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Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.81 by root, Sat Dec 23 13:56:25 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.20 2006/09/08 18:26:22 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
36
42int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
43 40
44object *objects; /* Pointer to the list of used objects */
45object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
46 42
47short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50short freearr_y[SIZEOFFREE]= 45};
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 48};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
56int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
59 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
60 133
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
63 key_value * wants_field; 138 key_value *wants_field;
64 139
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
68 */ 143 */
69 144
70 /* For each field in wants, */ 145 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != 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 } 157 }
81 158
82 /* Found the matching field. */ 159 /* Found the matching field. */
83 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
84 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
85 return FALSE; 163 return FALSE;
86 } 164 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 167 }
168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return TRUE;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
97 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
99 */ 179 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
101} 181}
102 182
103/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 184 * they can be merged together.
105 * 185 *
106 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
109 * 189 *
110 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
111 * 191 *
112 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
113 * check weight 193 * check weight
114 */ 194 */
115 195
116bool
117object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
118{ 197{
119 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
121 return 0; 204 return 0;
122 205
123 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 209 * used to store nrof).
129 */ 210 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 222
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 225
145 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
178 return 0; 251 return 0;
179 252
180 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
181 * check all objects in the inventory. 254 * check all objects in the inventory.
182 */ 255 */
183 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
184 { 257 {
185 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0; 260 return 0;
188 261
189 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
191 return 0; 264 return 0;
192 265
193 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 267 * if it is valid.
195 */ 268 */
196 } 269 }
204 277
205 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
207 * check? 280 * check?
208 */ 281 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 283 return 0;
212 284
213 switch (ob1->type) 285 switch (ob1->type)
214 { 286 {
215 case SCROLL: 287 case SCROLL:
216 if (ob1->level != ob2->level) 288 if (ob1->level != ob2->level)
217 return 0; 289 return 0;
218 break; 290 break;
219 } 291 }
220 292
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
222 { 294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 else if (!compare_ob_value_lists (ob1, ob2)) 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
230 302
231 //TODO: generate an event or call into perl for additional checks 303 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
233 { 305 {
234 ob1->optimise (); 306 ob1->optimise ();
235 ob2->optimise (); 307 ob2->optimise ();
236 308
237 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
238 return 0; 310 return 0;
239 } 311 }
240 312
241 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
242 return 1; 314 return 1;
243} 315}
316
244/* 317/*
245 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
247 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
248 */ 321 */
249signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
250 signed long sum; 325 long sum;
251 object *inv; 326 object *inv;
327
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
253 if (inv->inv) 330 if (inv->inv)
254 sum_weight(inv); 331 sum_weight (inv);
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
256 } 333 }
334
257 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
258 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
259 if(op->carrying != sum) 338 if (op->carrying != sum)
260 op->carrying = sum; 339 op->carrying = sum;
340
261 return sum; 341 return sum;
262} 342}
263 343
264/** 344/**
265 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
266 */ 346 */
267 347
348object *
268object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
269 while (op->env != NULL) 351 while (op->env != NULL)
270 op = op->env; 352 op = op->env;
271 return op; 353 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285} 354}
286 355
287/* 356/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages. 358 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
291 */ 360 */
292 361
293void dump_object2(object *op) { 362char *
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 363dump_object (object *op)
340 if(op==NULL) { 364{
341 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
342 return; 366 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 367
348void dump_all_objects(void) { 368 object_freezer freezer;
349 object *op; 369 save_object (freezer, op, 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
533object *
628object::object () 534object::clone ()
629{ 535{
630 count = ++ob_count; 536 object *neu = create ();
631 537 copy_to (neu);
632 next = objects; 538 return neu;
633
634 if (objects)
635 objects->prev = this;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 539}
649 540
650/* 541/*
651 * 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
652 * 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
653 * 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.
654 */ 545 */
655 546
547void
656void update_turn_face(object *op) { 548update_turn_face (object *op)
549{
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
658 return; 551 return;
659 SET_ANIMATION(op, op->direction); 552 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 553 update_object (op, UP_OBJ_FACE);
661} 554}
662 555
663/* 556/*
664 * 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
665 * 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.
666 * 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.
667 */ 560 */
668 561void
669void update_ob_speed(object *op) { 562update_ob_speed (object *op)
563{
670 extern int arch_init; 564 extern int arch_init;
671 565
672 /* No reason putting the archetypes objects on the speed list, 566 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated. 567 * since they never really need to be updated.
674 */ 568 */
675 569
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 {
677 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);
678#ifdef MANY_CORES 573#ifdef MANY_CORES
679 abort(); 574 abort ();
680#else 575#else
681 op->speed = 0; 576 op->speed = 0;
682#endif 577#endif
683 } 578 }
579
684 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)
685 return; 587 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691 588
692 /* process_events() expects us to insert the object at the beginning 589 /* process_events() expects us to insert the object at the beginning
693 * of the list. */ 590 * of the list. */
694 op->active_next = active_objects; 591 op->active_next = active_objects;
592
695 if (op->active_next!=NULL) 593 if (op->active_next != NULL)
696 op->active_next->active_prev = op; 594 op->active_next->active_prev = op;
595
697 active_objects = op; 596 active_objects = op;
597 }
598 else
698 } 599 {
699 else {
700 /* If not on the active list, nothing needs to be done */ 600 /* If not on the active list, nothing needs to be done */
701 if (!op->active_next && !op->active_prev && op!=active_objects) 601 if (!op->active_next && !op->active_prev && op != active_objects)
702 return; 602 return;
703 603
704 if (op->active_prev==NULL) { 604 if (op->active_prev == NULL)
605 {
705 active_objects = op->active_next; 606 active_objects = op->active_next;
607
706 if (op->active_next!=NULL) 608 if (op->active_next != NULL)
707 op->active_next->active_prev = NULL; 609 op->active_next->active_prev = NULL;
708 } 610 }
709 else { 611 else
612 {
710 op->active_prev->active_next = op->active_next; 613 op->active_prev->active_next = op->active_next;
614
711 if (op->active_next) 615 if (op->active_next)
712 op->active_next->active_prev = op->active_prev; 616 op->active_next->active_prev = op->active_prev;
713 } 617 }
618
714 op->active_next = NULL; 619 op->active_next = NULL;
715 op->active_prev = NULL; 620 op->active_prev = NULL;
716 } 621 }
717} 622}
718 623
719/* This function removes object 'op' from the list of active 624/* This function removes object 'op' from the list of active
720 * objects. 625 * objects.
722 * 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
723 * in play chewing up cpu time getting processed. 628 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which 629 * The reverse of this is to call update_ob_speed, which
725 * 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.
726 */ 631 */
632void
727void remove_from_active_list(object *op) 633remove_from_active_list (object *op)
728{ 634{
729 /* If not on the active list, nothing needs to be done */ 635 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects) 636 if (!op->active_next && !op->active_prev && op != active_objects)
731 return; 637 return;
732 638
733 if (op->active_prev==NULL) { 639 if (op->active_prev == NULL)
640 {
734 active_objects = op->active_next; 641 active_objects = op->active_next;
735 if (op->active_next!=NULL) 642 if (op->active_next != NULL)
736 op->active_next->active_prev = NULL; 643 op->active_next->active_prev = NULL;
644 }
645 else
737 } 646 {
738 else {
739 op->active_prev->active_next = op->active_next; 647 op->active_prev->active_next = op->active_next;
740 if (op->active_next) 648 if (op->active_next)
741 op->active_next->active_prev = op->active_prev; 649 op->active_next->active_prev = op->active_prev;
742 } 650 }
743 op->active_next = NULL; 651 op->active_next = NULL;
744 op->active_prev = NULL; 652 op->active_prev = NULL;
745} 653}
746 654
747/* 655/*
748 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
750 * 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
751 * invisible object, etc...) 659 * invisible object, etc...)
752 * 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
753 * 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
754 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
755 * 663 *
756 * 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.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 665 * current action are:
762 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
764 * 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
765 * 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.
766 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
767 */ 671 */
768 672void
769void update_object(object *op, int action) { 673update_object (object *op, int action)
770 int update_now=0, flags; 674{
771 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
772 676
773 if (op == NULL) { 677 if (op == NULL)
678 {
774 /* this should never happen */ 679 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
776 return; 681 return;
777 }
778 682 }
779 if(op->env!=NULL) { 683
684 if (op->env)
685 {
780 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
781 * to do in this case. 687 * to do in this case.
