst->key_values = 0;
602 507
603 for (i = op2->key_values; i != NULL; i = i->next) 508 for (i = key_values; i; i = i->next)
604 { 509 {
605 key_value *new_link = new key_value; 510 key_value *new_link = new key_value;
606 511
607 new_link->next = NULL; 512 new_link->next = 0;
608 new_link->key = i->key; 513 new_link->key = i->key;
609 new_link->value = i->value; 514 new_link->value = i->value;
610 515
611 /* Try and be clever here, too. */ 516 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 517 if (!dst->key_values)
613 { 518 {
614 op->key_values = new_link; 519 dst->key_values = new_link;
615 tail = new_link; 520 tail = new_link;
616 } 521 }
617 else 522 else
618 { 523 {
619 tail->next = new_link; 524 tail->next = new_link;
620 tail = new_link; 525 tail = new_link;
621 } 526 }
622 } 527 }
623 } 528 }
624 529
625 update_ob_speed (op); 530 update_ob_speed (dst);
626} 531}
627 532
628/* 533object *
629 * get_object() grabs an object from the list of unused objects, makes 534object::clone ()
630 * sure it is initialised, and returns it.
631 * If there are no free objects, expand_objects() is called to get more.
632 */
633
634object *get_object ()
635{ 535{
636 object *op = new object; 536 object *neu = create ();
637 537 copy_to (neu);
638 op->count = ++ob_count;
639
640 op->active_next = 0;
641 op->active_prev = 0;
642
643 op->next = objects;
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 538 return neu;
658} 539}
659 540
660/* 541/*
661 * If an object with the IS_TURNABLE() flag needs to be turned due 542 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * to the closest player being on the other side, this function can 543 * to the closest player being on the other side, this function can
663 * be called to update the face variable, _and_ how it looks on the map. 544 * be called to update the face variable, _and_ how it looks on the map.
664 */ 545 */
665 546
547void
666void update_turn_face(object *op) { 548update_turn_face (object *op)
549{
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
668 return; 551 return;
669 SET_ANIMATION(op, op->direction); 552 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 553 update_object (op, UP_OBJ_FACE);
671} 554}
672 555
673/* 556/*
674 * Updates the speed of an object. If the speed changes from 0 to another 557 * Updates the speed of an object. If the speed changes from 0 to another
675 * value, or vice versa, then add/remove the object from the active list. 558 * value, or vice versa, then add/remove the object from the active list.
676 * This function needs to be called whenever the speed of an object changes. 559 * This function needs to be called whenever the speed of an object changes.
677 */ 560 */
678 561void
679void update_ob_speed(object *op) { 562update_ob_speed (object *op)
563{
680 extern int arch_init; 564 extern int arch_init;
681 565
682 /* No reason putting the archetypes objects on the speed list, 566 /* No reason putting the archetypes objects on the speed list,
683 * since they never really need to be updated. 567 * since they never really need to be updated.
684 */ 568 */
685 569
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
688#ifdef MANY_CORES 573#ifdef MANY_CORES
689 abort(); 574 abort ();
690#else 575#else
691 op->speed = 0; 576 op->speed = 0;
692#endif 577#endif
693 } 578 }
579
694 if (arch_init) { 580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 {
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
695 return; 587 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701 588
702 /* process_events() expects us to insert the object at the beginning 589 /* process_events() expects us to insert the object at the beginning
703 * of the list. */ 590 * of the list. */
704 op->active_next = active_objects; 591 op->active_next = active_objects;
592
705 if (op->active_next!=NULL) 593 if (op->active_next != NULL)
706 op->active_next->active_prev = op; 594 op->active_next->active_prev = op;
595
707 active_objects = op; 596 active_objects = op;
597 }
598 else
708 } 599 {
709 else {
710 /* If not on the active list, nothing needs to be done */ 600 /* If not on the active list, nothing needs to be done */
711 if (!op->active_next && !op->active_prev && op!=active_objects) 601 if (!op->active_next && !op->active_prev && op != active_objects)
712 return; 602 return;
713 603
714 if (op->active_prev==NULL) { 604 if (op->active_prev == NULL)
605 {
715 active_objects = op->active_next; 606 active_objects = op->active_next;
607
716 if (op->active_next!=NULL) 608 if (op->active_next != NULL)
717 op->active_next->active_prev = NULL; 609 op->active_next->active_prev = NULL;
610 }
611 else
718 } 612 {
719 else {
720 op->active_prev->active_next = op->active_next; 613 op->active_prev->active_next = op->active_next;
614
721 if (op->active_next) 615 if (op->active_next)
722 op->active_next->active_prev = op->active_prev; 616 op->active_next->active_prev = op->active_prev;
723 } 617 }
618
724 op->active_next = NULL; 619 op->active_next = NULL;
725 op->active_prev = NULL; 620 op->active_prev = NULL;
726 } 621 }
727} 622}
728 623
729/* This function removes object 'op' from the list of active 624/* This function removes object 'op' from the list of active
730 * objects. 625 * objects.
732 * reference maps where you don't want an object that isn't 627 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed. 628 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which 629 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object. 630 * will do the right thing based on the speed of the object.
736 */ 631 */
632void
737void remove_from_active_list(object *op) 633remove_from_active_list (object *op)
738{ 634{
739 /* If not on the active list, nothing needs to be done */ 635 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects) 636 if (!op->active_next && !op->active_prev && op != active_objects)
741 return; 637 return;
742 638
743 if (op->active_prev==NULL) { 639 if (op->active_prev == NULL)
640 {
744 active_objects = op->active_next; 641 active_objects = op->active_next;
745 if (op->active_next!=NULL) 642 if (op->active_next != NULL)
746 op->active_next->active_prev = NULL; 643 op->active_next->active_prev = NULL;
644 }
645 else
747 } 646 {
748 else {
749 op->active_prev->active_next = op->active_next; 647 op->active_prev->active_next = op->active_next;
750 if (op->active_next) 648 if (op->active_next)
751 op->active_next->active_prev = op->active_prev; 649 op->active_next->active_prev = op->active_prev;
752 } 650 }
753 op->active_next = NULL; 651 op->active_next = NULL;
754 op->active_prev = NULL; 652 op->active_prev = NULL;
755} 653}
756 654
757/* 655/*
758 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
759 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
760 * by invisible objects by whatever is below them (unless it's another 658 * by invisible objects by whatever is below them (unless it's another
761 * invisible object, etc...) 659 * invisible object, etc...)
762 * If the object being updated is beneath a player, the look-window 660 * If the object being updated is beneath a player, the look-window
763 * of that player is updated (this might be a suboptimal way of 661 * of that player is updated (this might be a suboptimal way of
764 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
765 * 663 *
766 * action is a hint of what the caller believes need to be done. 664 * action is a hint of what the caller believes need to be done.
767 * For example, if the only thing that has changed is the face (due to
768 * an animation), we don't need to call update_position until that actually
769 * comes into view of a player. OTOH, many other things, like addition/removal
770 * of walls or living creatures may need us to update the flags now.
771 * current action are: 665 * current action are:
772 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
773 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
774 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 668 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775 * as that is easier than trying to look at what may have changed. 669 * as that is easier than trying to look at what may have changed.
776 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
777 */ 671 */
778 672void
779void update_object(object *op, int action) { 673update_object (object *op, int action)
780 int update_now=0, flags; 674{
781 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
782 676
783 if (op == NULL) { 677 if (op == NULL)
678 {
784 /* this should never happen */ 679 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
786 return; 681 return;
787 }
788 682 }
789 if(op->env!=NULL) { 683
684 if (op->env)
685 {
790 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
791 * to do in this case. 687 * to do in this case.
792 */ 688 */
793 return; 689 return;
794 } 690 }
795 691
796 /* If the map is saving, don't do anything as everything is 692 /* If the map is saving, don't do anything as everything is
797 * going to get freed anyways. 693 * going to get freed anyways.