782 */ 688 */
783 return; 689 return;
784 } 690 }
785 691
786 /* 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
787 * going to get freed anyways. 693 * going to get freed anyways.
788 */ 694 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return; 695 if (!op->map || op->map->in_memory == MAP_SAVING)
790 696 return;
697
791 /* make sure the object is within map boundaries */ 698 /* make sure the object is within map boundaries */
792 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))
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 700 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 701 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 702#ifdef MANY_CORES
796 abort(); 703 abort ();
797#endif 704#endif
798 return; 705 return;
799 }
800 706 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 707
708 mapspace &m = op->ms ();
709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
808 if (action == UP_OBJ_INSERT) { 712 else if (action == UP_OBJ_INSERT)
713 {
714 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1;
811
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
813 update_now=1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
814 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
816 update_now=1; 721 || (m.move_on | op->move_on ) != m.move_on
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
822 update_now=1;
823
824 if ((move_on | op->move_on) != move_on) update_now=1;
825
826 if ((move_off | op->move_off) != move_off) update_now=1; 722 || (m.move_off | op->move_off ) != m.move_off
827 723 || (m.move_slow | op->move_slow) != m.move_slow
828 /* 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
829 * to have move_allow right now. 725 * to have move_allow right now.
830 */ 726 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
832 update_now=1; 728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
833 729 m.flags_ = P_NEED_UPDATE;
834 if ((move_slow | op->move_slow) != move_slow)
835 update_now=1;
836 } 730 }
837 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 733 * that is being removed.
840 */ 734 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 736 m.flags_ = P_NEED_UPDATE;
843 } else if (action == UP_OBJ_FACE) { 737 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 738 /* Nothing to do for that case */ ;
845 }
846 else { 739 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 741
850 if (update_now) {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y);
853 }
854
855 if(op->more!=NULL) 742 if (op->more)
856 update_object(op->more, action); 743 update_object (op->more, action);
857} 744}
858 745
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}
859 808
860/* 809/*
861 * free_object() frees everything allocated by an object, removes 810 * free_object() frees everything allocated by an object, removes
862 * 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
863 * free objects. The IS_FREED() flag is set in the object. 812 * free objects. The IS_FREED() flag is set in the object.
864 * The object must have been removed by remove_ob() first for 813 * The object must have been removed by remove_ob() first for
865 * this function to succeed. 814 * this function to succeed.
866 * 815 *
867 * 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
868 * inventory to the ground. 817 * inventory to the ground.
869 */ 818 */
870 819void object::destroy (bool destroy_inventory)
871void
872free_object (object * ob)
873{ 820{
874 free_object2 (ob, 0);
875}
876
877void
878free_object2 (object * ob, int free_inventory)
879{
880 object *tmp, *op;
881
882 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 821 if (QUERY_FLAG (this, FLAG_FREED))
883 { 822 return;
884 LOG (llevDebug, "Free object called with non removed object\n");
885 dump_object (ob);
886#ifdef MANY_CORES
887 abort ();
888#endif
889 }
890 823
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 824 if (QUERY_FLAG (this, FLAG_FRIENDLY))
892 {
893 LOG (llevMonster, "Warning: tried to free friendly object.\n");
894 remove_friendly_object (ob); 825 remove_friendly_object (this);
895 }
896 826
897 if (QUERY_FLAG (ob, FLAG_FREED)) 827 if (!QUERY_FLAG (this, FLAG_REMOVED))
898 { 828 remove ();
899 dump_object (ob); 829
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 830 SET_FLAG (this, FLAG_FREED);
901 return; 831
832 if (more)
902 } 833 {
903 834 more->destroy (destroy_inventory);
904 if (ob->more != NULL) 835 more = 0;
905 { 836 }
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909 837
910 if (ob->inv) 838 if (inv)
911 { 839 {
912 /* Only if the space blocks everything do we not process - 840 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects 841 * if some form of movement is allowed, let objects
914 * drop on that space. 842 * drop on that space.
915 */ 843 */
916 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)
917 || ob->map->in_memory != MAP_IN_MEMORY 845 {
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL)) 846 object *op = inv;
919 {
920 op = ob->inv;
921 847
922 while (op != NULL) 848 while (op)
923 { 849 {
924 tmp = op->below; 850 object *tmp = op->below;
925 remove_ob (op); 851 op->destroy (destroy_inventory);
926 free_object2 (op, free_inventory);
927 op = tmp; 852 op = tmp;
928 } 853 }
929 } 854 }
930 else 855 else
931 { /* Put objects in inventory onto this space */ 856 { /* Put objects in inventory onto this space */
932 op = ob->inv; 857 object *op = inv;
933 858
934 while (op != NULL) 859 while (op)
935 { 860 {
936 tmp = op->below; 861 object *tmp = op->below;
937 remove_ob (op);
938 862
863 op->remove ();
864
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || 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))
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 867 op->destroy ();
942 free_object (op); 868 else
943 else 869 {
944 { 870 op->x = x;
945 op->x = ob->x; 871 op->y = y;
946 op->y = ob->y;
947 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 */
948 } 873 }
949 874
950 op = tmp; 875 op = tmp;
876 }
877 }
951 } 878 }
952 } 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 ();
953 } 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;
954 907
955 /* Remove object from the active list */ 908 /* Remove object from the active list */
956 ob->speed = 0; 909 speed = 0;
957 update_ob_speed (ob); 910 update_ob_speed (this);
958 911
959 SET_FLAG (ob, FLAG_FREED); 912 unlink ();
960 ob->count = 0;
961 913
962 /* Remove this object from the list of used objects */ 914 mortals.push_back (this);
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 }
970 else
971 {
972 ob->prev->next = ob->next;
973
974 if (ob->next != NULL)
975 ob->next->prev = ob->prev;
976 }
977
978 free_key_values (ob);
979
980 /* Now link it with the free_objects list: */
981 ob->prev = 0;
982 ob->next = 0;
983
984 delete ob;
985} 915}
986 916
987/* 917/*
988 * sub_weight() recursively (outwards) subtracts a number from the 918 * sub_weight() recursively (outwards) subtracts a number from the
989 * 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)).
990 */ 920 */
991 921void
992void sub_weight (object *op, signed long weight) { 922sub_weight (object *op, signed long weight)
923{
993 while (op != NULL) { 924 while (op != NULL)
925 {
994 if (op->type == CONTAINER) { 926 if (op->type == CONTAINER)
995 weight=(signed long)(weight*(100-op->stats.Str)/100); 927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
996 } 928
997 op->carrying-=weight; 929 op->carrying -= weight;
998 op = op->env; 930 op = op->env;
999 } 931 }
1000} 932}
1001 933
1002/* remove_ob(op): 934/* op->remove ():
1003 * 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
1004 * 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
1005 * object will have no environment. If the object previously had an 937 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 938 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 939 * the previous environment.
1008 * Beware: This function is called from the editor as well! 940 * Beware: This function is called from the editor as well!
1009 */ 941 */
1010 942void
1011void remove_ob(object *op) { 943object::remove ()
944{
1012 object *tmp,*last=NULL; 945 object *tmp, *last = 0;
1013 object *otmp; 946 object *otmp;
1014 tag_t tag; 947
1015 int check_walk_off; 948 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 949
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 950 if (QUERY_FLAG (this, FLAG_REMOVED))
1021 dump_object(op); 951 return;
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 952
1024 /* Changed it to always dump core in this case. As has been learned
1025 * in the past, trying to recover from errors almost always
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038
1039 SET_FLAG(op, FLAG_REMOVED); 953 SET_FLAG (this, FLAG_REMOVED);
1040 954
955 if (more)
956 more->remove ();
957
1041 /* 958 /*
1042 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1043 * inventory. 960 * inventory.
1044 */ 961 */
1045 if(op->env!=NULL) { 962 if (env)
963 {
1046 if(op->nrof) 964 if (nrof)
1047 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1048 else 966 else
1049 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1050 968
1051 /* 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
1052 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1053 * to save cpu time. 971 * to save cpu time.
1054 */ 972 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1057 fix_player(otmp);
1058 975
1059 if(op->above!=NULL) 976 if (above != NULL)
1060 op->above->below=op->below; 977 above->below = below;
1061 else 978 else
1062 op->env->inv=op->below; 979 env->inv = below;
1063 980
1064 if(op->below!=NULL) 981 if (below != NULL)
1065 op->below->above=op->above; 982 below->above = above;
1066 983
1067 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1068 * 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
1069 * 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
1070 */ 1013 */
1071 op->x=op->env->x,op->y=op->env->y; 1014 if (GET_MAP_OB (map, x, y) != this)
1072 op->map=op->env->map; 1015 {
1073 op->above=NULL,op->below=NULL; 1016 char *dump = dump_object (this);
1074 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)
1075 return; 1032 return;
1076 }
1077 1033
1078 /* If we get here, we are removing it from a map */ 1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1079 if (op->map == NULL) return;
1080 1035
1081 x = op->x; 1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1082 y = op->y; 1037 {
1083 m = get_map_from_coord(op->map, &x, &y); 1038 /* No point updating the players look faces if he is the object
1084 1039 * being removed.
1085 if (!m) {
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */ 1040 */
1092 abort();
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098 1041
1099 /* Re did the following section of code - it looks like it had 1042 if (tmp->type == PLAYER && tmp != this)
1100 * lots of logic for things we no longer care about 1043 {
1101 */ 1044 /* If a container that the player is currently using somehow gets
1102 1045 * removed (most likely destroyed), update the player view
1103 /* link the object above us */ 1046 * appropriately.
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */ 1047 */
1117 if(GET_MAP_OB(m,x,y)!=op) { 1048 if (tmp->container == this)
1118 dump_object(op); 1049 {
1119 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1120 dump_object(GET_MAP_OB(m,x,y)); 1051 tmp->container = 0;
1121 LOG(llevError,"%s\n",errmsg); 1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1055 }
1056
1057 /* See if player moving off should effect something */
1058 if (check_walk_off
1059 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 {
1062 move_apply (tmp, this, 0);
1063
1064 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 }
1067
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069
1070 if (tmp->above == tmp)
1071 tmp->above = 0;
1072
1073 last = tmp;
1122 } 1074 }
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1124 }
1125 op->above=NULL;
1126 op->below=NULL;
1127 1075
1128 if (op->map->in_memory == MAP_SAVING)
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1134 /* No point updating the players look faces if he is the object
1135 * being removed.
1136 */
1137
1138 if(tmp->type==PLAYER && tmp!=op) {
1139 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view
1141 * appropriately.
1142 */
1143 if (tmp->container==op) {
1144 CLEAR_FLAG(op, FLAG_APPLIED);
1145 tmp->container=NULL;
1146 }
1147 tmp->contr->socket.update_look=1;
1148 }
1149 /* See if player moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1152
1153 move_apply(tmp, op, NULL);
1154 if (was_destroyed (op, tag)) {
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 }
1158 }
1159
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1161
1162 if(tmp->above == tmp)
1163 tmp->above = NULL;
1164 last=tmp;
1165 }
1166 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) { 1077 if (!last)
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1078 map->at (x, y).flags_ = P_NEED_UPDATE;
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y);
1175 }
1176 else 1079 else
1177 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1178 1081
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1180 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1181 1084 }
1182} 1085}
1183 1086
1184/* 1087/*
1185 * merge_ob(op,top): 1088 * merge_ob(op,top):
1186 * 1089 *
1187 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1091 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1190 * 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
1191 */ 1094 */
1192 1095object *
1193object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1194 if(!op->nrof) 1098 if (!op->nrof)
1195 return 0; 1099 return 0;
1100
1196 if(top==NULL) 1101 if (top == NULL)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top != NULL && top->above != NULL; top = top->above);
1103
1198 for(;top!=NULL;top=top->below) { 1104 for (; top != NULL; top = top->below)
1105 {
1199 if(top==op) 1106 if (top == op)
1200 continue; 1107 continue;
1201 if (CAN_MERGE(op,top)) 1108
1202 { 1109 if (object::can_merge (op, top))
1110 {
1203 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1205 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1206 remove_ob(op); 1115 op->destroy ();
1207 free_object(op);
1208 return top; 1116 return top;
1209 } 1117 }
1210 } 1118 }
1119
1211 return NULL; 1120 return 0;
1212} 1121}
1213 1122
1214/* 1123/*
1215 * 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
1216 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1217 */ 1126 */
1127object *
1218object *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{
1219 object* tmp; 1130 object *tmp;
1131
1220 if (op->head) 1132 if (op->head)
1221 op=op->head; 1133 op = op->head;
1134
1222 for (tmp=op;tmp;tmp=tmp->more){ 1135 for (tmp = op; tmp; tmp = tmp->more)
1136 {
1223 tmp->x=x+tmp->arch->clone.x; 1137 tmp->x = x + tmp->arch->clone.x;
1224 tmp->y=y+tmp->arch->clone.y; 1138 tmp->y = y + tmp->arch->clone.y;
1225 } 1139 }
1140
1226 return insert_ob_in_map (op, m, originator, flag); 1141 return insert_ob_in_map (op, m, originator, flag);
1227} 1142}
1228 1143
1229/* 1144/*
1230 * insert_ob_in_map (op, map, originator, flag): 1145 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1146 * This function inserts the object in the two-way linked list
1245 * new object if 'op' was merged with other object 1160 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1161 * NULL if 'op' was destroyed
1247 * just 'op' otherwise 1162 * just 'op' otherwise
1248 */ 1163 */
1249 1164
1165object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1167{
1252 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1253 sint16 x,y; 1169 sint16 x, y;
1254 1170
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1256 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))
1257 return NULL; 1422 return NULL;
1258 }
1259 if(m==NULL) {
1260 dump_object(op);
1261 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1262 return op;
1263 }
1264 if(out_of_map(m,op->x,op->y)) {
1265 dump_object(op);
1266 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1267#ifdef MANY_CORES
1268 /* Better to catch this here, as otherwise the next use of this object
1269 * is likely to cause a crash. Better to find out where it is getting
1270 * improperly inserted.
1271 */
1272 abort();
1273#endif
1274 return op;
1275 }
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1277 dump_object(op);
1278 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1279 return op;
1280 }
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */
1283 1423
1284 object *more = op->more;
1285
1286 /* We really need the caller to normalize coordinates - if
1287 * we set the map, that doesn't work if the location is within
1288 * a map and this is straddling an edge. So only if coordinate
1289 * is clear wrong do we normalize it.
1290 */
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1292 more->map = get_map_from_coord(m, &more->x, &more->y);
1293 } else if (!more->map) {
1294 /* For backwards compatibility - when not dealing with tiled maps,
1295 * more->map should always point to the parent.
1296 */
1297 more->map = m;
1298 }
1299
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1301 if ( ! op->head)
1302 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1303 return NULL;
1304 }
1305 }
1306 CLEAR_FLAG(op,FLAG_REMOVED);
1307
1308 /* Ideally, the caller figures this out. However, it complicates a lot
1309 * of areas of callers (eg, anything that uses find_free_spot would now
1310 * need extra work
1311 */
1312 op->map=get_map_from_coord(m, &op->x, &op->y);
1313 x = op->x;
1314 y = op->y;
1315
1316 /* this has to be done after we translate the coordinates.
1317 */
1318 if(op->nrof && !(flag & INS_NO_MERGE)) {
1319 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1320 if (CAN_MERGE(op,tmp)) {
1321 op->nrof+=tmp->nrof;
1322 remove_ob(tmp);
1323 free_object(tmp);
1324 }
1325 }
1326
1327 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1329 if (!QUERY_FLAG(op, FLAG_ALIVE))
1330 CLEAR_FLAG(op, FLAG_NO_STEAL);
1331
1332 if (flag & INS_BELOW_ORIGINATOR) {
1333 if (originator->map != op->map || originator->x != op->x ||
1334 originator->y != op->y) {
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336 abort();
1337 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else {
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above;
1374 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */
1402 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y);
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1405
1406 /* Top is the object that our object (op) is going to get inserted above.