798 */ 694 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return; 695 if (!op->map || op->map->in_memory == MAP_SAVING)
800 696 return;
697
801 /* make sure the object is within map boundaries */ 698 /* make sure the object is within map boundaries */
802 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 700 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 701 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 702#ifdef MANY_CORES
806 abort(); 703 abort ();
807#endif 704#endif
808 return; 705 return;
809 }
810 706 }
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
817 707
708 mapspace &m = op->ms ();
709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
818 if (action == UP_OBJ_INSERT) { 712 else if (action == UP_OBJ_INSERT)
713 {
714 // this is likely overkill, TODO: revisit (schmorp)
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
820 update_now=1;
821
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
823 update_now=1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
824 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
826 update_now=1; 721 || (m.move_on | op->move_on ) != m.move_on
827
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1;
830
831 if ((move_on | op->move_on) != move_on) update_now=1;
832 if ((move_off | op->move_off) != move_off) update_now=1; 722 || (m.move_off | op->move_off ) != m.move_off
723 || (m.move_slow | op->move_slow) != m.move_slow
833 /* This isn't perfect, but I don't expect a lot of objects to 724 /* This isn't perfect, but I don't expect a lot of objects to
834 * to have move_allow right now. 725 * to have move_allow right now.
835 */ 726 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
837 update_now=1; 728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 729 m.flags_ = P_NEED_UPDATE;
839 } 730 }
840 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 733 * that is being removed.
843 */ 734 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 736 m.flags_ = P_NEED_UPDATE;
846 } else if (action == UP_OBJ_FACE) { 737 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 738 /* Nothing to do for that case */ ;
848 }
849 else { 739 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 741
853 if (update_now) {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y);
856 }
857
858 if(op->more!=NULL) 742 if (op->more)
859 update_object(op->more, action); 743 update_object (op->more, action);
860} 744}
861 745
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object ()
763{
764 SET_FLAG (this, FLAG_REMOVED);
765
766 expmul = 1.0;
767 face = blank_face;
768}
769
770object::~object ()
771{
772 free_key_values (this);
773}
774
775void object::link ()
776{
777 count = ++ob_count;
778 uuid = gen_uuid ();
779
780 prev = 0;
781 next = object::first;
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787}
788
789void object::unlink ()
790{
791 if (this == object::first)
792 object::first = next;
793
794 /* Remove this object from the list of used objects */
795 if (prev) prev->next = next;
796 if (next) next->prev = prev;
797
798 prev = 0;
799 next = 0;
800}
801
802object *object::create ()
803{
804 object *op = new object;
805 op->link ();
806 return op;
807}
862 808
863/* 809/*
864 * free_object() frees everything allocated by an object, removes 810 * free_object() frees everything allocated by an object, removes
865 * it from the list of used objects, and puts it on the list of 811 * it from the list of used objects, and puts it on the list of
866 * free objects. The IS_FREED() flag is set in the object. 812 * free objects. The IS_FREED() flag is set in the object.
867 * The object must have been removed by remove_ob() first for 813 * The object must have been removed by remove_ob() first for
868 * this function to succeed. 814 * this function to succeed.
869 * 815 *
870 * If free_inventory is set, free inventory as well. Else drop items in 816 * If destroy_inventory is set, free inventory as well. Else drop items in
871 * inventory to the ground. 817 * inventory to the ground.
872 */ 818 */
873 819void object::destroy (bool destroy_inventory)
874void
875free_object (object * ob)
876{ 820{
877 free_object2 (ob, 0);
878}
879
880void
881free_object2 (object * ob, int free_inventory)
882{
883 object *tmp, *op;
884
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 821 if (QUERY_FLAG (this, FLAG_FREED))
886 { 822 return;
887 LOG (llevDebug, "Free object called with non removed object\n");
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 }
893 823
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 824 if (QUERY_FLAG (this, FLAG_FRIENDLY))
895 {
896 LOG (llevMonster, "Warning: tried to free friendly object.\n");
897 remove_friendly_object (ob); 825 remove_friendly_object (this);
898 }
899 826
900 if (QUERY_FLAG (ob, FLAG_FREED)) 827 if (!QUERY_FLAG (this, FLAG_REMOVED))
901 { 828 remove ();
902 dump_object (ob); 829
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 830 SET_FLAG (this, FLAG_FREED);
904 return; 831
832 if (more)
905 } 833 {
906 834 more->destroy (destroy_inventory);
907 if (ob->more != NULL) 835 more = 0;
908 { 836 }
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912 837
913 if (ob->inv) 838 if (inv)
914 { 839 {
915 /* Only if the space blocks everything do we not process - 840 /* Only if the space blocks everything do we not process -
916 * if some form of movemnt is allowed, let objects 841 * if some form of movement is allowed, let objects
917 * drop on that space. 842 * drop on that space.
918 */ 843 */
919 if (free_inventory || ob->map == NULL 844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
920 || ob->map->in_memory != MAP_IN_MEMORY 845 {
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 846 object *op = inv;
922 {
923 op = ob->inv;
924 847
925 while (op != NULL) 848 while (op)
926 { 849 {
927 tmp = op->below; 850 object *tmp = op->below;
928 remove_ob (op); 851 op->destroy (destroy_inventory);
929 free_object2 (op, free_inventory);
930 op = tmp; 852 op = tmp;
931 } 853 }
932 } 854 }
933 else 855 else
934 { /* Put objects in inventory onto this space */ 856 { /* Put objects in inventory onto this space */
935 op = ob->inv; 857 object *op = inv;
936 858
937 while (op != NULL) 859 while (op)
938 { 860 {
939 tmp = op->below; 861 object *tmp = op->below;
940 remove_ob (op);
941 862
863 op->remove ();
864
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE 866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 867 op->destroy ();
945 free_object (op); 868 else
946 else 869 {
947 { 870 op->x = x;
948 op->x = ob->x; 871 op->y = y;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */ 872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
951 } 873 }
952 874
953 op = tmp; 875 op = tmp;
876 }
877 }
954 } 878 }
955 } 879
880 // hack to ensure that freed objects still have a valid map
881 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes
883
884 if (!freed_map)
885 {
886 freed_map = new maptile;
887
888 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3;
890 freed_map->height = 3;
891
892 freed_map->allocate ();
956 } 893 }
894
895 map = freed_map;
896 x = 1;
897 y = 1;
898 }
899
900 // clear those pointers that likely might have circular references to us
901 owner = 0;
902 enemy = 0;
903 attacked_by = 0;
904
905 // only relevant for players(?), but make sure of it anyways
906 contr = 0;
957 907
958 /* Remove object from the active list */ 908 /* Remove object from the active list */
959 ob->speed = 0; 909 speed = 0;
960 update_ob_speed (ob); 910 update_ob_speed (this);
961 911
962 SET_FLAG (ob, FLAG_FREED); 912 unlink ();
963 ob->count = 0;
964 913
965 /* Remove this object from the list of used objects */ 914 mortals.push_back (this);
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 }
973 else
974 {
975 ob->prev->next = ob->next;
976
977 if (ob->next != NULL)
978 ob->next->prev = ob->prev;
979 }
980
981 free_key_values (ob);
982
983 /* Now link it with the free_objects list: */
984 ob->prev = 0;
985 ob->next = 0;
986
987 delete ob;
988} 915}
989 916
990/* 917/*
991 * sub_weight() recursively (outwards) subtracts a number from the 918 * sub_weight() recursively (outwards) subtracts a number from the
992 * weight of an object (and what is carried by it's environment(s)). 919 * weight of an object (and what is carried by it's environment(s)).
993 */ 920 */
994 921void
995void sub_weight (object *op, signed long weight) { 922sub_weight (object *op, signed long weight)
923{
996 while (op != NULL) { 924 while (op != NULL)
925 {
997 if (op->type == CONTAINER) { 926 if (op->type == CONTAINER)
998 weight=(signed long)(weight*(100-op->stats.Str)/100); 927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
999 } 928
1000 op->carrying-=weight; 929 op->carrying -= weight;
1001 op = op->env; 930 op = op->env;
1002 } 931 }
1003} 932}
1004 933
1005/* remove_ob(op): 934/* op->remove ():
1006 * This function removes the object op from the linked list of objects 935 * This function removes the object op from the linked list of objects
1007 * which it is currently tied to. When this function is done, the 936 * which it is currently tied to. When this function is done, the
1008 * object will have no environment. If the object previously had an 937 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 938 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 939 * the previous environment.
1011 * Beware: This function is called from the editor as well! 940 * Beware: This function is called from the editor as well!
1012 */ 941 */
1013 942void
1014void remove_ob(object *op) { 943object::remove ()
944{
1015 object *tmp,*last=NULL; 945 object *tmp, *last = 0;
1016 object *otmp; 946 object *otmp;
1017 tag_t tag; 947
1018 int check_walk_off; 948 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 949
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 950 if (QUERY_FLAG (this, FLAG_REMOVED))
1024 dump_object(op); 951 return;
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 952
1027 /* Changed it to always dump core in this case. As has been learned
1028 * in the past, trying to recover from errors almost always
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041
1042 SET_FLAG(op, FLAG_REMOVED); 953 SET_FLAG (this, FLAG_REMOVED);
1043 954
955 if (more)
956 more->remove ();
957
1044 /* 958 /*
1045 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1046 * inventory. 960 * inventory.