1407 */
1408
1409 /* First object on this space */
1410 if (!top) {
1411 op->above = GET_MAP_OB(op->map, op->x, op->y);
1412 if (op->above) op->above->below = op;
1413 op->below = NULL;
1414 SET_MAP_OB(op->map, op->x, op->y, op);
1415 } else { /* get inserted into the stack above top */
1416 op->above = top->above;
1417 if (op->above) op->above->below = op;
1418 op->below = top;
1419 top->above = op;
1420 }
1421 if (op->above==NULL)
1422 SET_MAP_TOP(op->map,op->x, op->y, op);
1423 } /* else not INS_BELOW_ORIGINATOR */
1424
1425 if(op->type==PLAYER)
1426 op->contr->do_los=1;
1427
1428 /* If we have a floor, we know the player, if any, will be above
1429 * it, so save a few ticks and start from there.
1430 */
1431 if (!(flag & INS_MAP_LOAD))
1432 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1433 if (tmp->type == PLAYER)
1434 tmp->contr->socket.update_look=1;
1435 }
1436
1437 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient.
1445 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1447 update_all_los(op->map, op->x, op->y);
1448
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT);
1452
1453
1454 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have update_look set above before calling this.
1456 *
1457 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object().
1461 */
1462
1463 /* if this is not the head or flag has been passed, don't check walk on status */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1466 if (check_move_on(op, originator))
1467 return NULL;
1468
1469 /* 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
1470 * walk on's. 1425 * walk on's.
1471 */ 1426 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1428 if (check_move_on (tmp, originator))
1474 return NULL; 1429 return NULL;
1475 } 1430 }
1431
1476 return op; 1432 return op;
1477} 1433}
1478 1434
1479/* this function inserts an object in the map, but if it 1435/* this function inserts an object in the map, but if it
1480 * finds an object of its own type, it'll remove that one first. 1436 * finds an object of its own type, it'll remove that one first.
1481 * op is the object to insert it under: supplies x and the map. 1437 * op is the object to insert it under: supplies x and the map.
1482 */ 1438 */
1439void
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1484 object *tmp; 1441{
1485 object *tmp1; 1442 object *tmp, *tmp1;
1486 1443
1487 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1488 1445
1489 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)
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 remove_ob(tmp); 1448 tmp->destroy ();
1492 free_object(tmp);
1493 }
1494 }
1495 1449
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1450 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1451
1498 1452 tmp1->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1453 tmp1->y = op->y;
1500 insert_ob_in_map(tmp1,op->map,op,0); 1454 insert_ob_in_map (tmp1, op->map, op, 0);
1501} 1455}
1502 1456
1503/* 1457/*
1504 * 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
1505 * is returned contains nr objects, and the remaining parts contains 1459 * is returned contains nr objects, and the remaining parts contains
1506 * 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).
1507 * On failure, NULL is returned, and the reason put into the 1461 * On failure, NULL is returned, and the reason put into the
1508 * global static errmsg array. 1462 * global static errmsg array.
1509 */ 1463 */
1510 1464
1465object *
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1466get_split_ob (object *orig_ob, uint32 nr)
1467{
1512 object *newob; 1468 object *newob;
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1514 1470
1515 if(orig_ob->nrof<nr) { 1471 if (orig_ob->nrof < nr)
1516 sprintf(errmsg,"There are only %d %ss.", 1472 {
1517 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);
1518 return NULL; 1474 return NULL;
1519 } 1475 }
1476
1520 newob = object_create_clone(orig_ob); 1477 newob = object_create_clone (orig_ob);
1478
1521 if((orig_ob->nrof-=nr)<1) { 1479 if ((orig_ob->nrof -= nr) < 1)
1522 if ( ! is_removed) 1480 orig_ob->destroy (1);
1523 remove_ob(orig_ob);
1524 free_object2(orig_ob, 1);
1525 }
1526 else if ( ! is_removed) { 1481 else if (!is_removed)
1482 {
1527 if(orig_ob->env!=NULL) 1483 if (orig_ob->env != NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr); 1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1529 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 {
1530 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.");
1531 LOG(llevDebug,
1532 "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");
1533 return NULL; 1489 return NULL;
1534 } 1490 }
1535 } 1491 }
1492
1536 newob->nrof=nr; 1493 newob->nrof = nr;
1537 1494
1538 return newob; 1495 return newob;
1539} 1496}
1540 1497
1541/* 1498/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1499 * decrease_ob_nr(object, number) decreases a specified number from
1543 * 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
1544 * is subsequently removed and freed. 1501 * is subsequently removed and freed.
1545 * 1502 *
1546 * 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
1547 */ 1504 */
1548 1505
1506object *
1549object *decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1550{ 1508{
1551 object *tmp; 1509 object *tmp;
1552 player *pl;
1553 1510
1554 if (i == 0) /* objects with op->nrof require this check */ 1511 if (i == 0) /* objects with op->nrof require this check */
1555 return op; 1512 return op;
1556 1513
1557 if (i > op->nrof) 1514 if (i > op->nrof)
1558 i = op->nrof; 1515 i = op->nrof;
1559 1516
1560 if (QUERY_FLAG (op, FLAG_REMOVED)) 1517 if (QUERY_FLAG (op, FLAG_REMOVED))
1518 op->nrof -= i;
1519 else if (op->env)
1520 {
1521 /* is this object in the players inventory, or sub container
1522 * therein?
1523 */
1524 tmp = op->in_player ();
1525 /* nope. Is this a container the player has opened?
1526 * If so, set tmp to that player.
1527 * IMO, searching through all the players will mostly
1528 * likely be quicker than following op->env to the map,
1529 * and then searching the map for a player.
1530 */
1531 if (!tmp)
1532 for_all_players (pl)
1533 if (pl->ob->container == op->env)
1534 {
1535 tmp = pl->ob;
1536 break;
1537 }
1538
1539 if (i < op->nrof)
1540 {
1541 sub_weight (op->env, op->weight * i);
1542 op->nrof -= i;
1543 if (tmp)
1544 esrv_send_item (tmp, op);
1545 }
1546 else
1547 {
1548 op->remove ();
1549 op->nrof = 0;
1550 if (tmp)
1551 esrv_del_item (tmp->contr, op->count);
1552 }
1561 { 1553 }
1554 else
1555 {
1556 object *above = op->above;
1557
1558 if (i < op->nrof)
1562 op->nrof -= i; 1559 op->nrof -= i;
1563 } 1560 else
1564 else if (op->env != NULL)
1565 {
1566 /* is this object in the players inventory, or sub container
1567 * therein?
1568 */ 1561 {
1569 tmp = is_player_inv (op->env); 1562 op->remove ();
1570 /* nope. Is this a container the player has opened? 1563 op->nrof = 0;
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 } 1564 }
1582 1565
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op);
1591 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */ 1566 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above) 1567 for (tmp = above; tmp; tmp = tmp->above)
1609 if (tmp->type == PLAYER) { 1568 if (tmp->type == PLAYER)
1569 {
1610 if (op->nrof) 1570 if (op->nrof)
1611 esrv_send_item(tmp, op); 1571 esrv_send_item (tmp, op);
1612 else 1572 else
1613 esrv_del_item(tmp->contr, op->count); 1573 esrv_del_item (tmp->contr, op->count);
1614 } 1574 }
1615 } 1575 }
1616 1576
1617 if (op->nrof) { 1577 if (op->nrof)
1618 return op; 1578 return op;
1619 } else { 1579 else
1620 free_object (op); 1580 {
1581 op->destroy ();
1621 return NULL; 1582 return 0;
1622 } 1583 }
1623} 1584}
1624 1585
1625/* 1586/*
1626 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1628 */ 1589 */
1629 1590
1591void
1630void add_weight (object *op, signed long weight) { 1592add_weight (object *op, signed long weight)
1593{
1631 while (op!=NULL) { 1594 while (op != NULL)
1595 {
1632 if (op->type == CONTAINER) { 1596 if (op->type == CONTAINER)
1633 weight=(signed long)(weight*(100-op->stats.Str)/100); 1597 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1634 } 1598
1635 op->carrying+=weight; 1599 op->carrying += weight;
1636 op=op->env; 1600 op = op->env;
1637 } 1601 }
1638} 1602}
1639 1603
1604object *
1605insert_ob_in_ob (object *op, object *where)
1606{
1607 if (!where)
1608 {
1609 char *dump = dump_object (op);
1610 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1611 free (dump);
1612 return op;
1613 }
1614
1615 if (where->head)
1616 {
1617 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1618 where = where->head;
1619 }
1620
1621 return where->insert (op);
1622}
1623
1640/* 1624/*
1641 * insert_ob_in_ob(op,environment): 1625 * env->insert (op)
1642 * This function inserts the object op in the linked list 1626 * This function inserts the object op in the linked list
1643 * inside the object environment. 1627 * inside the object environment.
1644 * 1628 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * The function returns now pointer to inserted item, and return value can 1629 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1630 * be != op, if items are merged. -Tero
1652 */ 1631 */
1653 1632
1654object *insert_ob_in_ob(object *op,object *where) { 1633object *
1634object::insert (object *op)
1635{
1655 object *tmp, *otmp; 1636 object *tmp, *otmp;
1656 1637
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1638 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 dump_object(op); 1639 op->remove ();
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1640
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1641 if (op->more)
1642 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1643 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1644 return op;
1676 } 1645 }
1646
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1647 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1648 CLEAR_FLAG (op, FLAG_REMOVED);
1679 if(op->nrof) { 1649 if (op->nrof)
1650 {
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1651 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1652 if (object::can_merge (tmp, op))
1653 {
1682 /* return the original object and remove inserted object 1654 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1655 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1656 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1657 /* Weight handling gets pretty funky. Since we are adding to
1686 * tmp->nrof, we need to increase the weight. 1658 * tmp->nrof, we need to increase the weight.
1687 */ 1659 */
1688 add_weight (where, op->weight*op->nrof); 1660 add_weight (this, op->weight * op->nrof);
1689 SET_FLAG(op, FLAG_REMOVED); 1661 SET_FLAG (op, FLAG_REMOVED);
1690 free_object(op); /* free the inserted object */ 1662 op->destroy (); /* free the inserted object */
1691 op = tmp; 1663 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1664 op->remove (); /* and fix old object's links */
1693 CLEAR_FLAG(op, FLAG_REMOVED); 1665 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break; 1666 break;
1695 } 1667 }
1696 1668
1697 /* I assume combined objects have no inventory 1669 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed 1670 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract 1671 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do 1672 * the weight, so we need to add it in again, since we actually do
1701 * the linking below 1673 * the linking below
1702 */ 1674 */
1703 add_weight (where, op->weight*op->nrof); 1675 add_weight (this, op->weight * op->nrof);
1676 }
1704 } else 1677 else
1705 add_weight (where, (op->weight+op->carrying)); 1678 add_weight (this, (op->weight + op->carrying));
1706 1679
1707 otmp=is_player_inv(where); 1680 otmp = this->in_player ();
1708 if (otmp&&otmp->contr!=NULL) { 1681 if (otmp && otmp->contr)
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1682 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp); 1683 otmp->update_stats ();
1711 }
1712 1684
1713 op->map=NULL; 1685 op->map = 0;
1714 op->env=where; 1686 op->env = this;
1715 op->above=NULL; 1687 op->above = 0;
1716 op->below=NULL; 1688 op->below = 0;
1717 op->x=0,op->y=0; 1689 op->x = 0, op->y = 0;
1718 1690
1719 /* reset the light list and los of the players on the map */ 1691 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1692 if ((op->glow_radius != 0) && map)
1721 { 1693 {
1722#ifdef DEBUG_LIGHTS 1694#ifdef DEBUG_LIGHTS
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1695 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */ 1696#endif /* DEBUG_LIGHTS */
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1697 if (MAP_DARKNESS (map))
1698 update_all_los (map, x, y);
1727 } 1699 }
1728 1700
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1701 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function... 1702 * It sure simplifies this function...
1731 */ 1703 */
1732 if (where->inv==NULL) 1704 if (!inv)
1733 where->inv=op; 1705 inv = op;
1734 else { 1706 else
1707 {
1735 op->below = where->inv; 1708 op->below = inv;
1736 op->below->above = op; 1709 op->below->above = op;
1737 where->inv = op; 1710 inv = op;
1738 } 1711 }
1712
1739 return op; 1713 return op;
1740} 1714}
1741 1715
1742/* 1716/*
1743 * Checks if any objects has a move_type that matches objects 1717 * Checks if any objects has a move_type that matches objects
1758 * MSW 2001-07-08: Check all objects on space, not just those below 1732 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects 1733 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1734 * on top.
1761 */ 1735 */
1762 1736
1737int
1763int check_move_on (object *op, object *originator) 1738check_move_on (object *op, object *originator)
1764{ 1739{
1765 object *tmp; 1740 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1741 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1742 int x = op->x, y = op->y;
1743
1769 MoveType move_on, move_slow, move_block; 1744 MoveType move_on, move_slow, move_block;
1770 1745
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1746 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1772 return 0; 1747 return 0;
1773 1748
1774 tag = op->count;
1775
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1749 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1777 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1750 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1778 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1751 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1779 1752
1780 /* if nothing on this space will slow op down or be applied, 1753 /* if nothing on this space will slow op down or be applied,
1781 * no need to do checking below. have to make sure move_type 1754 * no need to do checking below. have to make sure move_type
1782 * is set, as lots of objects don't have it set - we treat that 1755 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1756 * as walking.
1784 */ 1757 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1758 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1759 return 0;
1787 1760
1788 /* This is basically inverse logic of that below - basically, 1761 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1762 * if the object can avoid the move on or slow move, they do so,
1790 * but can't do it if the alternate movement they are using is 1763 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1764 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1765 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1766 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1767 return 0;
1795 1768
1796 /* The objects have to be checked from top to bottom. 1769 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1770 * Hence, we first go to the top:
1798 */ 1771 */
1799 1772
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1773 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1801 tmp->above!=NULL; tmp=tmp->above) { 1774 {
1802 /* Trim the search when we find the first other spell effect 1775 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects, 1776 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them. 1777 * we don't need to check all of them.
1805 */ 1778 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1779 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1780 break;
1781 }
1782
1783 for (; tmp; tmp = tmp->below)
1807 } 1784 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1785 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1786 continue; /* Can't apply yourself */
1810 1787
1811 /* Check to see if one of the movement types should be slowed down. 1788 /* Check to see if one of the movement types should be slowed down.
1812 * Second check makes sure that the movement types not being slowed 1789 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1790 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1791 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1792 * swim on that space, can't use it to avoid the penalty.
1816 */ 1793 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1794 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1795 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1798 {
1821 1799
1822 float diff; 1800 float
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1801 diff = tmp->move_slow_penalty * FABS (op->speed);
1802
1825 if (op->type == PLAYER) { 1803 if (op->type == PLAYER)
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1806 diff /= 4.0;
1829 } 1807
1830 }
1831 op->speed_left -= diff; 1808 op->speed_left -= diff;
1832 } 1809 }
1833 } 1810 }
1834 1811
1835 /* Basically same logic as above, except now for actual apply. */ 1812 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1813 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1814 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 1815 {
1840 move_apply(tmp, op, originator); 1816 move_apply (tmp, op, originator);
1817
1841 if (was_destroyed (op, tag)) 1818 if (op->destroyed ())
1842 return 1; 1819 return 1;
1843 1820
1844 /* what the person/creature stepped onto has moved the object 1821 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1822 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1823 * have a feeling strange problems would result.
1847 */ 1824 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 1825 if (op->map != m || op->x != x || op->y != y)
1826 return 0;
1849 } 1827 }
1850 } 1828 }
1829
1851 return 0; 1830 return 0;
1852} 1831}
1853 1832
1854/* 1833/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1834 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1835 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1836 * The first matching object is returned, or NULL if none.
1858 */ 1837 */
1859 1838
1839object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1840present_arch (const archetype *at, maptile *m, int x, int y)
1841{
1861 object *tmp; 1842 object *
1843 tmp;
1844
1862 if(m==NULL || out_of_map(m,x,y)) { 1845 if (m == NULL || out_of_map (m, x, y))
1846 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1847 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1848 return NULL;
1865 } 1849 }
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1850 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1867 if(tmp->arch == at) 1851 if (tmp->arch == at)
1868 return tmp; 1852 return tmp;
1869 return NULL; 1853 return NULL;
1870} 1854}
1871 1855
1872/* 1856/*
1873 * present(type, map, x, y) searches for any objects with 1857 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1858 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1859 * The first matching object is returned, or NULL if none.