1047 */ 961 */
1048 if(op->env!=NULL) { 962 if (env)
963 {
1049 if(op->nrof) 964 if (nrof)
1050 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1051 else 966 else
1052 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1053 968
1054 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1055 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1056 * to save cpu time. 971 * to save cpu time.
1057 */ 972 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1060 fix_player(otmp);
1061 975
1062 if(op->above!=NULL) 976 if (above != NULL)
1063 op->above->below=op->below; 977 above->below = below;
1064 else 978 else
1065 op->env->inv=op->below; 979 env->inv = below;
1066 980
1067 if(op->below!=NULL) 981 if (below != NULL)
1068 op->below->above=op->above; 982 below->above = above;
1069 983
1070 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 }
993 else if (map)
994 {
995 /* Re did the following section of code - it looks like it had
996 * lots of logic for things we no longer care about
997 */
998
999 /* link the object above us */
1000 if (above)
1001 above->below = below;
1002 else
1003 map->at (x, y).top = below; /* we were top, set new top */
1004
1005 /* Relink the object below us, if there is one */
1006 if (below)
1007 below->above = above;
1008 else
1009 {
1010 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is
1012 * evident
1073 */ 1013 */
1074 op->x=op->env->x,op->y=op->env->y; 1014 if (GET_MAP_OB (map, x, y) != this)
1075 op->map=op->env->map; 1015 {
1076 op->above=NULL,op->below=NULL; 1016 char *dump = dump_object (this);
1077 op->env=NULL; 1017 LOG (llevError,
1018 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024
1025 map->at (x, y).bottom = above; /* goes on above it. */
1026 }
1027
1028 above = 0;
1029 below = 0;
1030
1031 if (map->in_memory == MAP_SAVING)
1078 return; 1032 return;
1079 }
1080 1033
1081 /* If we get here, we are removing it from a map */
1082 if (op->map == NULL) return;
1083
1084 x = op->x;
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 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);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 }
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1035
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1037 {
1137 /* No point updating the players look faces if he is the object 1038 /* No point updating the players look faces if he is the object
1138 * being removed. 1039 * being removed.
1139 */ 1040 */
1140 1041
1141 if(tmp->type==PLAYER && tmp!=op) { 1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1142 /* If a container that the player is currently using somehow gets 1044 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1045 * removed (most likely destroyed), update the player view
1144 * appropriately. 1046 * appropriately.
1145 */ 1047 */
1146 if (tmp->container==op) { 1048 if (tmp->container == this)
1049 {
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1148 tmp->container=NULL; 1051 tmp->container = 0;
1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1149 } 1055 }
1150 tmp->contr->socket.update_look=1; 1056
1151 }
1152 /* See if player moving off should effect something */ 1057 /* See if player moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1058 if (check_walk_off
1059 && ((move_type & tmp->move_off)
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 1061 {
1156 move_apply(tmp, op, NULL); 1062 move_apply (tmp, this, 0);
1063
1157 if (was_destroyed (op, tag)) { 1064 if (destroyed ())
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 } 1066 }
1161 }
1162 1067
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1164 1069
1165 if(tmp->above == tmp) 1070 if (tmp->above == tmp)
1166 tmp->above = NULL; 1071 tmp->above = 0;
1072
1167 last=tmp; 1073 last = tmp;
1168 } 1074 }
1075
1169 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1170 if (last==NULL) { 1077 if (!last)
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1078 map->at (x, y).flags_ = P_NEED_UPDATE;
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1173 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways.
1175 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y);
1178 }
1179 else 1079 else
1180 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1181 1081
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1183 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1184 1084 }
1185} 1085}
1186 1086
1187/* 1087/*
1188 * merge_ob(op,top): 1088 * merge_ob(op,top):
1189 * 1089 *
1190 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1091 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1094 */
1195 1095object *
1196object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1197 if(!op->nrof) 1098 if (!op->nrof)
1198 return 0; 1099 return 0;
1100
1199 if(top==NULL) 1101 if (top == NULL)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top != NULL && top->above != NULL; top = top->above);
1103
1201 for(;top!=NULL;top=top->below) { 1104 for (; top != NULL; top = top->below)
1105 {
1202 if(top==op) 1106 if (top == op)
1203 continue; 1107 continue;
1204 if (CAN_MERGE(op,top)) 1108
1205 { 1109 if (object::can_merge (op, top))
1110 {
1206 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1208 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1209 remove_ob(op); 1115 op->destroy ();
1210 free_object(op);
1211 return top; 1116 return top;
1212 } 1117 }
1213 } 1118 }
1119
1214 return NULL; 1120 return 0;
1215} 1121}
1216 1122
1217/* 1123/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1219 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1220 */ 1126 */
1127object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{
1222 object* tmp; 1130 object *tmp;
1131
1223 if (op->head) 1132 if (op->head)
1224 op=op->head; 1133 op = op->head;
1134
1225 for (tmp=op;tmp;tmp=tmp->more){ 1135 for (tmp = op; tmp; tmp = tmp->more)
1136 {
1226 tmp->x=x+tmp->arch->clone.x; 1137 tmp->x = x + tmp->arch->clone.x;
1227 tmp->y=y+tmp->arch->clone.y; 1138 tmp->y = y + tmp->arch->clone.y;
1228 } 1139 }
1140
1229 return insert_ob_in_map (op, m, originator, flag); 1141 return insert_ob_in_map (op, m, originator, flag);
1230} 1142}
1231 1143
1232/* 1144/*
1233 * insert_ob_in_map (op, map, originator, flag): 1145 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1146 * This function inserts the object in the two-way linked list
1248 * new object if 'op' was merged with other object 1160 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1161 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1162 * just 'op' otherwise
1251 */ 1163 */
1252 1164
1165object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1167{
1255 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1256 sint16 x,y; 1169 sint16 x, y;
1257 1170
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1259 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239
1240 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work
1243 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1245 x = op->x;
1246 y = op->y;
1247
1248 /* this has to be done after we translate the coordinates.
1249 */
1250 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1252 if (object::can_merge (op, tmp))
1253 {
1254 op->nrof += tmp->nrof;
1255 tmp->destroy ();
1256 }
1257
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260
1261 if (!QUERY_FLAG (op, FLAG_ALIVE))
1262 CLEAR_FLAG (op, FLAG_NO_STEAL);
1263
1264 if (flag & INS_BELOW_ORIGINATOR)
1265 {
1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1267 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort ();
1270 }
1271
1272 op->above = originator;
1273 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bottom = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op;
1282 }
1283 else
1284 {
1285 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 {
1288 object *last = NULL;
1289
1290 /*
1291 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1295 * floor, we want to insert above that and no further.
1296 * Also, if there are spell objects on this space, we stop processing
1297 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects.
1301 */
1302
1303 while (top != NULL)
1304 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top;
1307
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1309 {
1310 /* We insert above top, so we want this object below this */
1311 top = top->below;
1312 break;
1313 }
1314
1315 last = top;
1316 top = top->above;
1317 }
1318
1319 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last;
1321
1322 /* We let update_position deal with figuring out what the space
1323 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result.
1325 */
1326
1327 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66
1329 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd.
1332 */
1333 if (!(flag & INS_ON_TOP) &&
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1335 {
1336 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break;
1339 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we
1342 * set top to the object below us.
1343 */
1344 if (last && last->below && last != floor)
1345 top = last->below;
1346 }
1347 } /* If objects on this space */
1348
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor;
1354
1355 /* Top is the object that our object (op) is going to get inserted above.
1356 */
1357
1358 /* First object on this space */
1359 if (!top)
1360 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362
1363 if (op->above)
1364 op->above->below = op;
1365
1366 op->below = NULL;
1367 op->ms ().bottom = op;
1368 }
1369 else
1370 { /* get inserted into the stack above top */
1371 op->above = top->above;
1372
1373 if (op->above)
1374 op->above->below = op;
1375
1376 op->below = top;
1377 top->above = op;
1378 }
1379
1380 if (op->above == NULL)
1381 op->ms ().top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */
1383
1384 if (op->type == PLAYER)
1385 op->contr->do_los = 1;
1386
1387 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there.
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ())
1392 pl->contr->ns->floorbox_update ();
1393
1394 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area
1401 * of effect may be sufficient.
1402 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y);
1405
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT);
1408
1409 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this.
1411 *
1412 * check_move_on() must be after this because code called from
1413 * check_move_on() depends on correct map flags (so functions like
1414 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object().
1416 */
1417
1418 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 {
1421 if (check_move_on (op, originator))
1260 return NULL; 1422 return NULL;
1261 }
1262 if(m==NULL) {
1263 dump_object(op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265 return op;
1266 }
1267 if(out_of_map(m,op->x,op->y)) {
1268 dump_object(op);
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1270#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted.
1274 */
1275 abort();
1276#endif
1277 return op;
1278 }
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 dump_object(op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282 return op;
1283 }
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */
1286 1423
1287 object *more = op->more;
1288
1289 /* We really need the caller to normalize coordinates - if
1290 * we set the map, that doesn't work if the location is within
1291 * a map and this is straddling an edge. So only if coordinate
1292 * is clear wrong do we normalize it.
1293 */
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1295 more->map = get_map_from_coord(m, &more->x, &more->y);
1296 } else if (!more->map) {
1297 /* For backwards compatibility - when not dealing with tiled maps,
1298 * more->map should always point to the parent.
1299 */
1300 more->map = m;
1301 }
1302
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1304 if ( ! op->head)
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1306 return NULL;
1307 }
1308 }
1309 CLEAR_FLAG(op,FLAG_REMOVED);
1310
1311 /* Ideally, the caller figures this out. However, it complicates a lot
1312 * of areas of callers (eg, anything that uses find_free_spot would now
1313 * need extra work
1314 */
1315 op->map=get_map_from_coord(m, &op->x, &op->y);
1316 x = op->x;
1317 y = op->y;
1318
1319 /* this has to be done after we translate the coordinates.
1320 */
1321 if(op->nrof && !(flag & INS_NO_MERGE)) {
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1323 if (CAN_MERGE(op,tmp)) {
1324 op->nrof+=tmp->nrof;
1325 remove_ob(tmp);
1326 free_object(tmp);
1327 }
1328 }
1329
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1332 if (!QUERY_FLAG(op, FLAG_ALIVE))
1333 CLEAR_FLAG(op, FLAG_NO_STEAL);
1334
1335 if (flag & INS_BELOW_ORIGINATOR) {
1336 if (originator->map != op->map || originator->x != op->x ||
1337 originator->y != op->y) {
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1339 abort();
1340 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else {
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */
1419 op->above = top->above;
1420 if (op->above) op->above->below = op;
1421 op->below = top;
1422 top->above = op;
1423 }
1424 if (op->above==NULL)
1425 SET_MAP_TOP(op->map,op->x, op->y, op);
1426 } /* else not INS_BELOW_ORIGINATOR */
1427
1428 if(op->type==PLAYER)
1429 op->contr->do_los=1;
1430
1431 /* If we have a floor, we know the player, if any, will be above
1432 * it, so save a few ticks and start from there.
1433 */
1434 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1436 if (tmp->type == PLAYER)
1437 tmp->contr->socket.update_look=1;
1438 }
1439
1440 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area
1447 * of effect may be sufficient.
1448 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1450 update_all_los(op->map, op->x, op->y);
1451
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT);
1455
1456
1457 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this.
1459 *
1460 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object().
1464 */
1465
1466 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1469 if (check_move_on(op, originator))
1470 return NULL;
1471
1472 /* If we are a multi part object, lets work our way through the check 1424 /* If we are a multi part object, lets work our way through the check
1473 * walk on's. 1425 * walk on's.
1474 */ 1426 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1428 if (check_move_on (tmp, originator))
1477 return NULL; 1429 return NULL;
1478 } 1430 }
1431
1479 return op; 1432 return op;
1480} 1433}
1481 1434
1482/* this function inserts an object in the map, but if it 1435/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1436 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1437 * op is the object to insert it under: supplies x and the map.
1485 */ 1438 */
1439void
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1487 object *tmp; 1441{
1488 object *tmp1; 1442 object *tmp, *tmp1;
1489 1443
1490 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1491 1445
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1494 remove_ob(tmp); 1448 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1449
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1450 tmp1 = arch_to_object (archetype::find (arch_string));
1500 1451
1501 1452 tmp1->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1453 tmp1->y = op->y;
1503 insert_ob_in_map(tmp1,op->map,op,0); 1454 insert_ob_in_map (tmp1, op->map, op, 0);
1504} 1455}
1505 1456
1506/* 1457/*
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1508 * is returned contains nr objects, and the remaining parts contains 1459 * is returned contains nr objects, and the remaining parts contains
1509 * the rest (or is removed and freed if that number is 0). 1460 * the rest (or is removed and freed if that number is 0).
1510 * On failure, NULL is returned, and the reason put into the 1461 * On failure, NULL is returned, and the reason put into the
1511 * global static errmsg array. 1462 * global static errmsg array.
1512 */ 1463 */
1513 1464
1465object *
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1466get_split_ob (object *orig_ob, uint32 nr)
1467{
1515 object *newob; 1468 object *newob;
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1517 1470
1518 if(orig_ob->nrof<nr) { 1471 if (orig_ob->nrof < nr)
1519 sprintf(errmsg,"There are only %d %ss.", 1472 {
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1521 return NULL; 1474 return NULL;
1522 } 1475 }
1476
1523 newob = object_create_clone(orig_ob); 1477 newob = object_create_clone (orig_ob);
1478
1524 if((orig_ob->nrof-=nr)<1) { 1479 if ((orig_ob->nrof -= nr) < 1)
1525 if ( ! is_removed) 1480 orig_ob->destroy (1);
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) { 1481 else if (!is_removed)
1482 {
1530 if(orig_ob->env!=NULL) 1483 if (orig_ob->env != NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr); 1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1487 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n"); 1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL; 1489 return NULL;
1537 } 1490 }
1538 } 1491 }
1492
1539 newob->nrof=nr; 1493 newob->nrof = nr;
1540 1494
1541 return newob; 1495 return newob;
1542} 1496}
1543 1497
1544/* 1498/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1499 * decrease_ob_nr(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1500 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1501 * is subsequently removed and freed.
1548 * 1502 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1503 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1504 */
1551 1505
1506object *
1552object *decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1553{ 1508{
1554 object *tmp; 1509 object *tmp;
1555 player *pl; 1510 player *pl;
1556 1511
1557 if (i == 0) /* objects with op->nrof require this check */ 1512 if (i == 0) /* objects with op->nrof require this check */
1558 return op; 1513 return op;
1559 1514
1560 if (i > op->nrof) 1515 if (i > op->nrof)
1561 i = op->nrof; 1516 i = op->nrof;
1562 1517
1563 if (QUERY_FLAG (op, FLAG_REMOVED)) 1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1519 op->nrof -= i;
1520 else if (op->env)
1521 {
1522 /* is this object in the players inventory, or sub container
1523 * therein?
1524 */
1525 tmp = op->in_player ();
1526 /* nope. Is this a container the player has opened?
1527 * If so, set tmp to that player.
1528 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player.
1531 */
1532 if (!tmp)
1533 {
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env)
1536 {
1537 tmp = pl->ob;
1538 break;
1539 }
1540 }
1541
1542 if (i < op->nrof)
1543 {
1544 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i;
1546 if (tmp)
1547 esrv_send_item (tmp, op);
1548 }
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 if (tmp)
1554 esrv_del_item (tmp->contr, op->count);
1555 }
1564 { 1556 }
1557 else
1558 {
1559 object *above = op->above;
1560
1561 if (i < op->nrof)
1565 op->nrof -= i; 1562 op->nrof -= i;
1566 } 1563 else
1567 else if (op->env != NULL)
1568 {
1569 /* is this object in the players inventory, or sub container
1570 * therein?
1571 */
1572 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 } 1564 {
1585
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op); 1565 op->remove ();
1594 op->nrof = 0; 1566 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 } 1567 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603 1568
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */ 1569 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above) 1570 for (tmp = above; tmp; tmp = tmp->above)
1612 if (tmp->type == PLAYER) { 1571 if (tmp->type == PLAYER)
1572 {
1613 if (op->nrof) 1573 if (op->nrof)
1614 esrv_send_item(tmp, op); 1574 esrv_send_item (tmp, op);
1615 else 1575 else
1616 esrv_del_item(tmp->contr, op->count); 1576 esrv_del_item (tmp->contr, op->count);
1617 } 1577 }
1618 } 1578 }
1619 1579
1620 if (op->nrof) { 1580 if (op->nrof)
1621 return op; 1581 return op;
1622 } else { 1582 else
1623 free_object (op); 1583 {
1584 op->destroy ();
1624 return NULL; 1585 return 0;
1625 } 1586 }
1626} 1587}
1627 1588
1628/* 1589/*
1629 * add_weight(object, weight) adds the specified weight to an object, 1590 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying. 1591 * and also updates how much the environment(s) is/are carrying.