1876 */ 1860 */
1877 1861
1862object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1863present (unsigned char type, maptile *m, int x, int y)
1864{
1879 object *tmp; 1865 object *
1866 tmp;
1867
1880 if(out_of_map(m,x,y)) { 1868 if (out_of_map (m, x, y))
1869 {
1881 LOG(llevError,"Present called outside map.\n"); 1870 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1871 return NULL;
1883 } 1872 }
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1873 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1885 if(tmp->type==type) 1874 if (tmp->type == type)
1886 return tmp; 1875 return tmp;
1887 return NULL; 1876 return NULL;
1888} 1877}
1889 1878
1890/* 1879/*
1891 * present_in_ob(type, object) searches for any objects with 1880 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1881 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1894 */ 1883 */
1895 1884
1885object *
1896object *present_in_ob(unsigned char type, const object *op) { 1886present_in_ob (unsigned char type, const object *op)
1887{
1897 object *tmp; 1888 object *
1889 tmp;
1890
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 1892 if (tmp->type == type)
1900 return tmp; 1893 return tmp;
1901 return NULL; 1894 return NULL;
1902} 1895}
1903 1896
1904/* 1897/*
1914 * the object name, not the archetype name. this is so that the 1907 * the object name, not the archetype name. this is so that the
1915 * spell code can use one object type (force), but change it's name 1908 * spell code can use one object type (force), but change it's name
1916 * to be unique. 1909 * to be unique.
1917 */ 1910 */
1918 1911
1912object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 1913present_in_ob_by_name (int type, const char *str, const object *op)
1914{
1920 object *tmp; 1915 object *
1916 tmp;
1921 1917
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 {
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1921 return tmp;
1925 } 1922 }
1926 return NULL; 1923 return NULL;
1927} 1924}
1928 1925
1929/* 1926/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
1933 */ 1930 */
1934 1931
1932object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 1933present_arch_in_ob (const archetype *at, const object *op)
1934{
1936 object *tmp; 1935 object *
1936 tmp;
1937
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if( tmp->arch == at) 1939 if (tmp->arch == at)
1939 return tmp; 1940 return tmp;
1940 return NULL; 1941 return NULL;
1941} 1942}
1942 1943
1943/* 1944/*
1944 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
1945 */ 1946 */
1947void
1946void flag_inv(object*op, int flag){ 1948flag_inv (object *op, int flag)
1949{
1947 object *tmp; 1950 object *
1951 tmp;
1952
1948 if(op->inv) 1953 if (op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1955 {
1950 SET_FLAG(tmp, flag); 1956 SET_FLAG (tmp, flag);
1951 flag_inv(tmp,flag); 1957 flag_inv (tmp, flag);
1952 } 1958 }
1953}/* 1959} /*
1954 * desactivate recursively a flag on an object inventory 1960 * desactivate recursively a flag on an object inventory
1955 */ 1961 */
1962void
1956void unflag_inv(object*op, int flag){ 1963unflag_inv (object *op, int flag)
1964{
1957 object *tmp; 1965 object *
1966 tmp;
1967
1958 if(op->inv) 1968 if (op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 {
1960 CLEAR_FLAG(tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
1961 unflag_inv(tmp,flag); 1972 unflag_inv (tmp, flag);
1962 } 1973 }
1963} 1974}
1964 1975
1965/* 1976/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for 1979 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function. 1980 * him/her-self and all object carried by a call to this function.
1970 */ 1981 */
1971 1982
1983void
1972void set_cheat(object *op) { 1984set_cheat (object *op)
1985{
1973 SET_FLAG(op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
1975} 1988}
1976 1989
1977/* 1990/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain 1992 * a spot at the given map and coordinates which will be able to contain
1994 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
1995 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 2009 * customized, changed states, etc.
1997 */ 2010 */
1998 2011
2012int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2013find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2014{
2015 int
2016 i,
2000 int i,index=0, flag; 2017 index = 0, flag;
2018 static int
2001 static int altern[SIZEOFFREE]; 2019 altern[SIZEOFFREE];
2002 2020
2003 for(i=start;i<stop;i++) { 2021 for (i = start; i < stop; i++)
2022 {
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2023 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2005 if(!flag) 2024 if (!flag)
2006 altern[index++]=i; 2025 altern[index++] = i;
2007 2026
2008 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
2009 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
2010 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
2011 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2012 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2015 */ 2034 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2035 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2017 stop=maxfree[i]; 2036 stop = maxfree[i];
2018 } 2037 }
2019 if(!index) return -1; 2038
2039 if (!index)
2040 return -1;
2041
2020 return altern[RANDOM()%index]; 2042 return altern[RANDOM () % index];
2021} 2043}
2022 2044
2023/* 2045/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2046 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2047 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2048 * But it will return the first available spot, not a random choice.
2027 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2049 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2050 */
2029 2051
2052int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2053find_first_free_spot (const object *ob, maptile *m, int x, int y)
2054{
2055 int
2031 int i; 2056 i;
2057
2032 for(i=0;i<SIZEOFFREE;i++) { 2058 for (i = 0; i < SIZEOFFREE; i++)
2059 {
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2060 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2061 return i;
2035 } 2062 }
2036 return -1; 2063 return -1;
2037} 2064}
2038 2065
2039/* 2066/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2067 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2068 * arr[begin..end-1].
2042 */ 2069 */
2070static void
2043static void permute(int *arr, int begin, int end) 2071permute (int *arr, int begin, int end)
2044{ 2072{
2045 int i, j, tmp, len; 2073 int
2074 i,
2075 j,
2076 tmp,
2077 len;
2046 2078
2047 len = end-begin; 2079 len = end - begin;
2048 for(i = begin; i < end; i++) 2080 for (i = begin; i < end; i++)
2049 { 2081 {
2050 j = begin+RANDOM()%len; 2082 j = begin + RANDOM () % len;
2051 2083
2052 tmp = arr[i]; 2084 tmp = arr[i];
2053 arr[i] = arr[j]; 2085 arr[i] = arr[j];
2054 arr[j] = tmp; 2086 arr[j] = tmp;
2055 } 2087 }
2056} 2088}
2057 2089
2058/* new function to make monster searching more efficient, and effective! 2090/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2091 * This basically returns a randomized array (in the passed pointer) of
2060 * the spaces to find monsters. In this way, it won't always look for 2092 * the spaces to find monsters. In this way, it won't always look for
2061 * monsters to the north first. However, the size of the array passed 2093 * monsters to the north first. However, the size of the array passed
2062 * covers all the spaces, so within that size, all the spaces within 2094 * covers all the spaces, so within that size, all the spaces within
2063 * the 3x3 area will be searched, just not in a predictable order. 2095 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2096 */
2097void
2065void get_search_arr(int *search_arr) 2098get_search_arr (int *search_arr)
2066{ 2099{
2100 int
2067 int i; 2101 i;
2068 2102
2069 for(i = 0; i < SIZEOFFREE; i++) 2103 for (i = 0; i < SIZEOFFREE; i++)
2070 { 2104 {
2071 search_arr[i] = i; 2105 search_arr[i] = i;
2072 } 2106 }
2073 2107
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2108 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2111}
2078 2112
2079/* 2113/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2114 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2115 * given map at the given coordinates for live objects.
2087 * is actually want is going to try and move there. We need this info 2121 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move 2122 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2123 * there is capable of.
2090 */ 2124 */
2091 2125
2126int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2127find_dir (maptile *m, int x, int y, object *exclude)
2128{
2129 int
2130 i,
2093 int i,max=SIZEOFFREE, mflags; 2131 max = SIZEOFFREE, mflags;
2132
2094 sint16 nx, ny; 2133 sint16 nx, ny;
2095 object *tmp; 2134 object *
2096 mapstruct *mp; 2135 tmp;
2136 maptile *
2137 mp;
2138
2097 MoveType blocked, move_type; 2139 MoveType blocked, move_type;
2098 2140
2099 if (exclude && exclude->head) { 2141 if (exclude && exclude->head)
2142 {
2100 exclude = exclude->head; 2143 exclude = exclude->head;
2101 move_type = exclude->move_type; 2144 move_type = exclude->move_type;
2102 } else { 2145 }
2146 else
2147 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2148 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2149 move_type = MOVE_ALL;
2150 }
2151
2152 for (i = 1; i < max; i++)
2105 } 2153 {
2106
2107 for(i=1;i<max;i++) {
2108 mp = m; 2154 mp = m;
2109 nx = x + freearr_x[i]; 2155 nx = x + freearr_x[i];
2110 ny = y + freearr_y[i]; 2156 ny = y + freearr_y[i];
2111 2157
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2158 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2159
2113 if (mflags & P_OUT_OF_MAP) { 2160 if (mflags & P_OUT_OF_MAP)
2161 max = maxfree[i];
2162 else
2163 {
2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2165
2166 if ((move_type & blocked) == move_type)
2114 max = maxfree[i]; 2167 max = maxfree[i];
2115 } else {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2117
2118 if ((move_type & blocked) == move_type) {
2119 max=maxfree[i];
2120 } else if (mflags & P_IS_ALIVE) { 2168 else if (mflags & P_IS_ALIVE)
2169 {
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2124 break; 2172 break;
2125 } 2173
2126 }
2127 if(tmp) { 2174 if (tmp)
2128 return freedir[i]; 2175 return freedir[i];
2129 }
2130 } 2176 }
2131 } 2177 }
2132 } 2178 }
2179
2133 return 0; 2180 return 0;
2134} 2181}
2135 2182
2136/* 2183/*
2137 * distance(object 1, object 2) will return the square of the 2184 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2185 * distance between the two given objects.