1631 */ 1592 */
1632 1593
1594void
1633void add_weight (object *op, signed long weight) { 1595add_weight (object *op, signed long weight)
1596{
1634 while (op!=NULL) { 1597 while (op != NULL)
1598 {
1635 if (op->type == CONTAINER) { 1599 if (op->type == CONTAINER)
1636 weight=(signed long)(weight*(100-op->stats.Str)/100); 1600 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1637 } 1601
1638 op->carrying+=weight; 1602 op->carrying += weight;
1639 op=op->env; 1603 op = op->env;
1640 } 1604 }
1641} 1605}
1642 1606
1607object *
1608insert_ob_in_ob (object *op, object *where)
1609{
1610 if (!where)
1611 {
1612 char *dump = dump_object (op);
1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614 free (dump);
1615 return op;
1616 }
1617
1618 if (where->head)
1619 {
1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 where = where->head;
1622 }
1623
1624 return where->insert (op);
1625}
1626
1643/* 1627/*
1644 * insert_ob_in_ob(op,environment): 1628 * env->insert (op)
1645 * This function inserts the object op in the linked list 1629 * This function inserts the object op in the linked list
1646 * inside the object environment. 1630 * inside the object environment.
1647 * 1631 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * The function returns now pointer to inserted item, and return value can 1632 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1633 * be != op, if items are merged. -Tero
1655 */ 1634 */
1656 1635
1657object *insert_ob_in_ob(object *op,object *where) { 1636object *
1637object::insert (object *op)
1638{
1658 object *tmp, *otmp; 1639 object *tmp, *otmp;
1659 1640
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1641 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 dump_object(op); 1642 op->remove ();
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1643
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1644 if (op->more)
1645 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1646 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1647 return op;
1679 } 1648 }
1649
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1651 CLEAR_FLAG (op, FLAG_REMOVED);
1682 if(op->nrof) { 1652 if (op->nrof)
1653 {
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1654 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1655 if (object::can_merge (tmp, op))
1656 {
1685 /* return the original object and remove inserted object 1657 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1658 (client needs the original object) */
1687 tmp->nrof += op->nrof; 1659 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1660 /* Weight handling gets pretty funky. Since we are adding to
1689 * tmp->nrof, we need to increase the weight. 1661 * tmp->nrof, we need to increase the weight.
1690 */ 1662 */
1691 add_weight (where, op->weight*op->nrof); 1663 add_weight (this, op->weight * op->nrof);
1692 SET_FLAG(op, FLAG_REMOVED); 1664 SET_FLAG (op, FLAG_REMOVED);
1693 free_object(op); /* free the inserted object */ 1665 op->destroy (); /* free the inserted object */
1694 op = tmp; 1666 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1667 op->remove (); /* and fix old object's links */
1696 CLEAR_FLAG(op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1697 break; 1669 break;
1698 } 1670 }
1699 1671
1700 /* I assume combined objects have no inventory 1672 /* I assume combined objects have no inventory
1701 * We add the weight - this object could have just been removed 1673 * We add the weight - this object could have just been removed
1702 * (if it was possible to merge). calling remove_ob will subtract 1674 * (if it was possible to merge). calling remove_ob will subtract
1703 * the weight, so we need to add it in again, since we actually do 1675 * the weight, so we need to add it in again, since we actually do
1704 * the linking below 1676 * the linking below
1705 */ 1677 */
1706 add_weight (where, op->weight*op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1679 }
1707 } else 1680 else
1708 add_weight (where, (op->weight+op->carrying)); 1681 add_weight (this, (op->weight + op->carrying));
1709 1682
1710 otmp=is_player_inv(where); 1683 otmp = this->in_player ();
1711 if (otmp&&otmp->contr!=NULL) { 1684 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp); 1686 otmp->update_stats ();
1714 }
1715 1687
1716 op->map=NULL; 1688 op->map = 0;
1717 op->env=where; 1689 op->env = this;
1718 op->above=NULL; 1690 op->above = 0;
1719 op->below=NULL; 1691 op->below = 0;
1720 op->x=0,op->y=0; 1692 op->x = 0, op->y = 0;
1721 1693
1722 /* reset the light list and los of the players on the map */ 1694 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1695 if ((op->glow_radius != 0) && map)
1724 { 1696 {
1725#ifdef DEBUG_LIGHTS 1697#ifdef DEBUG_LIGHTS
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */ 1699#endif /* DEBUG_LIGHTS */
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1700 if (MAP_DARKNESS (map))
1701 update_all_los (map, x, y);
1730 } 1702 }
1731 1703
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1704 /* Client has no idea of ordering so lets not bother ordering it here.
1733 * It sure simplifies this function... 1705 * It sure simplifies this function...
1734 */ 1706 */
1735 if (where->inv==NULL) 1707 if (!inv)
1736 where->inv=op; 1708 inv = op;
1737 else { 1709 else
1710 {
1738 op->below = where->inv; 1711 op->below = inv;
1739 op->below->above = op; 1712 op->below->above = op;
1740 where->inv = op; 1713 inv = op;
1741 } 1714 }
1715
1742 return op; 1716 return op;
1743} 1717}
1744 1718
1745/* 1719/*
1746 * Checks if any objects has a move_type that matches objects 1720 * Checks if any objects has a move_type that matches objects
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1735 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1736 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1737 * on top.
1764 */ 1738 */
1765 1739
1740int
1766int check_move_on (object *op, object *originator) 1741check_move_on (object *op, object *originator)
1767{ 1742{
1768 object *tmp; 1743 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1744 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1745 int x = op->x, y = op->y;
1746
1772 MoveType move_on, move_slow, move_block; 1747 MoveType move_on, move_slow, move_block;
1773 1748
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1749 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0; 1750 return 0;
1776 1751
1777 tag = op->count;
1778
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1752 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1753 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1754 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1782 1755
1783 /* if nothing on this space will slow op down or be applied, 1756 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1757 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1758 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1759 * as walking.
1787 */ 1760 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1761 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1762 return 0;
1790 1763
1791 /* This is basically inverse logic of that below - basically, 1764 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1765 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1766 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1767 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1768 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1769 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1770 return 0;
1798 1771
1799 /* The objects have to be checked from top to bottom. 1772 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1773 * Hence, we first go to the top:
1801 */ 1774 */
1802 1775
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1804 tmp->above!=NULL; tmp=tmp->above) { 1777 {
1805 /* Trim the search when we find the first other spell effect 1778 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects, 1779 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them. 1780 * we don't need to check all of them.
1808 */ 1781 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1782 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1783 break;
1784 }
1785
1786 for (; tmp; tmp = tmp->below)
1810 } 1787 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1788 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1789 continue; /* Can't apply yourself */
1813 1790
1814 /* Check to see if one of the movement types should be slowed down. 1791 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1792 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1793 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 1794 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 1795 * swim on that space, can't use it to avoid the penalty.
1819 */ 1796 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1797 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1798 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 {
1824 1802
1825 float diff; 1803 float
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1804 diff = tmp->move_slow_penalty * FABS (op->speed);
1805
1828 if (op->type == PLAYER) { 1806 if (op->type == PLAYER)
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 1809 diff /= 4.0;
1832 } 1810
1833 }
1834 op->speed_left -= diff; 1811 op->speed_left -= diff;
1835 } 1812 }
1836 } 1813 }
1837 1814
1838 /* Basically same logic as above, except now for actual apply. */ 1815 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1816 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1817 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 1818 {
1843 move_apply(tmp, op, originator); 1819 move_apply (tmp, op, originator);
1820
1844 if (was_destroyed (op, tag)) 1821 if (op->destroyed ())
1845 return 1; 1822 return 1;
1846 1823
1847 /* what the person/creature stepped onto has moved the object 1824 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1825 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1826 * have a feeling strange problems would result.
1850 */ 1827 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 1828 if (op->map != m || op->x != x || op->y != y)
1829 return 0;
1852 } 1830 }
1853 } 1831 }
1832
1854 return 0; 1833 return 0;
1855} 1834}
1856 1835
1857/* 1836/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1837 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1838 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
1861 */ 1840 */
1862 1841
1842object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1843present_arch (const archetype *at, maptile *m, int x, int y)
1844{
1864 object *tmp; 1845 object *
1846 tmp;
1847
1865 if(m==NULL || out_of_map(m,x,y)) { 1848 if (m == NULL || out_of_map (m, x, y))
1849 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1850 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1851 return NULL;
1868 } 1852 }
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1870 if(tmp->arch == at) 1854 if (tmp->arch == at)
1871 return tmp; 1855 return tmp;
1872 return NULL; 1856 return NULL;
1873} 1857}
1874 1858
1875/* 1859/*
1876 * present(type, map, x, y) searches for any objects with 1860 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1861 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1879 */ 1863 */
1880 1864
1865object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1866present (unsigned char type, maptile *m, int x, int y)
1867{
1882 object *tmp; 1868 object *
1869 tmp;
1870
1883 if(out_of_map(m,x,y)) { 1871 if (out_of_map (m, x, y))
1872 {
1884 LOG(llevError,"Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1874 return NULL;
1886 } 1875 }
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1888 if(tmp->type==type) 1877 if (tmp->type == type)
1889 return tmp; 1878 return tmp;
1890 return NULL; 1879 return NULL;
1891} 1880}
1892 1881
1893/* 1882/*
1894 * present_in_ob(type, object) searches for any objects with 1883 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1884 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1897 */ 1886 */
1898 1887
1888object *
1899object *present_in_ob(unsigned char type, const object *op) { 1889present_in_ob (unsigned char type, const object *op)
1890{
1900 object *tmp; 1891 object *
1892 tmp;
1893
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 1895 if (tmp->type == type)
1903 return tmp; 1896 return tmp;
1904 return NULL; 1897 return NULL;
1905} 1898}
1906 1899
1907/* 1900/*
1917 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
1919 * to be unique. 1912 * to be unique.
1920 */ 1913 */
1921 1914
1915object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 1916present_in_ob_by_name (int type, const char *str, const object *op)
1917{
1923 object *tmp; 1918 object *
1919 tmp;
1924 1920
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1922 {
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 1924 return tmp;
1928 } 1925 }
1929 return NULL; 1926 return NULL;
1930} 1927}
1931 1928
1932/* 1929/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
1936 */ 1933 */
1937 1934
1935object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 1936present_arch_in_ob (const archetype *at, const object *op)
1937{
1939 object *tmp; 1938 object *
1939 tmp;
1940
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 if( tmp->arch == at) 1942 if (tmp->arch == at)
1942 return tmp; 1943 return tmp;
1943 return NULL; 1944 return NULL;
1944} 1945}
1945 1946
1946/* 1947/*
1947 * activate recursively a flag on an object inventory 1948 * activate recursively a flag on an object inventory
1948 */ 1949 */
1950void
1949void flag_inv(object*op, int flag){ 1951flag_inv (object *op, int flag)
1952{
1950 object *tmp; 1953 object *
1954 tmp;
1955
1951 if(op->inv) 1956 if (op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 {
1953 SET_FLAG(tmp, flag); 1959 SET_FLAG (tmp, flag);
1954 flag_inv(tmp,flag); 1960 flag_inv (tmp, flag);
1955 } 1961 }
1956}/* 1962} /*
1957 * desactivate recursively a flag on an object inventory 1963 * desactivate recursively a flag on an object inventory
1958 */ 1964 */
1965void
1959void unflag_inv(object*op, int flag){ 1966unflag_inv (object *op, int flag)
1967{
1960 object *tmp; 1968 object *
1969 tmp;
1970
1961 if(op->inv) 1971 if (op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 {
1963 CLEAR_FLAG(tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1964 unflag_inv(tmp,flag); 1975 unflag_inv (tmp, flag);
1965 } 1976 }
1966} 1977}
1967 1978
1968/* 1979/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for 1982 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function. 1983 * him/her-self and all object carried by a call to this function.
1973 */ 1984 */
1974 1985
1986void
1975void set_cheat(object *op) { 1987set_cheat (object *op)
1988{
1976 SET_FLAG(op, FLAG_WAS_WIZ); 1989 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ); 1990 flag_inv (op, FLAG_WAS_WIZ);
1978} 1991}
1979 1992
1980/* 1993/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
1997 * to know if the space in question will block the object. We can't use 2010 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 2011 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 2012 * customized, changed states, etc.
2000 */ 2013 */
2001 2014
2015int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{
2018 int
2019 i,
2003 int i,index=0, flag; 2020 index = 0, flag;
2021 static int
2004 static int altern[SIZEOFFREE]; 2022 altern[SIZEOFFREE];
2005 2023
2006 for(i=start;i<stop;i++) { 2024 for (i = start; i < stop; i++)
2025 {
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2008 if(!flag) 2027 if (!flag)
2009 altern[index++]=i; 2028 altern[index++] = i;
2010 2029
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2018 */ 2037 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2020 stop=maxfree[i]; 2039 stop = maxfree[i];
2021 } 2040 }
2022 if(!index) return -1; 2041
2042 if (!index)
2043 return -1;
2044
2023 return altern[RANDOM()%index]; 2045 return altern[RANDOM () % index];
2024} 2046}
2025 2047
2026/* 2048/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2049 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2050 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2051 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2052 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2053 */
2032 2054
2055int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2056find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{
2058 int
2034 int i; 2059 i;
2060
2035 for(i=0;i<SIZEOFFREE;i++) { 2061 for (i = 0; i < SIZEOFFREE; i++)
2062 {
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2064 return i;
2038 } 2065 }
2039 return -1; 2066 return -1;
2040} 2067}
2041 2068
2042/* 2069/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2070 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2071 * arr[begin..end-1].
2045 */ 2072 */
2073static void
2046static void permute(int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2047{ 2075{
2048 int i, j, tmp, len; 2076 int
2077 i,
2078 j,
2079 tmp,
2080 len;
2049 2081
2050 len = end-begin; 2082 len = end - begin;
2051 for(i = begin; i < end; i++) 2083 for (i = begin; i < end; i++)
2052 { 2084 {
2053 j = begin+RANDOM()%len; 2085 j = begin + RANDOM () % len;
2054 2086
2055 tmp = arr[i]; 2087 tmp = arr[i];
2056 arr[i] = arr[j]; 2088 arr[i] = arr[j];
2057 arr[j] = tmp; 2089 arr[j] = tmp;
2058 } 2090 }
2059} 2091}
2060 2092
2061/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2094 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2095 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2096 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2097 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2098 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2099 */
2100void
2068void get_search_arr(int *search_arr) 2101get_search_arr (int *search_arr)
2069{ 2102{
2103 int
2070 int i; 2104 i;
2071 2105
2072 for(i = 0; i < SIZEOFFREE; i++) 2106 for (i = 0; i < SIZEOFFREE; i++)
2073 { 2107 {
2074 search_arr[i] = i; 2108 search_arr[i] = i;
2075 } 2109 }
2076 2110
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2111 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2114}
2081 2115
2082/* 2116/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2117 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2118 * given map at the given coordinates for live objects.
2090 * is actually want is going to try and move there. We need this info 2124 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2125 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2126 * there is capable of.
2093 */ 2127 */
2094 2128
2129int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2130find_dir (maptile *m, int x, int y, object *exclude)
2131{
2132 int
2133 i,
2096 int i,max=SIZEOFFREE, mflags; 2134 max = SIZEOFFREE, mflags;
2135
2097 sint16 nx, ny; 2136 sint16 nx, ny;
2098 object *tmp; 2137 object *
2099 mapstruct *mp; 2138 tmp;
2139 maptile *
2140 mp;
2141
2100 MoveType blocked, move_type; 2142 MoveType blocked, move_type;
2101 2143
2102 if (exclude && exclude->head) { 2144 if (exclude && exclude->head)
2145 {
2103 exclude = exclude->head; 2146 exclude = exclude->head;
2104 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2105 } else { 2148 }
2149 else
2150 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2152 move_type = MOVE_ALL;
2153 }
2154
2155 for (i = 1; i < max; i++)
2108 } 2156 {
2109
2110 for(i=1;i<max;i++) {
2111 mp = m; 2157 mp = m;
2112 nx = x + freearr_x[i]; 2158 nx = x + freearr_x[i];
2113 ny = y + freearr_y[i]; 2159 ny = y + freearr_y[i];
2114 2160
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2161 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2162
2116 if (mflags & P_OUT_OF_MAP) { 2163 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i];
2165 else
2166 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2168
2169 if ((move_type & blocked) == move_type)
2117 max = maxfree[i]; 2170 max = maxfree[i];
2118 } else {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2120
2121 if ((move_type & blocked) == move_type) {
2122 max=maxfree[i];
2123 } else if (mflags & P_IS_ALIVE) { 2171 else if (mflags & P_IS_ALIVE)
2172 {
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2127 break; 2175 break;
2128 } 2176
2129 }
2130 if(tmp) { 2177 if (tmp)
2131 return freedir[i]; 2178 return freedir[i];
2132 }
2133 } 2179 }
2134 } 2180 }
2135 } 2181 }
2182
2136 return 0; 2183 return 0;
2137} 2184}
2138 2185
2139/* 2186/*
2140 * distance(object 1, object 2) will return the square of the 2187 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2188 * distance between the two given objects.