2139 */ 2186 */
2140 2187
2188int
2141int distance(const object *ob1, const object *ob2) { 2189distance (const object *ob1, const object *ob2)
2190{
2142 int i; 2191 int i;
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2192
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2145 return i; 2194 return i;
2146} 2195}
2147 2196
2148/* 2197/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction in which
2150 * an object which has subtracted the x and y coordinates of another 2199 * an object which has subtracted the x and y coordinates of another
2151 * object, needs to travel toward it. 2200 * object, needs to travel toward it.
2152 */ 2201 */
2153 2202
2203int
2154int find_dir_2(int x, int y) { 2204find_dir_2 (int x, int y)
2205{
2155 int q; 2206 int q;
2156 2207
2157 if(y) 2208 if (y)
2158 q=x*100/y; 2209 q = x * 100 / y;
2159 else if (x) 2210 else if (x)
2160 q= -300*x; 2211 q = -300 * x;
2161 else 2212 else
2162 return 0; 2213 return 0;
2163 2214
2164 if(y>0) { 2215 if (y > 0)
2216 {
2165 if(q < -242) 2217 if (q < -242)
2166 return 3 ; 2218 return 3;
2167 if (q < -41) 2219 if (q < -41)
2168 return 2 ; 2220 return 2;
2169 if (q < 41) 2221 if (q < 41)
2170 return 1 ; 2222 return 1;
2171 if (q < 242) 2223 if (q < 242)
2172 return 8 ; 2224 return 8;
2173 return 7 ; 2225 return 7;
2174 } 2226 }
2175 2227
2176 if (q < -242) 2228 if (q < -242)
2177 return 7 ; 2229 return 7;
2178 if (q < -41) 2230 if (q < -41)
2179 return 6 ; 2231 return 6;
2180 if (q < 41) 2232 if (q < 41)
2181 return 5 ; 2233 return 5;
2182 if (q < 242) 2234 if (q < 242)
2183 return 4 ; 2235 return 4;
2184 2236
2185 return 3 ; 2237 return 3;
2186} 2238}
2187 2239
2188/* 2240/*
2189 * absdir(int): Returns a number between 1 and 8, which represent 2241 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of 2242 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction). 2243 * "overflow" in previous calculations of a direction).
2192 */ 2244 */
2193 2245
2246int
2194int absdir(int d) { 2247absdir (int d)
2195 while(d<1) d+=8; 2248{
2196 while(d>8) d-=8; 2249 while (d < 1)
2250 d += 8;
2251 while (d > 8)
2252 d -= 8;
2197 return d; 2253 return d;
2198} 2254}
2199 2255
2200/* 2256/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2258 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2259 */
2204 2260
2261int
2205int dirdiff(int dir1, int dir2) { 2262dirdiff (int dir1, int dir2)
2263{
2206 int d; 2264 int
2265 d;
2266
2207 d = abs(dir1 - dir2); 2267 d = abs (dir1 - dir2);
2208 if(d>4) 2268 if (d > 4)
2209 d = 8 - d; 2269 d = 8 - d;
2210 return d; 2270 return d;
2211} 2271}
2212 2272
2213/* peterm: 2273/* peterm:
2218 * direction 4, 14, or 16 to get back to where we are. 2278 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2279 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2280 * functions.
2221 */ 2281 */
2222 2282
2283int
2223int reduction_dir[SIZEOFFREE][3] = { 2284 reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2285 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2286 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2287 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2288 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2289 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2290 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2291 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2292 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2293 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2294 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2295 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2296 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2297 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2298 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2299 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2300 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2301 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2302 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2303 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2304 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2305 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2306 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2307 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2308 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2309 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2310 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2311 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2312 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2313 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2314 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2315 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2316 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2317 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2318 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2319 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2320 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2321 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2322 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2323 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2324 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2325 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2326 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2327 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2328 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2329 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2330 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2331 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2332 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2333 {24, 9, -1}
2334}; /* 48 */
2273 2335
2274/* Recursive routine to step back and see if we can 2336/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2337 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2338 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2339 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2340 * Modified to be map tile aware -.MSW
2279 */ 2341 */
2280 2342int
2281
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2343can_see_monsterP (maptile *m, int x, int y, int dir)
2344{
2283 sint16 dx, dy; 2345 sint16 dx, dy;
2284 int mflags; 2346 int mflags;
2285 2347
2348 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2349 return 0; /* exit condition: invalid direction */
2287 2350
2288 dx = x + freearr_x[dir]; 2351 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2352 dy = y + freearr_y[dir];
2290 2353
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2354 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2355
2293 /* This functional arguably was incorrect before - it was 2356 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2357 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2358 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2359 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or 2360 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2361 * at least its move type.
2299 */ 2362 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2363 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2364 return 0;
2301 2365
2302 /* yes, can see. */ 2366 /* yes, can see. */
2303 if(dir < 9) return 1; 2367 if (dir < 9)
2368 return 1;
2369
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2370 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2371 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2372 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2307} 2373}
2308 2374
2309
2310
2311/* 2375/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2376 * can_pick(picker, item): finds out if an object is possible to be
2313 * picked up by the picker. Returnes 1 if it can be 2377 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2378 * picked up, otherwise 0.
2315 * 2379 *
2317 * core dumps if they do. 2381 * core dumps if they do.
2318 * 2382 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2383 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2384 */
2321 2385
2386int
2322int can_pick(const object *who, const object *item) { 2387can_pick (const object *who, const object *item)
2388{
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2389 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2390 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2391 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2326 (who->type==PLAYER||item->weight<who->weight/3));
2327} 2392}
2328
2329 2393
2330/* 2394/*
2331 * create clone from object to another 2395 * create clone from object to another
2332 */ 2396 */
2397object *
2333object *object_create_clone (object *asrc) { 2398object_create_clone (object *asrc)
2399{
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2400 object *dst = 0, *tmp, *src, *part, *prev, *item;
2335 2401
2336 if(!asrc) return NULL; 2402 if (!asrc)
2403 return 0;
2404
2337 src = asrc; 2405 src = asrc;
2338 if(src->head) 2406 if (src->head)
2339 src = src->head; 2407 src = src->head;
2340 2408
2341 prev = NULL; 2409 prev = 0;
2342 for(part = src; part; part = part->more) { 2410 for (part = src; part; part = part->more)
2343 tmp = get_object(); 2411 {
2344 copy_object(part,tmp); 2412 tmp = part->clone ();
2345 tmp->x -= src->x; 2413 tmp->x -= src->x;
2346 tmp->y -= src->y; 2414 tmp->y -= src->y;
2415
2347 if(!part->head) { 2416 if (!part->head)
2417 {
2348 dst = tmp; 2418 dst = tmp;
2349 tmp->head = NULL;
2350 } else {
2351 tmp->head = dst; 2419 tmp->head = 0;
2352 } 2420 }
2421 else
2422 tmp->head = dst;
2423
2353 tmp->more = NULL; 2424 tmp->more = 0;
2425
2354 if(prev) 2426 if (prev)
2355 prev->more = tmp; 2427 prev->more = tmp;
2428
2356 prev = tmp; 2429 prev = tmp;
2357 } 2430 }
2358 /*** copy inventory ***/ 2431
2359 for(item = src->inv; item; item = item->below) { 2432 for (item = src->inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2433 insert_ob_in_ob (object_create_clone (item), dst);
2361 }
2362 2434
2363 return dst; 2435 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372} 2436}
2373 2437
2374/* GROS - Creates an object using a string representing its content. */ 2438/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */ 2439/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */ 2440/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */ 2441/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */ 2442/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */ 2443/* Also remember that multiparts objects are not supported for now. */
2380 2444
2445object *
2381object* load_object_str(const char *obstr) 2446load_object_str (const char *obstr)
2382{ 2447{
2383 object *op; 2448 object *op;
2384 char filename[MAX_BUF]; 2449 char filename[MAX_BUF];
2450
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2451 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2386 2452
2387 FILE *tempfile=fopen(filename,"w"); 2453 FILE *tempfile = fopen (filename, "w");
2454
2388 if (tempfile == NULL) 2455 if (tempfile == NULL)
2389 { 2456 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n"); 2457 LOG (llevError, "Error - Unable to access load object temp file\n");
2391 return NULL; 2458 return NULL;
2392 }; 2459 }
2460
2393 fprintf(tempfile,obstr); 2461 fprintf (tempfile, obstr);
2394 fclose(tempfile); 2462 fclose (tempfile);
2395 2463
2396 op=get_object(); 2464 op = object::create ();
2397 2465
2398 object_thawer thawer (filename); 2466 object_thawer thawer (filename);
2399 2467
2400 if (thawer) 2468 if (thawer)
2401 load_object(thawer,op,0); 2469 load_object (thawer, op, 0);
2402 2470
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2471 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED); 2472 CLEAR_FLAG (op, FLAG_REMOVED);
2405 2473
2406 return op; 2474 return op;
2407} 2475}
2408 2476
2409/* This returns the first object in who's inventory that 2477/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2478 * has the same type and subtype match.