2142 */ 2189 */
2143 2190
2191int
2144int distance(const object *ob1, const object *ob2) { 2192distance (const object *ob1, const object *ob2)
2193{
2145 int i; 2194 int i;
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2195
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2148 return i; 2197 return i;
2149} 2198}
2150 2199
2151/* 2200/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2201 * find_dir_2(delta-x,delta-y) will return a direction in which
2153 * an object which has subtracted the x and y coordinates of another 2202 * an object which has subtracted the x and y coordinates of another
2154 * object, needs to travel toward it. 2203 * object, needs to travel toward it.
2155 */ 2204 */
2156 2205
2206int
2157int find_dir_2(int x, int y) { 2207find_dir_2 (int x, int y)
2208{
2158 int q; 2209 int q;
2159 2210
2160 if(y) 2211 if (y)
2161 q=x*100/y; 2212 q = x * 100 / y;
2162 else if (x) 2213 else if (x)
2163 q= -300*x; 2214 q = -300 * x;
2164 else 2215 else
2165 return 0; 2216 return 0;
2166 2217
2167 if(y>0) { 2218 if (y > 0)
2219 {
2168 if(q < -242) 2220 if (q < -242)
2169 return 3 ; 2221 return 3;
2170 if (q < -41) 2222 if (q < -41)
2171 return 2 ; 2223 return 2;
2172 if (q < 41) 2224 if (q < 41)
2173 return 1 ; 2225 return 1;
2174 if (q < 242) 2226 if (q < 242)
2175 return 8 ; 2227 return 8;
2176 return 7 ; 2228 return 7;
2177 } 2229 }
2178 2230
2179 if (q < -242) 2231 if (q < -242)
2180 return 7 ; 2232 return 7;
2181 if (q < -41) 2233 if (q < -41)
2182 return 6 ; 2234 return 6;
2183 if (q < 41) 2235 if (q < 41)
2184 return 5 ; 2236 return 5;
2185 if (q < 242) 2237 if (q < 242)
2186 return 4 ; 2238 return 4;
2187 2239
2188 return 3 ; 2240 return 3;
2189} 2241}
2190 2242
2191/* 2243/*
2192 * absdir(int): Returns a number between 1 and 8, which represent 2244 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of 2245 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction). 2246 * "overflow" in previous calculations of a direction).
2195 */ 2247 */
2196 2248
2249int
2197int absdir(int d) { 2250absdir (int d)
2198 while(d<1) d+=8; 2251{
2199 while(d>8) d-=8; 2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2200 return d; 2256 return d;
2201} 2257}
2202 2258
2203/* 2259/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2261 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2262 */
2207 2263
2264int
2208int dirdiff(int dir1, int dir2) { 2265dirdiff (int dir1, int dir2)
2266{
2209 int d; 2267 int
2268 d;
2269
2210 d = abs(dir1 - dir2); 2270 d = abs (dir1 - dir2);
2211 if(d>4) 2271 if (d > 4)
2212 d = 8 - d; 2272 d = 8 - d;
2213 return d; 2273 return d;
2214} 2274}
2215 2275
2216/* peterm: 2276/* peterm:
2221 * direction 4, 14, or 16 to get back to where we are. 2281 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2282 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2283 * functions.
2224 */ 2284 */
2225 2285
2286int
2226int reduction_dir[SIZEOFFREE][3] = { 2287 reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2293 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2294 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2295 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2296 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2297 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2298 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2299 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2300 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2301 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2302 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2303 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2304 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2305 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2306 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2307 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2308 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2309 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2310 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2311 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2312 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2313 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2314 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2315 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2316 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2317 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2318 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2319 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2320 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2321 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2322 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2323 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2324 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2325 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2326 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2327 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2328 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2329 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2330 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2331 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2332 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2333 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2334 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2335 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2336 {24, 9, -1}
2337}; /* 48 */
2276 2338
2277/* Recursive routine to step back and see if we can 2339/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2340 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2341 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2342 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2343 * Modified to be map tile aware -.MSW
2282 */ 2344 */
2283 2345int
2284
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2346can_see_monsterP (maptile *m, int x, int y, int dir)
2347{
2286 sint16 dx, dy; 2348 sint16 dx, dy;
2287 int mflags; 2349 int mflags;
2288 2350
2351 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2352 return 0; /* exit condition: invalid direction */
2290 2353
2291 dx = x + freearr_x[dir]; 2354 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2355 dy = y + freearr_y[dir];
2293 2356
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2357 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2358
2296 /* This functional arguably was incorrect before - it was 2359 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2360 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2361 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2362 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2363 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2364 * at least its move type.
2302 */ 2365 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2366 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2367 return 0;
2304 2368
2305 /* yes, can see. */ 2369 /* yes, can see. */
2306 if(dir < 9) return 1; 2370 if (dir < 9)
2371 return 1;
2372
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2373 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2374 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2310} 2376}
2311 2377
2312
2313
2314/* 2378/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2379 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2380 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2381 * picked up, otherwise 0.
2318 * 2382 *
2320 * core dumps if they do. 2384 * core dumps if they do.
2321 * 2385 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2387 */
2324 2388
2389int
2325int can_pick(const object *who, const object *item) { 2390can_pick (const object *who, const object *item)
2391{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2393 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2394 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2329 (who->type==PLAYER||item->weight<who->weight/3));
2330} 2395}
2331
2332 2396
2333/* 2397/*
2334 * create clone from object to another 2398 * create clone from object to another
2335 */ 2399 */
2400object *
2336object *object_create_clone (object *asrc) { 2401object_create_clone (object *asrc)
2402{
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2403 object *dst = 0, *tmp, *src, *part, *prev, *item;
2338 2404
2339 if(!asrc) return NULL; 2405 if (!asrc)
2406 return 0;
2407
2340 src = asrc; 2408 src = asrc;
2341 if(src->head) 2409 if (src->head)
2342 src = src->head; 2410 src = src->head;
2343 2411
2344 prev = NULL; 2412 prev = 0;
2345 for(part = src; part; part = part->more) { 2413 for (part = src; part; part = part->more)
2346 tmp = get_object(); 2414 {
2347 copy_object(part,tmp); 2415 tmp = part->clone ();
2348 tmp->x -= src->x; 2416 tmp->x -= src->x;
2349 tmp->y -= src->y; 2417 tmp->y -= src->y;
2418
2350 if(!part->head) { 2419 if (!part->head)
2420 {
2351 dst = tmp; 2421 dst = tmp;
2352 tmp->head = NULL; 2422 tmp->head = 0;
2423 }
2353 } else { 2424 else
2354 tmp->head = dst; 2425 tmp->head = dst;
2355 } 2426
2356 tmp->more = NULL; 2427 tmp->more = 0;
2428
2357 if(prev) 2429 if (prev)
2358 prev->more = tmp; 2430 prev->more = tmp;
2431
2359 prev = tmp; 2432 prev = tmp;
2360 } 2433 }
2361 /*** copy inventory ***/ 2434
2362 for(item = src->inv; item; item = item->below) { 2435 for (item = src->inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2436 insert_ob_in_ob (object_create_clone (item), dst);
2364 }
2365 2437
2366 return dst; 2438 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375} 2439}
2376 2440
2377/* GROS - Creates an object using a string representing its content. */ 2441/* GROS - Creates an object using a string representing its content. */
2378/* Basically, we save the content of the string to a temp file, then call */ 2442/* Basically, we save the content of the string to a temp file, then call */
2379/* load_object on it. I admit it is a highly inefficient way to make things, */ 2443/* load_object on it. I admit it is a highly inefficient way to make things, */
2380/* but it was simple to make and allows reusing the load_object function. */ 2444/* but it was simple to make and allows reusing the load_object function. */
2381/* Remember not to use load_object_str in a time-critical situation. */ 2445/* Remember not to use load_object_str in a time-critical situation. */
2382/* Also remember that multiparts objects are not supported for now. */ 2446/* Also remember that multiparts objects are not supported for now. */
2383 2447
2448object *
2384object* load_object_str(const char *obstr) 2449load_object_str (const char *obstr)
2385{ 2450{
2386 object *op; 2451 object *op;
2387 char filename[MAX_BUF]; 2452 char filename[MAX_BUF];
2453
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2389 2455
2390 FILE *tempfile=fopen(filename,"w"); 2456 FILE *tempfile = fopen (filename, "w");
2457
2391 if (tempfile == NULL) 2458 if (tempfile == NULL)
2392 { 2459 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n"); 2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2394 return NULL; 2461 return NULL;
2395 }; 2462 }
2463
2396 fprintf(tempfile,obstr); 2464 fprintf (tempfile, obstr);
2397 fclose(tempfile); 2465 fclose (tempfile);
2398 2466
2399 op=get_object(); 2467 op = object::create ();
2400 2468
2401 object_thawer thawer (filename); 2469 object_thawer thawer (filename);
2402 2470
2403 if (thawer) 2471 if (thawer)
2404 load_object(thawer,op,0); 2472 load_object (thawer, op, 0);
2405 2473
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED); 2475 CLEAR_FLAG (op, FLAG_REMOVED);
2408 2476
2409 return op; 2477 return op;
2410} 2478}
2411 2479
2412/* This returns the first object in who's inventory that 2480/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2481 * has the same type and subtype match.
2414 * returns NULL if no match. 2482 * returns NULL if no match.
2415 */ 2483 */
2484object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2485find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2486{
2418 object *tmp; 2487 object *tmp;
2419 2488
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2489 for (tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2490 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp;
2422 2492
2423 return NULL; 2493 return NULL;
2424} 2494}
2425 2495
2426/* If ob has a field named key, return the link from the list, 2496/* If ob has a field named key, return the link from the list,
2427 * otherwise return NULL. 2497 * otherwise return NULL.
2428 * 2498 *
2429 * key must be a passed in shared string - otherwise, this won't 2499 * key must be a passed in shared string - otherwise, this won't
2430 * do the desired thing. 2500 * do the desired thing.
2431 */ 2501 */
2502key_value *
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2503get_ob_key_link (const object *ob, const char *key)
2504{
2433 key_value * link; 2505 key_value *link;
2434 2506
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2507 for (link = ob->key_values; link != NULL; link = link->next)
2436 if (link->key == key) { 2508 if (link->key == key)
2437 return link; 2509 return link;
2438 } 2510
2439 }
2440
2441 return NULL; 2511 return NULL;
2442} 2512}
2443 2513
2444/* 2514/*
2445 * Returns the value of op has an extra_field for key, or NULL. 2515 * Returns the value of op has an extra_field for key, or NULL.
2446 * 2516 *
2447 * The argument doesn't need to be a shared string. 2517 * The argument doesn't need to be a shared string.
2448 * 2518 *
2449 * The returned string is shared. 2519 * The returned string is shared.
2450 */ 2520 */
2521const char *
2451const char * get_ob_key_value(const object * op, const char * const key) { 2522get_ob_key_value (const object *op, const char *const key)
2523{
2452 key_value * link; 2524 key_value *link;
2453 const char * canonical_key; 2525 shstr_cmp canonical_key (key);
2526
2527 if (!canonical_key)
2454 2528 {
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object 2529 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find. 2530 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field. 2531 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field. 2532 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2533 */
2463 return NULL; 2534 return 0;
2464 } 2535 }
2465 2536
2466 /* This is copied from get_ob_key_link() above - 2537 /* This is copied from get_ob_key_link() above -
2467 * only 4 lines, and saves the function call overhead. 2538 * only 4 lines, and saves the function call overhead.
2468 */ 2539 */
2469 for (link = op->key_values; link != NULL; link = link->next) { 2540 for (link = op->key_values; link; link = link->next)
2470 if (link->key == canonical_key) { 2541 if (link->key == canonical_key)
2471 return link->value; 2542 return link->value;
2472 } 2543
2473 } 2544 return 0;
2474 return NULL;
2475} 2545}
2476 2546
2477 2547
2478/* 2548/*
2479 * Updates the canonical_key in op to value. 2549 * Updates the canonical_key in op to value.
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2553 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys. 2554 * keys.
2485 * 2555 *
2486 * Returns TRUE on success. 2556 * Returns TRUE on success.
2487 */ 2557 */
2558int
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{
2561 key_value *
2489 key_value * field = NULL, *last=NULL; 2562 field = NULL, *last = NULL;
2490 2563
2491 for (field=op->key_values; field != NULL; field=field->next) { 2564 for (field = op->key_values; field != NULL; field = field->next)
2565 {
2492 if (field->key != canonical_key) { 2566 if (field->key != canonical_key)
2567 {
2493 last = field; 2568 last = field;
2494 continue; 2569 continue;
2495 } 2570 }
2496 2571
2497 if (value) 2572 if (value)
2498 field->value = value; 2573 field->value = value;
2499 else { 2574 else
2575 {
2500 /* Basically, if the archetype has this key set, 2576 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save 2577 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load, 2578 * it, we save the empty value so that when we load,
2503 * we get this value back again. 2579 * we get this value back again.
2504 */ 2580 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2581 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0; 2582 field->value = 0;
2583 else
2584 {
2585 if (last)
2586 last->next = field->next;
2507 else 2587 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next; 2588 op->key_values = field->next;
2511 2589
2512 delete field; 2590 delete field;
2513 } 2591 }
2514 } 2592 }
2515 return TRUE; 2593 return TRUE;
2516 } 2594 }
2517 /* IF we get here, key doesn't exist */ 2595 /* IF we get here, key doesn't exist */
2518 2596
2519 /* No field, we'll have to add it. */ 2597 /* No field, we'll have to add it. */
2598
2599 if (!add_key)
2520 2600 {
2521 if (!add_key) {
2522 return FALSE; 2601 return FALSE;
2523 } 2602 }
2524 /* There isn't any good reason to store a null 2603 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has 2604 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't 2605 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings, 2606 * be here. If user wants to store empty strings,
2528 * should pass in "" 2607 * should pass in ""
2529 */ 2608 */
2530 if (value == NULL) return TRUE; 2609 if (value == NULL)
2531
2532 field = new key_value;
2533
2534 field->key = canonical_key;
2535 field->value = value;
2536 /* Usual prepend-addition. */
2537 field->next = op->key_values;
2538 op->key_values = field;
2539
2540 return TRUE; 2610 return TRUE;
2611
2612 field = new key_value;
2613
2614 field->key = canonical_key;
2615 field->value = value;
2616 /* Usual prepend-addition. */
2617 field->next = op->key_values;
2618 op->key_values = field;
2619
2620 return TRUE;
2541} 2621}
2542 2622
2543/* 2623/*
2544 * Updates the key in op to value. 2624 * Updates the key in op to value.
2545 * 2625 *
2547 * and not add new ones. 2627 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key 2628 * In general, should be little reason FALSE is ever passed in for add_key
2549 * 2629 *
2550 * Returns TRUE on success. 2630 * Returns TRUE on success.
2551 */ 2631 */
2632int
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2633set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2553{ 2634{
2554 shstr key_ (key); 2635 shstr key_ (key);
2636
2555 return set_ob_key_value_s (op, key_, value, add_key); 2637 return set_ob_key_value_s (op, key_, value, add_key);
2556} 2638}
2639
2640object::depth_iterator::depth_iterator (object *container)
2641: iterator_base (container)
2642{
2643 while (item->inv)
2644 item = item->inv;
2645}
2646
2647void
2648object::depth_iterator::next ()
2649{
2650 if (item->below)
2651 {
2652 item = item->below;
2653
2654 while (item->inv)
2655 item = item->inv;
2656 }
2657 else
2658 item = item->env;
2659}
2660
2661// return a suitable string describing an objetc in enough detail to find it
2662const char *
2663object::debug_desc (char *info) const
2664{
2665 char info2[256 * 3];
2666 char *p = info;
2667
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2669 count,
2670 &name,
2671 title ? " " : "",
2672 title ? (const char *)title : "");
2673
2674 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676
2677 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2679
2680 return info;
2681}
2682
2683const char *
2684object::debug_desc () const
2685{
2686 static char info[256 * 3];
2687 return debug_desc (info);
2688}
2689

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