2411 * returns NULL if no match. 2479 * returns NULL if no match.
2412 */ 2480 */
2481object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2482find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2483{
2415 object *tmp; 2484 object *tmp;
2416 2485
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2486 for (tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2487 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp;
2419 2489
2420 return NULL; 2490 return NULL;
2421} 2491}
2422 2492
2423/* If ob has a field named key, return the link from the list, 2493/* If ob has a field named key, return the link from the list,
2424 * otherwise return NULL. 2494 * otherwise return NULL.
2425 * 2495 *
2426 * key must be a passed in shared string - otherwise, this won't 2496 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing. 2497 * do the desired thing.
2428 */ 2498 */
2499key_value *
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2500get_ob_key_link (const object *ob, const char *key)
2501{
2430 key_value * link; 2502 key_value *link;
2431 2503
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2504 for (link = ob->key_values; link != NULL; link = link->next)
2433 if (link->key == key) { 2505 if (link->key == key)
2434 return link; 2506 return link;
2435 } 2507
2436 }
2437
2438 return NULL; 2508 return NULL;
2439} 2509}
2440 2510
2441/* 2511/*
2442 * Returns the value of op has an extra_field for key, or NULL. 2512 * Returns the value of op has an extra_field for key, or NULL.
2443 * 2513 *
2444 * The argument doesn't need to be a shared string. 2514 * The argument doesn't need to be a shared string.
2445 * 2515 *
2446 * The returned string is shared. 2516 * The returned string is shared.
2447 */ 2517 */
2518const char *
2448const char * get_ob_key_value(const object * op, const char * const key) { 2519get_ob_key_value (const object *op, const char *const key)
2520{
2449 key_value * link; 2521 key_value *link;
2450 const char * canonical_key; 2522 shstr_cmp canonical_key (key);
2523
2524 if (!canonical_key)
2451 2525 {
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object 2526 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find. 2527 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field. 2528 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field. 2529 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2530 */
2460 return NULL; 2531 return 0;
2461 } 2532 }
2462 2533
2463 /* This is copied from get_ob_key_link() above - 2534 /* This is copied from get_ob_key_link() above -
2464 * only 4 lines, and saves the function call overhead. 2535 * only 4 lines, and saves the function call overhead.
2465 */ 2536 */
2466 for (link = op->key_values; link != NULL; link = link->next) { 2537 for (link = op->key_values; link; link = link->next)
2467 if (link->key == canonical_key) { 2538 if (link->key == canonical_key)
2468 return link->value; 2539 return link->value;
2469 } 2540
2470 } 2541 return 0;
2471 return NULL;
2472} 2542}
2473 2543
2474 2544
2475/* 2545/*
2476 * Updates the canonical_key in op to value. 2546 * Updates the canonical_key in op to value.
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2550 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys. 2551 * keys.
2482 * 2552 *
2483 * Returns TRUE on success. 2553 * Returns TRUE on success.
2484 */ 2554 */
2555int
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2556set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2557{
2558 key_value *
2486 key_value * field = NULL, *last=NULL; 2559 field = NULL, *last = NULL;
2487 2560
2488 for (field=op->key_values; field != NULL; field=field->next) { 2561 for (field = op->key_values; field != NULL; field = field->next)
2562 {
2489 if (field->key != canonical_key) { 2563 if (field->key != canonical_key)
2564 {
2490 last = field; 2565 last = field;
2491 continue; 2566 continue;
2492 } 2567 }
2493 2568
2494 if (value) 2569 if (value)
2495 field->value = value; 2570 field->value = value;
2496 else { 2571 else
2572 {
2497 /* Basically, if the archetype has this key set, 2573 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save 2574 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load, 2575 * it, we save the empty value so that when we load,
2500 * we get this value back again. 2576 * we get this value back again.
2501 */ 2577 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2578 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0; 2579 field->value = 0;
2580 else
2581 {
2582 if (last)
2583 last->next = field->next;
2504 else 2584 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next; 2585 op->key_values = field->next;
2508 2586
2509 delete field; 2587 delete field;
2510 } 2588 }
2511 } 2589 }
2512 return TRUE; 2590 return TRUE;
2513 } 2591 }
2514 /* IF we get here, key doesn't exist */ 2592 /* IF we get here, key doesn't exist */
2515 2593
2516 /* No field, we'll have to add it. */ 2594 /* No field, we'll have to add it. */
2595
2596 if (!add_key)
2517 2597 {
2518 if (!add_key) {
2519 return FALSE; 2598 return FALSE;
2520 } 2599 }
2521 /* There isn't any good reason to store a null 2600 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has 2601 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't 2602 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings, 2603 * be here. If user wants to store empty strings,
2525 * should pass in "" 2604 * should pass in ""
2526 */ 2605 */
2527 if (value == NULL) return TRUE; 2606 if (value == NULL)
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE; 2607 return TRUE;
2608
2609 field = new key_value;
2610
2611 field->key = canonical_key;
2612 field->value = value;
2613 /* Usual prepend-addition. */
2614 field->next = op->key_values;
2615 op->key_values = field;
2616
2617 return TRUE;
2538} 2618}
2539 2619
2540/* 2620/*
2541 * Updates the key in op to value. 2621 * Updates the key in op to value.
2542 * 2622 *
2544 * and not add new ones. 2624 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key 2625 * In general, should be little reason FALSE is ever passed in for add_key
2546 * 2626 *
2547 * Returns TRUE on success. 2627 * Returns TRUE on success.
2548 */ 2628 */
2629int
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2630set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2550{ 2631{
2551 shstr key_ (key); 2632 shstr key_ (key);
2633
2552 return set_ob_key_value_s (op, key_, value, add_key); 2634 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2635}
2636
2637object::depth_iterator::depth_iterator (object *container)
2638: iterator_base (container)
2639{
2640 while (item->inv)
2641 item = item->inv;
2642}
2643
2644void
2645object::depth_iterator::next ()
2646{
2647 if (item->below)
2648 {
2649 item = item->below;
2650
2651 while (item->inv)
2652 item = item->inv;
2653 }
2654 else
2655 item = item->env;
2656}
2657
2658// return a suitable string describing an objetc in enough detail to find it
2659const char *
2660object::debug_desc (char *info) const
2661{
2662 char info2[256 * 3];
2663 char *p = info;
2664
2665 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2666 count,
2667 &name,
2668 title ? " " : "",
2669 title ? (const char *)title : "");
2670
2671 if (env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673
2674 if (map)
2675 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2676
2677 return info;
2678}
2679
2680const char *
2681object::debug_desc () const
2682{
2683 static char info[256 * 3];
2684 return debug_desc (info);
2685}
2686

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